The Furious Angels
FA Discussion => General => Topic started by: Ash on December 03, 2007, 10:01:08 am
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This thread is only for discussion about combat tactics and strategies.
To be successcful we must come up with a proper plan of attack / defense. Suggestions and discussion are to be made on this thread and once enough are gathered they will be put to a vote. Please follow the format below.
SAMPLE
STRATEGY: Confuse the enemy by not gathering together as a full force until the exact moment the battle is to begin.
TACTIC: Each member is to pick a hiding location within the district of the battle and only the Team Recaller will be at the actual battle site and upon execution all members will be immediately recalled to the battle scene. This will confuse enemies and keep them searching for us until we are ready to act.
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STRATEGY:
Sniper teams
Sniper team(s) will be on a seperate team. A leader e.g. Daggo (since he knows his stuff :p) will tell us all via TS (Yes, I will login to TS for once, although I dont know the ip) to target one guy and we'll all shoot the living daylight out of the poor soul. This way it'll be easy to knock down the enemy.
The getaway tactics - Sniper teams
Are we allowing HJ? If so, HJ will be the best tactic, but we all must jump to different locations and then regroup. The problem with this is that we'll all be leaving the fray for a minute. Another tactic could be 3 shoot, 3 run back to get into sneak etc. Also, we could use one team member as a recaller.
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We need to decide how the teams will be set up Yotogi. If you are specifying team recallers and buffers then it makes sense for those buffers to stack up according to the team they're in: for example a guns/fists team would want different buffs to a hackers/healers team.
Also, do Patcher Daemons only respond to their own team, or heal any friendlies? In the event I can make it I may consider loading PD and recall, and see what else I can fit on the top. At least that way I'll stand half a chance if a red does stumble upon me.
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STRATEGY: Effective recalling / buffing / healing during large scale battles.
TACTIC: Have (at least) 2 members designated as healers/buffers and recallers. The two shall work on a rotation whereby one will be healing fighters while the other one is supporting the battle so it is very important for both dedicated healers/recallers to have a supplimental build to help fight. They should work in shifts of 5 - 10 minutes each to give both a fair opportunity to fight.
While healing/buffing/recalling that player needs to be close to the fight somewhere in a hidden location but out of sight of the enemy. (i.e. inside a nearby building on a random floor). This allows the fighters to make a quick recovery from any wounds sustained in battle but also a quick re-entry into the fight.
By having a buffer/recaller, any player fighting can give a yell for a recall any time his buffs wear down, get rebuffed and again quickly re-enter the fight.
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HyperJumping is a tactic which should be used sparingly because it means one less player on the field and when you jump out that leaves your opponent free to attack someone else; someone who is usually already being attacked. Hyperjumping is of course definitely acceptable when being attacked by an Agent or when not doing so would mean your death.
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Destyn; I will make sure to get your Patcher question answered when I get home this evening.
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The other day I was the subject of a state called decelerator (excuse spelling); I have now acquired an accelerator bit which buffs all friendlies; I think we need to lay our hands on and use a decelerator bit. Not one person will be coming after us clean, we need everything we can get our hands on.
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The other day I was the subject of a state called decelerator (excuse spelling); I have now acquired an accelerator bit which buffs all friendlies; I think we need to lay our hands on and use a decelerator bit. Not one person will be coming after us clean, we need everything we can get our hands on.
:2'( :'( My God I don't even know what that means... I'm assuming it has to do with the new baddie that is around but I hadn't heard of any new items, pills, etc.... GIVE ME MY COMPUTER!!! :'( :2'(
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The other day I was the subject of a state called decelerator (excuse spelling); I have now acquired an accelerator bit which buffs all friendlies; I think we need to lay our hands on and use a decelerator bit. Not one person will be coming after us clean, we need everything we can get our hands on.
:2'( :'( My God I don't even know what that means... I'm assuming it has to do with the new baddie that is around but I hadn't heard of any new items, pills, etc.... GIVE ME MY COMPUTER!!! :'( :2'(
It's an effect caused by the Intruder. He can "accelerate" RSI's to make them faster and stronger, or "decelerate" them for the opposite effect.
NoCry, how did you come in possession of these bits? During an event, I presume?
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I have two loadouts specifically for healing.
(Numbers are assuming that the best healing points title buff is applied + improved hacking on power tactics)
One is a pure healing loadout; this loadout spits out 1452 HP every 10 seconds while out of interlock (reason being, the 3.0 Group Heals don't work in interlock, so you have to downgrade to 2.0's). However, it spits out 1320 HP every 10 seconds while in interlock. This loadout also has the core buffs, such as Improved Hacking, Sweep Party 2.0, Efficiency, Combat Tactics 1.0, Recall Team Member, and Revive RSI.
The second is a hybrid healer with Force Multiplier; this loadout spits out 1376 HP every 10 seconds out of interlock. However, it spits out 1248 HP every 10 seconds while in interlock. This loadout has the core buffs, such as Improved Hacking, Sweep Party 2.0, Efficiency, Combat Tactics 1.0, Recall Team Member, and Revive RSI. However, this loadout also has Deflect Virus 1.0, Combat Aura 2.0 (Melee/Ballistic Damage 25pts), and Deflect Bullets 1.0, as well.
However, I would like to remind everyone that team heals and team area buffs no longer work outside of the current team. That means that we would have to divide the heals up among separate teams to ensure that each team has at least one healer. Otherwise, if we stick two healers on the same team, those healers are only helping 4 attackers (with nearly double the amount of heals) versus the 10 that healers on two separate teams (with only single amounts of heals). Separating the healers, though, decreases their life span because it's easier to kill a lone healer than two healers healing each other (double the amount of heals).
