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Comprehensive Javelin Guide
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I’ve been playing so long on autopilot, just pew pewing away in every ship. I didn’t even know some of this information was available lol thanks for some insight there, Turb 👍Originally posted by Turban View Posta few other technical pointers could include:- bombs last a very long time and work differently than bullets in terms of being registered to your client. generally speaking your client does not register any enemy or team bullets fired too far away from your screen which is why you can't be killed in TWLD by off radar shots when using maximum allowed resolution. bombs on the other hand have a special rule in arena settings which means that any bomb fired towards your current position will register to your client. the combination of bombs lingering for a long time while being extremely long range makes it possible to shoot tactical strays towards the spawn area and more importantly inside the base. there are several useful shot angles you can use when shooting towards spawn as most players tend to cross the horizontal block as near as possible. assuming you paid attention to enemy positions and can somewhat predict the tide of battle, to shoot inside base after respawning which can catch unsuspecting players off guard.
- it is very useful to know how much damage you will take from a bomb exploding close to you. generally speaking you want to avoid being close to walls, but that is obviously not always possible as you don't want too much wasted movement when repositioning, chasing a player or running away from someone. you often see bewildered comments from players with less experience wondering how they died to an explosion which overkilled them by 500 damage. below is explosion radius of bombs while also showing the drop-off in damage.
- bombs deal a massive 2650 damage with a direct hit.
- bombs have a damage radius of 150 pixels.
- every pixel away from the point of impact lowers the amount of damage taken by 17.667.
- damage from explosions is calculated based on point of impact of the bomb relative to the middle point of your ship. this damage can be mitigated further if the player who fired the bomb is also affected by the explosion.
close bomb distance is much bigger than what most expect it to be. below is an image to show the absolute maximum distance you can be from a player to not be killed by a close bomb while at full energy.
other minor technical details that you might want to fix or add are:
- you need to recharge energy for 0.8 seconds after firing in order to be able to tank a set of bullets. javelin recharges 150 energy per second which is same rate as shark energy recharge.
- you can fire a bullet with multifire enabled every 1.5 seconds and single fire bullets every 0.6 seconds. this means single bullets have a fire rate 2.5 times greater than multifire bullets.
- afterburner (shift) is very expensive to use. it costs a staggering 500 energy per second.
anyway it's a good comprehensive guide. there's few things that could still be added such as how to go around picking your escape routes, more emphasis on how important it is to have mastery of your ship (flying ability, energy usage, positional knowledge), how to aggressively position near other players to bait shots without being in danger yourself due to limited shot angles, and so forth.
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BIET The spider guide claushouse wrote up should probably be added there as well.
https://forums.trenchwars.com/main/1...pidering-guide
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I came into this thread all cynical-like and thought it was just a troll post. It's not. It's actually really good information in there.
Thank you, Steadman!
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Appreciate it guys!!
ClaushouseOriginally posted by BIET View PostMight add the other guides that are roaming around too at some point. Feel free to send me a link/files to guides you want added.
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btw docx is a super unfriendly format for sharing, don't even have the microsoft shit installed anymore, use google docs or pdf or whatever instead.
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a few other technical pointers could include:- bombs last a very long time and work differently than bullets in terms of being registered to your client. generally speaking your client does not register any enemy or team bullets fired too far away from your screen which is why you can't be killed in TWLD by off radar shots when using maximum allowed resolution. bombs on the other hand have a special rule in arena settings which means that any bomb fired towards your current position will register to your client. the combination of bombs lingering for a long time while being extremely long range makes it possible to shoot tactical strays towards the spawn area and more importantly inside the base. there are several useful shot angles you can use when shooting towards spawn as most players tend to cross the horizontal block as near as possible. assuming you paid attention to enemy positions and can somewhat predict the tide of battle, to shoot inside base after respawning which can catch unsuspecting players off guard.
- it is very useful to know how much damage you will take from a bomb exploding close to you. generally speaking you want to avoid being close to walls, but that is obviously not always possible as you don't want too much wasted movement when repositioning, chasing a player or running away from someone. you often see bewildered comments from players with less experience wondering how they died to an explosion which overkilled them by 500 damage. below is explosion radius of bombs while also showing the drop-off in damage.
- bombs deal a massive 2650 damage with a direct hit.
- bombs have a damage radius of 150 pixels.
- every pixel away from the point of impact lowers the amount of damage taken by 17.667.
- damage from explosions is calculated based on point of impact of the bomb relative to the middle point of your ship. this damage can be mitigated further if the player who fired the bomb is also affected by the explosion.
close bomb distance is much bigger than what most expect it to be. below is an image to show the absolute maximum distance you can be from a player to not be killed by a close bomb while at full energy.
other minor technical details that you might want to fix or add are:
- you need to recharge energy for 0.8 seconds after firing in order to be able to tank a set of bullets. javelin recharges 150 energy per second which is same rate as shark energy recharge.
- you can fire a bullet with multifire enabled every 1.5 seconds and single fire bullets every 0.6 seconds. this means single bullets have a fire rate 2.5 times greater than multifire bullets.
- afterburner (shift) is very expensive to use. it costs a staggering 500 energy per second.
anyway it's a good comprehensive guide. there's few things that could still be added such as how to go around picking your escape routes, more emphasis on how important it is to have mastery of your ship (flying ability, energy usage, positional knowledge), how to aggressively position near other players to bait shots without being in danger yourself due to limited shot angles, and so forth.
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Phenomenal work, and far and away the best WB or Jav guide ever made. Should be mandatory reading for everyone who wants to become a good jav.
Thanks!
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