This is a compilation of strategy posts I did for RB, but seeing that twl is almost over it is okay to post them now on tw's community forums seeing hwo they will not affect RB's chances in lb at this point. All put together, this is a very long read, but those from my squad that have read it told me it helped them a lot. So if your in a new squad, or just want to play better in ?go base, then this would probably help if you are able to read the whole thing.
Basic spider combat skills: Conserve energy, fire only when pretty sure it will hit, and fire in bursts of 2 or 3 shots for absolutely sure shots. When evading it is best to oscilate ur position perpendicularly to ur general line of retreat. In harassing enemy, fire 2-3 shoots then move sideways, when facing enemy, then fire again=makes u less of an easy target. Do not attack from one sole position, and do not attack like you’re a kamikaze airplane chasing your target. The idea is maneuver, then aim/fire 2-3 shots, then maneuver again as you recharge. Also when you aim, don't look at your ship, look at your target and where your past bullets made their mark, this sentence usually helps a lot of people new to basing.
Close-Combat Tactics:
Close Combat is when you are close enough to spider to have around a 90% hit percentage.
In this type of situation it is best to fire one shot at time, put keep frequency of firing to a high rate. The reason I say only one shot is that I constantly see spids waste bullets because they are trigger happy. Two shots at time is probably best is you are able to stay focused on target. Quickness is the key....but only if every shoot you throw at enemy hits the enemy.
First off you obviously aim by turning right and left. But in combat a thing to keep in mind is how many hits have incured on you and how many times you have hit the enemy. If you are performing badly compared to enemy spider, move backwards as you aim (in effect retreat to conserve energy), if you are doing good move forwards to maximize your hitting ratio. Maneuvering to avoid being hit is useless in this situation, concentrate on aiming.
Tips:
1) 3-4 shots is more than enough to kill, but in close combat 2 hits will probably suffice considering that enemy spid is wasting his/her energy to shoot at you.
2)There is a lag associated with combat, in some situations you have been hit by a bullet that doesn't kill you, but in same instant, or just a little afterwards, if you fire another shot your ship might explode because of lag telling your computer that you should be dead. That is why you only fire one or two shoots at time, so that you don't fire any extra shots than are required.
3)You want to conserve as much energy as possible so that you can continue combat after you kill your first opponent. If you are good in close combat, you should only waste 2/5th of your energy to vanguish your average enemy.
4)Many spiders attack in kamikaze fashion, therefore it is usually best to avoid enemy shots as you close in to the enemy and allow them to waste energy needlessly in their reckless fighting style. When you are close enough to have a 90% hit percentage, this is when you fire in above fashion. You might want to fire one or two shots while closing in on enemy if it so happens that while maneuvering closer, the enemy is in your sights for a small time window during such maneuvers and you can exploit this.
FlagRoom (FR) Battles:
In flag battles it is best to use common sense and not attack in groups, if 3 spiders are attacking from same place the enemies bullets are sure to make their painful mark. Try to attack from another place, this will force the other team to disperse their fire. So if most of ur team is attacking from the top of actual flag, go under the flag to attack. Use ur judgement whether u should camp at particular place, if u r sure to die if u enter direct combat, or whether u should rush enemy terr and their supporting spiders, when their team is dispersed or close to anniliation or can be pushed back.
Always cover under!, always target sharks as first priority, and unlike most other situations, kill the sharks even when they wasted their reps. Sharks being able to mine in fr (a very small confined place) can do mucho lucho damage to your team.
In all FR battles, work with team, try very hard not to die, advance and push them back steadily but surely, and try to confine enemy to as small quarters as possible. When you have shark protection, that is the time to try to advance, if you don't have shark protection, try to hold your position and keep enemy at bay.
Usually the best place to trap enemy is in one of the two upper bubbles. In such a case fire at enemy of course, and move to absolute top or side of flagroom to recharge. Fire quickly with educated guessing for aiming. Use greens wisely, waste your energy before picking up a few greens in anticipation to maximize the firepower.
In all situations surround enemy if can...much more effective against sharks that can only repel one front of attack.
Defending Tunnel:
The easiest place to stop the other team, b4 cram situation, is the tunnel. So after winning a FR battle, go to tunnel as quickly as possible, especially the sharks. In this situation think it's best to have one spid in mid firing down into tunnel, but once the enemy is able to get to top of tunnel this spider, and one shark should proceed back to cram, while the rest tries to contain enemy in tunnel. Your terr should be in mid-base, and at least 3 spiders should be in lower (ie tunnel) also with supporting sharks, this is best for tunnel defense, the sharks should mine 3 linear mines in tunnel while saving the last mine for 'opportunities' to kill enemy charging or passing through their path. After laying mines, sharks should move back to top of tunnel, let the enemy rep their mines, then go back lower into tunnel to lay more mines in front of enemy. The spiders will just support the sharks in this situation, not vice versa. Hopefully a shrap will kill terr, when that happens, both sharks and lower spiders go to the total bottom of tunnel. Sharks should still mine tunnel, while spiders try to td, and at very least waste enemy reps so that enemy is forced to wait for shark to attach, or is forced to go up side. Whenever enemy goes up a side-tube (always watch radar for this) then most of the team should try to get to side, while one spider should stay in tunnel awaiting enemy terr port. The mines should still be there, and with that spider defending tunnel still, there should be enough time for your team come back to defend tunnel.
When they break through tunnel, always have a shark and 2 spiders in cram. The rest can and should continue to harass the enemy in mid-base. Also tip for spiders in tunnel, when eneny terr approaches you, try to gain speed going upwards, then ONLY once terr is in easy firing range, try to td, your upward momentum should maximize the amount of time the enemy terr is within your sights as the enemy terr is chasing you up in hopes of getting passed you.