Healer placements are a double edged sword. Personally, from my personal experience as a healer in nearly every major PVP battle we've had for a while, I would say that we should split the healers up and equip each healer with the first loadout that I suggested (healer only, sans FM). If certain situations arise that a Force Multiplier is needed, then the loadouts of the healers could be switched out. However, most of us already have Viral Deflect and Hyper Dodge loaded in some of our loadouts, and the damage only helps the Martial Artists and Gunmen. Those FM abilities eat away at IS, as well, even if you have all IS clothing on.
Or, as an alternative, we could place one primary healer on each team with the first loadout suggested, and also equip each team with a hybrid MA, much like NoCry's loadout. That way, we still have someone dealing out damage (or at least keeping someone in interlock at bay) while being able to support the primary healer through the secondary heals.
I will give my loadouts to whoever else is going to heal, along with a general set up for a hotbar for both loadouts.
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Recalling during a fight might be called bad sportsmanship. I'm just putting that out there, if I were red I'd probably call on it.
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Hell killing every last one of em might be called bad sportsmanship lol :)
Im actually trying to decide between hyper dodge and hyper sense.
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Hyper sense Pirus, they won't use many special attack gun moves, but they will be uber knives.
I'll take those loadouts if you're offering, Ana.
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bought the bit from marketplace manic; given the threads on recurssion i got a good price. as to loadouts i will have my hybrid heal and will be using heals. We really really need more than one healer however or else ana is truly dead and only healing one team.
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I'll e-mail you the loadouts today, Destyn.
NoCry, as long as you keep your heals going (and as long as I keep Sweep Party on), we should be OK. We'll have a lot of people guarding us, as well.
I'll be in-game today farming for Antibiotics. I'll hand some out, as well, to those who come, in case you can't get in game to farm them for yourselves.
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I say we should have one recaller and one healer per team. I don't have a very good healing loadout but I could be a recaller.
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The healer can be the recaller as well. Like I said in my post, both of my loadouts have Recall and Rez. I'm not going to have someone waste 32 memory slots just so we can get recall. It isn't happening.
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let me play a little with my loadout it uses part of force multiplier and, assuming we are indoors, i wont need hyperjump etc.
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sorry for double post however.... lets get some luggables too. gotta help and they are easy to get.
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Thanks Ana. I'll have a play and see if I can get some area debuffs in there too, I could probably afford to lose some resistances if I get my clothing right. As I'm not very good with buffs I might go for heals and debuffs, zone of powerlessness, bottleneck etc.
Are we assuming for now that you and I will cover the heals/recalls then?
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STRATEGY: Efficient teamwork and Battleground Focus.
TACTIC: Just as we have been placing a lot of attention on the healers do not forget that they should be our number 1 target. The sooner we kill their healer the sooner we can get to killing the rest. I say all snipers should consider healers / buffers their primary target.
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I'm afraid we may not have enough people if thats the case nuker sims ftw!! lol
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STRATEGY: Know Your Enemy
TACTIC: Each combat tree has its inherent strengths and weaknesses. We've all had enough PvP experience in our time here that we know which trees we are most effective against. That being said, when the sea of reds ("Red Sea"?) come pouring in to attack us, pick out the people who you know you can take down quickly. Gunman should focus on attacking the MA's, MA's should focus on attacking the MKT's, so on and so forth.
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I'm not sure how long it's been like this, but a fair warning to all you ranged people..
The Overdrive Bandana's rage now supercedes Side Roll Escape and I assume any other special ability for withdraw. In other words, enrage now prevents withdraw abilities from functioning. I now have to rethink my entire wardrobe...
Edit: Found it in an update on November 15th..
"Escape Moves now use Withdraw Tactics and fail while enraged."
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Can you de-equip Overdrive so you can roll out?
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no subb; it stays with you.
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well you can de-equip it so to speak but the enraged state remains... a bug i guess.
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I BLAME THE SCOTTISH!
<(<.<)>
<(>.>)>
<(<.>)>
<(>.<)>
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bah! this is the second thread i am being blamed for something *crys*
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Kilts ftw...a stiff breeze ftl
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I admire you, you did not call it a "skirt" like most :D
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well you can de-equip it so to speak but the enraged state remains... a bug I guess.
Having the enraged state stick even though the bandana is un-equipped is certainly a bug.
But I'm pretty sure the enraged state on the bandana is by design. Same with the Smith's Rage Pills from the 2nd anniversary event. The items give a decent power boost, but the downside is having a more difficult time leaving interlock if you have to.
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yeah the enraged state goes hand in hand with the bandana it was designed that way but having it stick after its off is not.
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Sometimes it sticks when you take it off, although if you change to another hat it comes off sometimes
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From what I can tell, the enraged stated seems to stay until you leave a combat stance. I have a feeling this is by design so that you can't simply take off the hat to get out of trouble. I always thought the point of the withdraw abilities was to avoid things like this, though. Now that withdraw abilities goes on a withdraw roll and can't be used under enraged states, what's the difference between side roll escape and switching to the withdraw tactic?
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Sideroll escape has a higher chance to "hit", if memory serves. And it's a one-use thing, meaning it either hits or misses.
The Withdraw tactic continually tries to take you out of interlock, but depending on your stats it might not be very effective.
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Asked 9mm the other day in a PM if Tactic Boosters help Hackers and MKT's His response...
From: 9mmfu
To: broin
Date: 12/14/2007 07:12:45
Subject: Re:Tactic Boosters
Tactic Boosters raise the Acc of all 4 Acc Attributes
So it appears they are beneficial to all of us...
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nice :D