iii. A different approach to timing -
The general consensus of the basing community is that, as discussed in section II,iii, the purpose of a shark is to space three repels over a period of five seconds and then die. That means if I repel once exactly every 1.667 seconds after my partner has died my timing will be perfect, right? When I state it that way it sounds completely ludicrous. Your main goal is not to repel every 1.667 seconds, but to protect your team and inhibit the other team. Sometimes your partner won't be able to die before your team's well being becomes threatened. On occasion your terrier will need you to repel before your partner has even used all three of his. These are exceptions, and when they happen you need to adapt to them. If you only have one or two repels left you may have to sacrafice saving a few spiders lives to conserve that repel for what's really important. Conserving that repel also will give your partner a chance to spawn and give the team some breathing room with his three repels, provided you protect him from dying on arrival. You must be able to prioritize a situation quickly based upon your own life, your teammates' lives, and your team's position. Also there are times when pushing the other team away or into a less ideal position is more important than spacing your repels. You may find it necessary to use all three repels quickly to force the opposing team into a stranglehold; however, when doing this you should keep in mind what could happen to your team in the following three seconds that they are exposed.
iv. How to deal with special ships -
Special ships are specifically used to foil your plans as a shark. When they are in play you must counteract their intentions, to find a flaw in your timing.
a. Javelin - The Javelin is probably the most prevalent of special basing ships due to its ability to fire bombs quickly that can destroy multiple targets. When a javelin is in play you can generally expect to be more aggressive since there are less spiders on the opposing team and no constant barrage of warbird or lancaster bullets forcing you to repel. Playing aggressively does not necessarily mean that your repel times should be shorter. Always be aware of where the javelin is and whether or not he has energy to fire with. This includes a roof attack during which you must stay near your terrier to deflect the javelin's bomb. Remember that you don't have to stay in the cram to deflect a javelin bomb at a safe angle(see illustration below). When you die fasten your eyes on the javelin and what he's preparing so that when you spawn you can be ready to repel if need be. When a javelin rockets into one of your repels its speed increases by almost five times. Be aware of aiding him in speeding past you and towards your terrier. If you don't have enough repels to keep the javelin subdued until his rocket wears out, the job of dismantling his efforts becomes largely the part of your spiders and shark partner. The terrier will also undoubtedly attempt to dodge and shoot him. If you're out of repels, do your best to catch the javelin bomb as a human shield if it will save your teammates. After all, you need to die anyways.
Protecting the cram from incoming bombs, bullets, and enemies while outside of it. As you can see you repel size ranges from the bar to both lobes so you are fully covered.
The general consensus of the basing community is that, as discussed in section II,iii, the purpose of a shark is to space three repels over a period of five seconds and then die. That means if I repel once exactly every 1.667 seconds after my partner has died my timing will be perfect, right? When I state it that way it sounds completely ludicrous. Your main goal is not to repel every 1.667 seconds, but to protect your team and inhibit the other team. Sometimes your partner won't be able to die before your team's well being becomes threatened. On occasion your terrier will need you to repel before your partner has even used all three of his. These are exceptions, and when they happen you need to adapt to them. If you only have one or two repels left you may have to sacrafice saving a few spiders lives to conserve that repel for what's really important. Conserving that repel also will give your partner a chance to spawn and give the team some breathing room with his three repels, provided you protect him from dying on arrival. You must be able to prioritize a situation quickly based upon your own life, your teammates' lives, and your team's position. Also there are times when pushing the other team away or into a less ideal position is more important than spacing your repels. You may find it necessary to use all three repels quickly to force the opposing team into a stranglehold; however, when doing this you should keep in mind what could happen to your team in the following three seconds that they are exposed.
iv. How to deal with special ships -
Special ships are specifically used to foil your plans as a shark. When they are in play you must counteract their intentions, to find a flaw in your timing.
a. Javelin - The Javelin is probably the most prevalent of special basing ships due to its ability to fire bombs quickly that can destroy multiple targets. When a javelin is in play you can generally expect to be more aggressive since there are less spiders on the opposing team and no constant barrage of warbird or lancaster bullets forcing you to repel. Playing aggressively does not necessarily mean that your repel times should be shorter. Always be aware of where the javelin is and whether or not he has energy to fire with. This includes a roof attack during which you must stay near your terrier to deflect the javelin's bomb. Remember that you don't have to stay in the cram to deflect a javelin bomb at a safe angle(see illustration below). When you die fasten your eyes on the javelin and what he's preparing so that when you spawn you can be ready to repel if need be. When a javelin rockets into one of your repels its speed increases by almost five times. Be aware of aiding him in speeding past you and towards your terrier. If you don't have enough repels to keep the javelin subdued until his rocket wears out, the job of dismantling his efforts becomes largely the part of your spiders and shark partner. The terrier will also undoubtedly attempt to dodge and shoot him. If you're out of repels, do your best to catch the javelin bomb as a human shield if it will save your teammates. After all, you need to die anyways.
Protecting the cram from incoming bombs, bullets, and enemies while outside of it. As you can see you repel size ranges from the bar to both lobes so you are fully covered.
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