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The Shark (Basing)

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  • The Shark (Basing)

    Just like my post about the javelin, i will post hre my sharking tactics, how i play and maybe some tips. By the way, I'm writing these posts impulsively, I'm writing what comes to my mind. Again, I am NOT the best basing shark, but I do have some experience at flying this ship. You may or may not agree with what I'll say, post comments, ideas you may have, etc.

    The shark is a weak ship that deserves to die when it's not useful anymore. The shark starts with three repels and you can green some if you're lucky. I'll divide this text in three parts: attacking, defending and flag room battles.

    Attacking:

    By attacking i mean trying to get into flag room. I know, people say: "Never ever mine while attacking" but I don't agree, sometimes, the best way to break cram is to lay a mine right at the good place in the top of entrance so that an ennemy shark simply ram it because he will never have thought about you doing this. Then you simply use your repels to rep remaining spider's bullets to help your terrier getting into flag room. If the ennemy team is lining it's mainly the same thing but you do not have to mine, only rep. A little notice about the reps: use them carefully, don't use them for nothing, learn to time them. A repel is effective during approximatively half a second (verify for yourself), so don't bother using two repels one after the other.

    Defending:

    Defending will be divided in two parts: cramming and lining. If your team is cramming, do not mine entrance, ennemy sharks will use your own mines and rep them into your spiders. But I found a way to mine properly; simply mine right under a wall so that if they're repped, they explode right away and kill the ennemy team instead of your own team, and if you're lucky, your mines may produce a shrap fest. For the reps, simply take turns with your sharking partner to rep ennemy spider's bullets and try to go as low as possible and try laying some mines at some specific points that I mentionned above, and if you go really low, your spiders will have the opportunity to invade lower base which is a good thing, giving more points. If your team is lining, you can mine entrance but be careful to not kill your sharking partner. I use repels for two things, repping bullets and disturb the ennemy while they're aiming (mostly warbird and javelin, but spiders sometimes.) You can also go on sides of entrance (from the inside of base) and rep the ennemy aside the wall and stuff to gain more flag time. You can also try to rep the ennemy team into a jav bomb, which is pretty amazing and giving lots of points.

    Flag room battles:

    As a shark, in a flag room battle, your job is to protect your terrier, your team, AND the flag. (These are in order of which I think are more important), because think about it, if your terrier is dead, no team, and if you don't have team, no flag, and no flag = losing the game. So i personnaly like to sit on flag until I have no reps because when I'm on flag, I protect the flag, and my repels are effective on all or mostly a lot of the height of the flag room, if the other team is sitting on the flag, simply go under the flag and rep them up so they get killed by your spider's bullets. Also, try NOT mining on the side of where your terrier is, try mining on the side of where the ennemy terrier is flying, try mining on the back of the wall where the spiders sits for lining so he can't move easily from lower of base to the upper ear and also mine the side of entrance (from inside the base) since this is a good burst spot, also mine the upper ear since the terrier mostly set warp point there.

    That's all I can think of for the moment, hope it's useful for someone.

  • #2
    my opinion is that there is no such thing as an individually good shark.
    Ripper>cant pee with a hard on
    apt>yes u can wtf
    apt>you need to clear the pipes after a nice masturbation
    apt>i just put myself in a wierd position
    apt>so i dont miss the toilet
    Ripper>but after u masterbaition it usually goes down
    apt>na
    apt>ill show you pictures
    apt>next time I masturbate

    Comment


    • #3
      just keep in mind
      for sharks: TERR > ANYTHING

      shark's objective is not to kill (unless your spiders arent doing the job).. shark is here to protect.

      i hope i make sense

      feel free to correct me
      1 + 1 = 1

      Comment


      • #4
        OK, here is my version:

        Attacking: rep mines up if you can, rep to protect your spids as they shoot up, rep to protect your terr as he goes in, make sure you go the same way as the terr, but stay behind him as he enters, try to make sure he can drop people off safely. [do not mine]

        Fr: 1 - protect your terr so he can drop more people, 2 - go for flag and keep it, 3 - rep for spids as they kill enemy spids, 4 - mine next to nme terr so as nme attach they die. Repeat this process every time you attach.

        Defending: if your team crams, dont mine at all. rep only, try to keep one shark repping at one time, dont have two sharks attaching together. if your team lines, mine as much as you can.

        -RR

        I own you in shark.

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        • #5
          Zxer, I think that most people know how to shark, they just don't have the practice. But nice guide anyway, at least now it's written down.
          5:royst> i was junior athlete of the year in my school! then i got a girlfriend
          5:the_paul> calculus is not a girlfriend
          5:royst> i wish it was calculus

          1:royst> did you all gangbang my gf or something

          1:fermata> why dont you get money fuck bitches instead

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          • #6
            its written for people that dont

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            • #7
              I don't like "base" sharking, as in league play or other hosted games. When I shark, I like to kill enemies, and I don't like the purely defensive role that sharks have gotten in that environment. Even with limited TKing, sharks can rack up the kills as well or better than other ships, but not when their defence becomes the dominant role.

