1)any battle advice for a new player??
2)what’s the best way for a new player to get super cool loot in game??
1)any battle advice for a new player??
2)what’s the best way for a new player to get super cool loot in game??
1)any battle advice for a new player??
Half way through a game I’d check the scoreboard to see who on my team is doing well, scoring points or kills. Then I would fly behind him or her and try to see exactly what they do and then figure out why. When I’m dead and waiting to respawn, I use the opportunity to check out their modules and see when they activate what, when and why. I still do all this 2 months into the game.
2)what’s the best way for a new player to get super cool loot in game??
You get to loot only after winning. So play alot and try to win most of them.
what’s the best ship type for serious brawling??
Depends on your play style. I use either a recon inty or a gunship fighter myself. Used to be a frigate jocky, but have not used many since the update.
Best advice I think I can give would be to protect your Engies as best you can, float around them, stay nearby, don’t run off, and target what they target or whats targeting them if they don’t have a clear LOS on the threat. If you’re not near an engie look for someone else on your side in a fight and double up the efforts, no point leaving it to chance that he gets killed when you can be turn a “struggle” into a joke as dodging one dudes fire is easy, but two from different angles can be impossible sometimes.
I’m going to assume you are a pub player. There are serious advantages to playing in a squad with voice chat; that’s probably the best way to get better, know the builds, and get wins. That being said, I myself still go solo quite often and do fairly well. Here’s my most important tips for pubs, in order.
A. Work with your team. This means protecting your engineer frigate and command fighter if they are present. Keeping them alive compounds your team effectiveness. Also, you need to stay alive, as you are useless when respawning. Focus on what others are focusing on; you should never be soloing a kill/assist. Often this is enough to win; a ball of 12 pub ships roflstomping anything in its way as it moves from objective to objective is hard to stop even for a kitted corp squad.
B. Complement the team, not just supplement. If there’s a role lacking in the team, fill it. You will need to be aware of what every player is flying; it takes some practice to recognize what the ship models are from the deployment screen, and what to look for. Don’t go engineer if half your team fields engineers, but do go it when there’s only one other engineer or none. In general, a balanced team of frigates, fighters, and interceptors are best (for T1 and T2 atm), with all different roles (except LRFs, pub LRFs are just bad). You also obviously need to know how to play each single ship type (takes A LOT of practice), and to have a variety in your slots. Recently with the engi nerf I find myself having to field engi on lower tiers, and engi is still a safe bet on the higher tiers; I suggest you always slot an engineer.
C. Play the objectives. This usually falls under working with your team as well. The worst player is one who is just hunting down weak enemies that are retreating to the side of the map. It’s disheartening to see 3 fighters running after 1 interceptor, or an LRF spending 30 seconds to kill a fighter. Sure you might get that kill and slight DSR increase, but it doesn’t mean you helped. Playing the objectives means getting yourself on the beacon and allowing your team to hold it, even if you know you will die on that beacon. It means shooting at a high priority enemy even though you know your teammate will get that kill, not you.
D. Know the game modes. This does NOT mean just knowing what the objective is. Each game mode has its quirks; experienced players often don’t even realize how much their mindset changes with each gamemode. This is perhaps the most difficult part of being a pub member; there’s a degree of finesse in capturing a beacon, relaying up the bomb, or breaking a turtling team around their captain. The priority of targets and degrees of aggression changes not only for each mode but different times within each mode. It requires some time for a pub member to recognize it and bend other pub members to participate. e.g. as an inty captain I will push into enemy lines when my team is out of position, forcing my team to regroup and engage.
E. Know when to disengage and/or regroup. This is the flip side to play the objectives. It’s contradictory to the spirit of a shooter to run, but going evasive with 5 locks on you = team advantage. They will have to reacquire targets, and sometimes the appeal of a damaged ship is so much they will lose precious seconds while the rest of your team plays objectives or melts the other ships,
How can you tell what the rest of your team is packing and what modules they are running?
when you are dead and in spectator mode you can take a peek - but you cant see their passives or implants used tho.
some game modes you spawn almost immediately so no opportunities there. but in beacon hunt and combat recon you may have a chance to peek.
other than that, is simply to ask.
after a match ends and looking at the scoreboard, you can right click on people’s names and talk to them. i did that alot when starting up. most will ignore you but some can be ultra helpful.
How can you tell what the rest of your team is packing and what modules they are running?
You can’t tell what modules they are running, but you can get a good idea based on their ship. Each ship has a particular class and ship type they fall under, and to be effective they usually have to run most modules of that class. During deployment (where you see the map screen), you can see what ships each of your teammates has and is choosing. Mouse over the ship and you should get a small overlay, showing the class. The more you do this and the more ships you play = the faster you will be able to recognize the complete team composition. You can do the same looking up your opponents as well, though you can see what class they are based on the icon above their ship when you are flying. I usually can get through 24 ships (both sides of a recon match) and choose my ship before I spawn. You can go to map screen in game; I use tab as the keybind for fast reference, and check if your team has changed its composition.
Ship class icon summary:
Interceptors have a triangle: Recons are solid, ECMs have a split, and Coverts have a dot in the middle of their icons
Fighters have a diamond: Commands have a single slash, Gunships have an X, and Tacklers have a dot.