Basic spider combat skills: Conserve energy, fire only when pretty sure it will hit, and fire in bursts of 2 or 3 shots for absolutely sure shots. When evading it is best to oscilate ur position perpendicularly to ur general line of retreat. In harassing enemy, fire 2-3 shoots then move sideways, when facing enemy, then fire again=makes u less of an easy target. Do not attack from one sole position, and do not attack like you’re a kamikaze airplane chasing your target. The idea is maneuver, then aim/fire 2-3 shots, then maneuver again as you recharge. Also when you aim, don't look at your ship, look at your target and where your past bullets made their mark, this sentence usually helps a lot of people new to basing.
Close-Combat Tactics:
Close Combat is when you are close enough to spider to have around a 90% hit percentage.
In this type of situation it is best to fire one shot at time, put keep frequency of firing to a high rate. The reason I say only one shot is that I constantly see spids waste bullets because they are trigger happy. Two shots at time is probably best is you are able to stay focused on target. Quickness is the key....but only if every shoot you throw at enemy hits the enemy.
First off you obviously aim by turning right and left. But in combat a thing to keep in mind is how many hits have incured on you and how many times you have hit the enemy. If you are performing badly compared to enemy spider, move backwards as you aim (in effect retreat to conserve energy), if you are doing good move forwards to maximize your hitting ratio. Maneuvering to avoid being hit is useless in this situation, concentrate on aiming.
Tips:
1) 3-4 shots is more than enough to kill, but in close combat 2 hits will probably suffice considering that enemy spid is wasting his/her energy to shoot at you.
2)There is a lag associated with combat, in some situations you have been hit by a bullet that doesn't kill you, but in same instant, or just a little afterwards, if you fire another shot your ship might explode because of lag telling your computer that you should be dead. That is why you only fire one or two shoots at time, so that you don't fire any extra shots than are required.
3)You want to conserve as much energy as possible so that you can continue combat after you kill your first opponent. If you are good in close combat, you should only waste 2/5th of your energy to vanguish your average enemy.
4)Many spiders attack in kamikaze fashion, therefore it is usually best to avoid enemy shots as you close in to the enemy and allow them to waste energy needlessly in their reckless fighting style. When you are close enough to have a 90% hit percentage, this is when you fire in above fashion. You might want to fire one or two shots while closing in on enemy if it so happens that while maneuvering closer, the enemy is in your sights for a small time window during such maneuvers and you can exploit this.
FlagRoom (FR) Battles:
In flag battles it is best to use common sense and not attack in groups, if 3 spiders are attacking from same place the enemies bullets are sure to make their painful mark. Try to attack from another place, this will force the other team to disperse their fire. So if most of ur team is attacking from the top of actual flag, go under the flag to attack. Use ur judgement whether u should camp at particular place, if u r sure to die if u enter direct combat, or whether u should rush enemy terr and their supporting spiders, when their team is dispersed or close to anniliation or can be pushed back.
Always cover under!, always target sharks as first priority, and unlike most other situations, kill the sharks even when they wasted their reps. Sharks being able to mine in fr (a very small confined place) can do mucho lucho damage to your team.
In all FR battles, work with team, try very hard not to die, advance and push them back steadily but surely, and try to confine enemy to as small quarters as possible. When you have shark protection, that is the time to try to advance, if you don't have shark protection, try to hold your position and keep enemy at bay.
Usually the best place to trap enemy is in one of the two upper bubbles. In such a case fire at enemy of course, and move to absolute top or side of flagroom to recharge. Fire quickly with educated guessing for aiming. Use greens wisely, waste your energy before picking up a few greens in anticipation to maximize the firepower.
In all situations surround enemy if can...much more effective against sharks that can only repel one front of attack.
Defending Tunnel:
The easiest place to stop the other team, b4 cram situation, is the tunnel. So after winning a FR battle, go to tunnel as quickly as possible, especially the sharks. In this situation think it's best to have one spid in mid firing down into tunnel, but once the enemy is able to get to top of tunnel this spider, and one shark should proceed back to cram, while the rest tries to contain enemy in tunnel. Your terr should be in mid-base, and at least 3 spiders should be in lower (ie tunnel) also with supporting sharks, this is best for tunnel defense, the sharks should mine 3 linear mines in tunnel while saving the last mine for 'opportunities' to kill enemy charging or passing through their path. After laying mines, sharks should move back to top of tunnel, let the enemy rep their mines, then go back lower into tunnel to lay more mines in front of enemy. The spiders will just support the sharks in this situation, not vice versa. Hopefully a shrap will kill terr, when that happens, both sharks and lower spiders go to the total bottom of tunnel. Sharks should still mine tunnel, while spiders try to td, and at very least waste enemy reps so that enemy is forced to wait for shark to attach, or is forced to go up side. Whenever enemy goes up a side-tube (always watch radar for this) then most of the team should try to get to side, while one spider should stay in tunnel awaiting enemy terr port. The mines should still be there, and with that spider defending tunnel still, there should be enough time for your team come back to defend tunnel.
When they break through tunnel, always have a shark and 2 spiders in cram. The rest can and should continue to harass the enemy in mid-base. Also tip for spiders in tunnel, when eneny terr approaches you, try to gain speed going upwards, then ONLY once terr is in easy firing range, try to td, your upward momentum should maximize the amount of time the enemy terr is within your sights as the enemy terr is chasing you up in hopes of getting passed you.
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