              In league play, sharking skill is a misleading term. It's less about showing off one's skill than it is about making few mistakes. I'm not saying that there is no skill involved; on the contrary, it takes immense skill compared to some other ships. I just think that shark pilots have to turn the dial down a bit while other ships have to turn things up.

              I get much more thrills taking out enemy warbirds, javs and terrs in pub.

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              • #8
                i always mine when my team crams, its just a matter of rushing down amongst the enemy team and setting up a row of mines that cant be repped up
                Dice
                TWLB Champions Season 8
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                • #9
                  What zXer said sounds mostly good and true to me, too. I often mine while attacking and defending (even a cram) under following conditions:

                  1) There are no teammates at entrance (okay explains itself)

                  2) Entrance is lost anyway (ie. there's 1 spid defending against whole nmy team rushing up).

                  3) You get to entrance alone when attacking a cram (this is very risky and I only mine here if I see a spid charging me - you got to make sure the mine gets removed).

                  It's also wise to rush out after using reps when defending a cram. I use "Out of reps!" -macro to signal my shark partner to start repping and try to get _behind_ the enemy team and lay some mines there. If it is played right, the shark in rep duty will push some/all of enemy team at the mines (there's a good chance of nmy sharks saving the day but see zXer's comment on shrapfest).

                  I personally haven't laid defensive mines in ages (this was even before cram) but if you have to mine I recommend you to lay them to the little nooks on both sides of entrance. They bound to kill some of your teammates if they advance below entrance but it seems most safest to me. Some people mine the tip of the "trenches" on both sides of entrance but I don't think it's all that of a good idea since they can be repped sideways and from there upwards. This was again just my two cents but in my philosophy (oo, sharking philosophy :PP) my own team comes first - if the spids can't kill the enemy then the game is lost anyway so you can't make an impact by mining. I of course remove some choice ships (wb and jav are _easy_ to take out - saves your spids some work) in fr and lower but I only challenge spids when I absolutely have to.

                  EDIT: Also, a word on solo sharking. I've been doing this quite a lot lately in ?go base and find it fun and challenging. You really got to save your reps here, though. When soloing you mustn't protect your spids from every single bullet (they can dodge, too) even tho repping a big burst is fine. What you really should concentrate on is repping jav bombs/wb bullets (hard 'cause of lag but have to try). This holds equally true when attacking a cram - you can let couple o' spids die if it allows you to block the jav shot that would take out your whole team. In other words - always save one rep if there's a jav ready to shoot. Okay I admit this holds true to attacking in general but most of the times your shark partner will get to attach about a sec or so before the jav shot in most cases so you can be bit reckless there. In flagroom your task is about similar to normal games - push and guard. What's tricky is that you need to do both at the same time. When you detach from terr you should first make sure that terr is safe (ie. no javs or wbs are about to make a run and it got couple o spids with it). If terr is unguarded you should stay there until couple o' spids attach - never leave your terr alone!. When you're certain that terr is safe for the moment you get couple o' spids behind you and push them to flag. After this either try to rush some close by jav/wb or just human shield your spids. In any case you need to find a way to die fast which doesn't seem to be a problem in fr. Making runs on nmy terr is fun but it gets your team vulnerable since you're away for long. I'm personally very quilty of this so forgive me.
                  Last edited by Windreaper; 09-15-2003, 05:26 PM.
                  Veni Vidi Visa - I came, I saw, I did some shopping.

                  Also did some game development. Check out this horror adventure game if you like point'n'clicks.

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                  • #10
                    A shark shouldn't get more than 5 tks a game, and za you're wrong about no individually good sharks.
                    There once was a man from Nantucket.

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                    • #11
                      With all this new cramming tactics, and a whole horde of spiders/terrs that have zero ability to dodge or even use their brains to position, a shark role has been deminished to mere defense, removing several very important sharking aspects:

                      1. Shrap - with cramming spiders you're bound to play defensivly and not mine, and 0 mines = 0 shrap. Which means no dead ppl, no greens, no possibility to green a rep/shrap. If only one shark mines, it's 4 mines with possible 5 shrap from each.

                      2. EMP - so overlooked, emping ability of mines is one of the main reasons that properly set up lines work so well. One slight mistake on attacking side and the whole team can get emped.

                      3. Rep usage - laying mines in lower means that other team will MOST LIKELY have to rep them away, which means at least 2 reps are gone (if shark knows how to set up strategic mines). Some additional shrap, and speed of mines can result in another 2 reps used on the attacking side. If they green 1-2 reps it's still 2 reps gone before even engaging defending side.