Frigates have a square: Engineers have a cross, Guard frigates have a stack of rectangles (a shield kinda). and LRFs have a circle around a dot (bullseye)
Tips:
In general, try to field a class your team is lacking. You can’t have every class slotted, but I suggest a frigate, a fighter, and an interceptor in your slots; it will keep you a rounded pilot.
In combat recon, look at how many cov ops interceptors your opponent is fielding. If they have 4+, then expect an intense camo rush. Hope you have a recon with locator and guard ship with propulsion inhibitor protecting captain. Have your captain be aware of the incoming rush
With 10 seconds before spawning, you can see who the captains are. If your cap is going LRF you kinda have to hope you kill off their captain before yours dies. If their cap is going LRF then you can go after their captain with ease. If their cap is in an ECM interceptor, you might have to win on kills, as they are extremely hard to kill in T2.
If the opponents have a lot of torpedoe LRFs, make sure you have a few guard frigates. If there are disintegrator LRFs, make sure to use cover. You can choose to run an interceptor or fighter to take out LRFs, if you get skilled at targeting them it’s extremely satisfying and easy to pad your stats.
A new player needs to stick to a class or ship type he or she feels the most comfortable with. Very few players, like myself, can switch and be effective with multiple roles. But those that are new, need to be comfortable with one and stick with it. Learn its tactics and uses. And of course the do’s and Don’ts of flying.
A piece of advice from the inflicting end, since I’ve had to fly Tier 1 to complete a few tutorials and, oddly, a Contract. Seriously, it shouldn’t be so hard to kill people with a missile hit in T2 and up…
Combat Reconnaissance: Tier 1.
Firstly, if you are the captain, do not fly anything except a Tackler, ECM or Recon!
Secondly, if you want the Captain to die horribly, fly Tackler.
I am going to tell you how I have achieved 100% success rate at killing Captains in Tier 1, so much so that I am often the first person to score a kill! First, you must fly a Tackler. Give it the best weapons and missiles you can afford. I do not recommend lasers though - take them only if you cannot hit for squat with plasma or rails. You will also want to equip as your modules the Target Painter and Engine Suppressor. Again, the best you can get.
Now all you need to do is fly straight at the enemy captain. Seriously, just fly toward him as fast as you can. Once enemies start getting within weapons range activate your Chameleon Cloak and keep going. You are invisible for fourteen seconds - this should be enough to bring you within weapons range. Lock on as fast as you can (remember, locking on doesn’t break cloak, so have the enemy Captain locked before you arrive!) and then unleash hell. Fire everything you’ve got at him - guns and missiles. Hold nothing back, and he should explode very quickly indeed!
This tactic does not, or should not, work with all Captains. Since I know this will slaughter any Tier 1 pilot not prepared, here’s the counter…
Recon Counter:
RUN AWAY! Turn around and Microwarp away from the Tackler! Remember, he’s just burned his cloak and used his modules - he’s a sitting duck for your allies to kill! Under no circumstances are you to stand and fight. You could win, especially if you’re a good Interceptor pilot, but once the Tackler modules kick in all your advantages are gone. If you see the Tackler coming, or even think he’s coming, Microwarp as far away as you can!
ECM Counter:
Activate the Metastable Field Generator as soon as you come under fire and spam chat with cries for help. If your team is paying any attention, someone should come to your aid. Hopefully, you will live.
Tackler Counter:
Cloak and fly away. Easy.
Everyone else… sorry, but I honestly don’t have any advice for you. Gunships will melt, Commands will melt, Frigates will melt… anyone who can’t cloak, become invincible or get the heck out of dodge is going to die horribly to Tackler-spawn. The only advice I can give you is to turn around the moment you spawn and fly directly away from the enemy. That should give you enough breathing room that the Tacklers can’t ambush you.
Do not take a Frigate. Ever. Do not assume the Engineer’s healing will save you - it won’t. Tier 1 heals are so weak, as are the ships carrying them, that they don’t even come close to countering the DPS your enemies dish out. You might think Guards are tough enough to absorb fire and tank it, but they aren’t. Not in Tier 1. Your ship is slow and clumsy and will be ripped to shreds long before your allies realise you are in danger and come to your aid. You may think the firepower of a Long Range will save you, but it won’t - you’re a stationary target with armour made of crafting paper and old toilet roll tubes and you will be dead before you can activate your Disintegrator.
Remember, Tier 1 ships are a lot more vulnerable than in other tiers; you cannot count on being able to heal damage, and so you need to learn how not to take any in the first place. When you advance, you can start to learn to play a little looser.
Um, Tacklers make the worst captains, along with LRFs. Even if you cloak, they will be able to see the targeting box, pull you out of stealth and kill you pretty fast.
There are no captains in T1. Just meats for the grinder like the rest of us.
Best advice I think I can give would be to protect your Engies as best you can, float around them, stay nearby, don’t run off, and target what they target or whats targeting them if they don’t have a clear LOS on the threat. If you’re not near an engie look for someone else on your side in a fight and double up the efforts, no point leaving it to chance that he gets killed when you can be turn a “struggle” into a joke as dodging one dudes fire is easy, but two from different angles can be impossible sometimes.
By all means, float around the engies. That way I can steal more buff assists and damage assists :Dwop
Um, Tacklers make the worst captains, along with LRFs. Even if you cloak, they will be able to see the targeting box, pull you out of stealth and kill you pretty fast.
I thought cloaking broke targeting lock too? Whenever I’ve seen fighters/inties go cloak they’ve always broken my lock on them…