terms:
CP- the # of places to capture on the map.
Home base- base closest to spawn.
cap(ping)- capturing a base(s)
strategy- a plan that covers the big picture, but not each engagement.
tactic- a plan for a small set of particular circumstances.
turtle(ing)- to hold one position very strongly and not give it up.
camping- to wait near a spot to quickly kill enemies that come by.
spawn camping- camping near the opposing teams' spawn area if not right at their force field.
class- the type of special ability your "shield" gives you. (one of the 3 listed below)
g*- guardian (shield)
r*- recon (shield)
s*- striker (shield)
dmg- damage
tank- to absorb hits
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basic class roles:
g* solo: to delay and take on single targets with relative ease.
team: to protect team and support in fights. they should be the last ones standing. (once the g*(s) is(are) down team fights are much easier)
s* solo: to run and begin capturing bases more quickly than the rest of the team. main fighters. (the base's heal pad is your best friend)
team: to initiate fights and pick off weak opponents. chase down fleeing enemies.
r* solo: pick off target(s) by surprise. capture bases behind the enemy to force some of them to retreat. pick off spawning reinforcements.
team: versatile. main attack force or play support. isolate enemies and pick them off. lure people away from a fight to thin the numbers.
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class order of importance:
as i see it you've got 10 different things you can do...
1) initiate a fight
2) do dmg
3) support the rest or your team (i.e. use guns not swords. and/or separate people from their group)
4) tank for other people on your team
5) stall till you get help (or die trying)
6) run away (go to home base and heal or find a group of allies)
7) chase enemies
8) defend a cap
9) cap
10) bait (lure an enemy into teammates or somewhere for an easy kill)
these 10 in order of importance for each class (my opinion, like the rest isn't)...
striker:
1) dmg
2) initiation
3) support
4) chase
5) cap
6) stall
7) run
8) bait
9) defend (normally don't do this on your own)
10) tank
guard:
1) support
2) tank
3) cap
4) defend
5) stall
6) dmg
7) bait
8) chase
9) run
10) initiation
recon:
1) initiation
2) support
3) bait
4) dmg
5) tank
6) defend
7) cap
8) chase
9) stall
10) run (if this one seems out of place due to the invisibility it's because people have gotten so good at finding cloaked recons now that it's too hard to escape, so just keep fighting. not to mention you get slightly slower movement while cloaked.)
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trinkets:
-Own two trinkets.
-Be wearing two trinkets.
-make sure you're gonna use them. (ex of bad trinks: wearing two ctr trinks and not using charge attacks)
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weapon type basic uses:
bombs: to delay and apply status effect for easy kills.
tips: -don't begin charging if you know an opponent could easily hit you before it's done.
-use status fields as a safe spot to retreat to.
guns: to make use of distance between you and the target. also to attack with less commitment than a sword.
tips: -try not to use these in close combat if you can swap to a sword in time.
-use guns to scout an area for recons.
-interrupt charge attacks. (mostly bombs)
swords: to do lots of damage quickly.
tips: -use shield cancel to stop the follow trough.
-don't use a full combo unless you are sure it will hit (preferably kill)
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match-ups: ----WARNING: match-ups are based heavily on skill.----
1 on 1 matches.... (my observations)
g* vs g* = based on who breaks who's shield or get's back up first.
tips: -attack first and use shield as if you were fighting monsters.
-use shield to block projectiles and close the gap for a sword.
g* vs r* = based on how well the g* can reveal a cloaked r* with a gun or sword.
tips: -turn and attack behind you to search for r* as g*.
-use a ranged weapon or catch the g* with a bomb to force his shield as r*.
then use close range to break his shield quickly and kill him.
g* vs s* = based on how well the s* can poke in and break the g* shield.
tips: -wait for the s* to commit to an attack while shielding as g*, then counter before he can leave.
-wait for full boost meter as s* to engage.
-use boost to close the gap and perform one hit, then boost away as s*.
r* vs r* = based on who can reveal the other and chase him down.
tips: -use the base ring to spot for a location of your opponent.
-waiting is always a good strategy.
-don't run your own cloak dry.
r* vs s* = relies on 1st strike from r* or chase down from s*
tips: -if its a good s* they won't let you flee, so stay and fight as r*.
s* vs s* = "the dance," based on who dodges better and gets in the first attack.
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capping tips:
s*: -don't stand idle at a point. use your biggest area attacks to search your surroundings.
-try not to run in a predictable pattern. (ex: circle) it's almost better to stand still.
r*: -never stand in the center of a base, even cloaked. pick an edge you don't think will be attacked as the 1st spot.
-save some cloaking gauge at all times. while visible, keep moving. (preferably also attacking)
-use bombs to help keep enemies out and reveal would be r* sword assassins.
g*: -always be using a bomb or have your shield up. another option is to use polaris to block an entryway.
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tactics:
-double check basses you've already captured to find enemies.
-use r* to sit in high traffic areas to snipe passers by (but not groups)
-(turtle) using 3 g* to take turns providing a team shield and withstand strong pushes.
-when a team is spawn camping, shoot them to gain ground and use 1-2 r* to slip by and cap the basses in the far back first.
follow this with s* ignoring people close to spawn. And most importantly, go heal while you're @ home.
-after pushing back the opposing team, use a g* with 1-2 more people and bombs to cover the exit's to their base
-leave one or two r* in the back to kill any s* and r* trying to cap. let strikers low on health return to base for heals and help prevent the counter caps.
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strats:
1) Go 6 s* for mobility and capture basses as fast as possible.
----do not engage larger groups than your own----
6 CP: Follow them around and capture basses after they've left.
3 CP: try to move in teams of 3 and always have someone check your own home base.
2) Beloved free for all... just do what you want. :P
3) go all r* at the start to confuse the opponents and capture basses in the back.
if the team is not doing well as r*, then spawn as g* if you die;
or- if the team is doing well, spawn as s* to provide quick back up.
4) Go 4 guardians and 2 strikers. split guards into 2 teams of 2 and have the strikers team up and bouce between the guardian groups.
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general Tips:
-when capping a base, don't stand in the center or in a group.
-when guarding a captured base, you don't have to be in the circle.
-when guarding a base, standing just outside the edge provides early warning if recon tries to come from that direction.
-when guarding as r*, stand near the bottom to give you more sight and reaction time to cloak.
-retreat as a team....
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weapon type strength over-view:
(swords) ---kill--> (guns) ---kill---> (bombs) ---kill---> (swords)
some notable exceptions...
-the RSS or radiant sun shards bomb is very hard for gunners to deal with in general.
-polaris is more like a long range bomb. making it good vs sword users if at range.
Great guide :)
I could really see how this would help "pugs" if they were actually read it. Zave i think we should number the stats and get the whole guild to read it. That way we could just call out "every run strat 4".
Great guide.