                      4. Re-mining - a shark positioned to mine lower can, if skillfull, mine even few times before dying. One of the general tricks for sharks that have greened shrap is that they keep mining even if repped, because all those repped mines can produce shrap. Even if they don't the rep-radius is not big, so few mines that defending shark laid will still be needed to get repped.

                      5. Speed - attacking team MUST slow down untill all mines are cleared, which gives golden opportunities to defending spiders to go out, or jav/wb to do their magic.


                      Now multiply that times 2 and add ppl that pay attention and you got yourself a nice little problem.
                      Oh don't forget faking bombing to get ppl to use reps, masking bombs, aiming shrap, afterburner mining, repping other teams mines, real bombing, decoy, forcing warps and such other trivial sharking things...


                      Didn't TK have a Shark 101 topic in old forums ? Or was that for pub only ?





                      Edit: I play nice in ?go base when I have known ppl or fixed strat, but usually I mine cuz it's rather boring otherwise. You can't imagine how much flaming/tips/cussing-outs I get then...
                      Last edited by CrvenBan; 09-15-2003, 06:31 PM.
                      Originally posted by Disliked
                      However, I have a bigger problem, being an atheist for 9 years, most of it during my teenage years I've become a little addicted to masterbation. I've tried to stop and even asked God to help but I'm unable to resist the temptation and it's driving me insane with grief.


                      Originally posted by concealed
                      when i was on incuria i took 40 mgs of adderol like an hour before every match. didnt help me that much :X

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                      • #12
                        Re: The Shark (Basing)

                        A couple more thoughts. Mining, IMO, relies highly on enemy error. Most mines can be avoided or repped away properly. A bad team will ram, fast detach, etc. but a good team will not. Mining on attack is a risk you can take, but you have to be so much more precise against a good team. Mining on "their side" of the flag room is okay for a bad team, but a good team will rep it at your own terrier, or avoid it/switch sides of the FR, etc. Generally, mine only if it has a purpose- you know it will kill someone, or it will slow down the other team, etc.

                        Cram- You rep to keep enemy out of the entrance. Lining- You rep to keep enemy IN the entrance (at top of entrance).

                        Greening- If you're about to die, assume the next green is what you want (a rep) and ctrl-shift as soon as you get one (not after you take time to read "repel increased").

                        Originally posted by zXer
                        A repel is effective during approximatively half a second (verify for yourself), so don't bother using two repels one after the other.
                        I'd say it depends- if it's a rain of spider bullets, space it out for maximum protection. But if it's multiple bombs/shrap/L1 bullets use'em up cause that stuff sneaks through. Maybe not on your screen but your teammates may be lagging, etc.

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                        • #13
                          I like to embarrass enemy sharks with a well timed EMP that whipes out an entire cram. Yeah, that's right, sometimes I fly my shark more like a base jav.
                          jasonofabitch loves!!!!

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                          • #14
                            One thing I've noticed is that few people count reps. Whether it's in pub or in hosted basing, when an enemy shark comes near, I make sure to keep a count of how many reps he's used up. If I know I have more reps than him, it gives me an advantage and it changes how I would approach the situation. Of course, there is the odd chance of him greening another rep, but those are rare. (And I don't know if it's I'm just imagining it, but I find I tend to green reps more often from dead shark greens than from other ships.)


                            Oh, and if anyone is interested in pub shark tips, I'd be glad to share what I know. There seems to be more of a demand for base tips though.

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                            • #15
                              A shark shouldn't get more than 5 tks a game, and za you're wrong about no individually good sharks.
                              ok you can be good, but you arent really much if you dont work well with your partner shark. what im saying is that teamwork is the key.

                              and on the tk's part i think i may have to disagree. sometimes tk's are due to a teammates stupidity. i remember agreeing with what jonas once said, "tks are underrated." if you mine smart in flagroom battles, in places that will constrict the enemy and force them to repel the mines against nearby walls because they are too close to the walls to repel at your team... then this is worth the few tks that come of it. the chances of the enemy terr getting shrapped or killed because of lack of room to move increases. and the enemy sharks are forced to waste reps. the only bad part is when teams switch sides in flagroom battles... you just gotta be careful and clever about it, and quick too, so as not to spend excess time mining and not enough repelling shots from your team. all in all, sharks almost always play by far the biggest role in winning games where the terrs are pretty evenly matched.
                              Last edited by za gophar; 09-15-2003, 08:21 PM.
                              Ripper>cant pee with a hard on
                              apt>yes u can wtf
                              apt>you need to clear the pipes after a nice masturbation
                              apt>i just put myself in a wierd position
                              apt>so i dont miss the toilet
                              Ripper>but after u masterbaition it usually goes down
                              apt>na
                              apt>ill show you pictures
                              apt>next time I masturbate

                              Comment

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