Game mode: Team DeathMatch 8v8
by:iBalrog [ESB], original post is here
1. Get a Team
You will need 8 pilots and a BadAss team name, no team = no win!
2. Team Composition
So you got a team, you got a name, now you need a l33t fl33t. You can always work out your own setup, but i am going to use a team composition of Evil Space Pandas :
3x Gunships , 1x Engineer , 1x Command , 1x ****** Sniper , 1x **** ** ECM , 1x Guard
Strike Force
2x Empire Gunships
Actives: Weapons: Missiles:
и *** *** ***
1x Federation Gunship
Actives: Weapons: Missiles:
1x Empire Engineer
Actives: Weapons: Missiles:
1x Command
Actives: Weapons: Missiles:
***
Gunships
It’s Focus fire is capable of destroying any target fast
It’s Mobility allows for quick dive on targets and reliable get away
Engineer
It knows how to stay in a position and repair comrades, sometimes it moves, and sometimes it even moves very-very fast, when under focus
If there is no engineer, you are screwed. Just get in, use auras and use Eclipse to heal buddies.
Command
Provides Speed to get in and extra dmg to eliminate targets
Rest of the fleet.
1 ECM
Actives: Weapons: Missiles:
*
1 Empire LRF
Actives: Weapons: Missiles:
***\ **
1 Federation Guard
Actives: Weapons: Missiles:
****
Note: Unlike the strike fleet, you can swap/replace these roles for something else.
Implants
|
Rank
| [/td][td] |
|
1
|
| We are looking only at «** Armadillo **» , it goes on top of all other dmg modifiers (ship size, resistances, weapon inhibitors), In T3-T5 is relatively easy to get Resistances very high, especially with dedicated Command, so mere 25 resistances from J1 gives very little dmg reduction
|
|
2
|
—
| All implants are good, choose by situation and ship role |
|
3
|
| «SR Mark II» is the most useful here |
|
4
|
| «Sting» Allows more reliably hit targets with missiles, and «Malleus» for extra dmg if your targets aren’t dodging well. |
|
5
|
| «Velox» For close proximity dogfight, and «Cheetah» for mid-long range engagements |
|
6
|
| «Ox» The must for crit builds.The rest can use «WPN-FS2» , «Gladius» isn’t to bad in soem builds as well |
|
7
|
| «Predator» no alternatives |
|
8
|
| «Armadillo II» allows you to gtfo from sticky situations |
|
9
|
| «Gigas II» the best for organized type of game-play, the best there is due to coordinated focus fire |
|
10
|
| «WPN-FS3» is the most useful |
|
11
|
| «Oculus II» or ** «Ant» **both are good and defined by your main weapon |
|
12
|
| «Gladius II» is most effective here |
|
13
|
| «Rapidus III» is the most efficient and very useful for Strike Force, «WPN-F70» should be looked at if you are not actively dogfighting and do more of a long range engagements |
|
14
|
—
| up to you |
|
15
|
—
| up to you |
3. Map
Every team member must be familiar with the map and utilize that knowledge during the battle while annihilating the opposition, go to Custom game, chose a map and fly around it
Top View
Side View
Some Distances
4. Practising
It is very important to practice as a team before the tournament, have custom games within corporation or vs another corporations, use forums, in game communications, contact other corporation officers directly.
5. Art of a ** Team-play**
So you have found friends to kill in Custom game, but you find yourself sitting around asteroids most of the time, - not good, that won’t get you far.
First.
2 Pilots becomes Target Callers, their job is simple, call targets for their team to blast at
- First caller (and main caller) should be the one charging in on a Gunship, he goes in first, he can see situation first hand and for how it is
- Second should be on a Command or Engineer, he is not directly engaging and picks up when main Caller is in intense dogfight, falling back, dead and can not clearly see the situation.
When target has been called, everyone must follow up on blasting at it, so Target Caller must mark target in advance avoiding empty wasted chaos time.
Target Priorities
On Offence : Tackler (as soon as he goes invis, call next target), Engineer/ Command.If tackler came out of invis and close enough, change focus back to tackler.
On Defence(much harder) : Tackler, Gunships , then Command/Engineer
Tackler is very dangerous if left unchecked and running wild, in the same time it is a relatively easy to destroy an out of position Tackler
Second.
All hail the great Commander!
He is in Command/ Engineer, and always at mid-long range engagements, he spends 60% of it is time on tacktical map (TAB) looking at all symbols and working out sneaky-sneaky plans.
1. He control whole fleet movements, where on the map fleet or individual pilots go
2. He calls parts of the map to take cover and prepare for assault at.
3. He calls enemy movements on the map, trying to see enemy weaknesses and where to strike and watches for enemy flanking attempts.
3. He calls retreats and regroups if fights get to Chaotic “Group on me in 5, 4, 3, 2, 1… mf@*&^%!”
4. IMPORTANT. HE constantly calls a command: "SILENCE! No chit-chat! Focus on the game, little b^*(&^*S"
Because unnecessary voice traffic is destructive and goes in the way of coordination.
All commands of a Great Commander have a priority “Holy God!” and shall be executed immediately, failing to execute command sright away, shall result in removing a “man card”(i.e. balls) from team members
Note: Most legendary Commanders spend 80% of fly time in tactical map.[/size]
Third.
Role Behaviours
ECM
Disabler
After Target is called he goes ion beam+energy drain the target, when target at 20-30% HP -> stasis to finish him off
Guard
Hedgehopping style
Fly by enemy group, activate pulsar, baiting and gtfo under cover, enemy will agro, and often chase him down, while enemy punches you, your team punches enemy, at 40-50% Hull left, activate self healing.
Sniper
Tanky as mother-xxxx, dmg through the roof, bait enemy into Snipers working area and collect souls
Example from Evil Space Pandas:
1. ECM found an enemy
2. Commander calls a map position 4-5 km away from the enemy to move into, when you established a position, Target caller takes over, he calls a target right away
3. First goes in a Guard, ECM and Gunships are awaiting behind, Guard agroes enemy team and as soon as he gets shot at,
4. Command Uses
5. Guard gets in range and activates and turns around to get into cover
6. Gunships and align on a target, while ECM , Command uses the moment when gunships start shooting, later ECM for a finish, In the same time LRF supports with with cover fire.
7. If gunship gets focus fired and getting low on HP, and gtfo (use this module only to get OUT of the fight, is enough to get into the fight)
8. After killing targets, regroup on Commander, repairs and wait for Modules to recharge (which happens relatively fast) as soon as recharged dive in again, that lets no time for enemy to take a breath and regroup.
9. Rinse and repeat.
Everything is relatively simple, just takes some practice in Custom games to get use to rotations
6. Signup for a Tournament
The simplest part, as soon as tournament is announced - register!
Good Luck!