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Class Strategies. [Defense Related]

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novice - founder
46 posts
Originally posted by Erehk.

Defending. CTF.

Defending varies from map to map, but the essential goal of a defender is the same. Being a defender doesn't mean all you do is sit next to the flag and keep people from getting it, thats only one part of it. As a defender, you need to be in contact with the runner at all times, because not only are you defending your flag, you defend the runner once they return.

Another important thing is to keep your aerogates / highground, if the enemies are spawning right next to your base, your not going to win. On some maps, it's important to get the center aerogate aswell, such as V Hill. The drones that spawn when you have it protect the runner on their way back.

Your mech is important too, you need to have high damage output weapons. A cannon can be very useful at times. Remember to be prepared for the enemy runners to fight back, because it is sometimes easier to kill whoever is chasing them than to run away. So, have a long and a short range weapon. Make sure you are fast enough to keep up with them for at least half the map! Full Hellbent Butcher with a cannon out is not going to be able to keep up with a full spazmok with dual shield. You'll get one shot off, and probably miss.

With a cannon
Only take one shot at an enemy runner with the cannon. Chances are you won't be able to hit them when they get closer, so your secondary will be a much better choice for chasing them. Only shoot with the cannon a second time if they take cover, or try to run.

More on CTF will be posted at a late time. Feel free to post some of your strategies in terms of defense.

novice - founder
46 posts
Uhm, now something that I've learned in my Exteel career.

SMG Dodging.

Alright, given you're in this clan- I'm giving you the benefit of the doubt that you know how to boost, upwards, left, right, diagonally and so forth. So I'm gonna skip the tutorial on how to dodge SMG's in that sense. If you do need me to write a tutorial on how to "bunny hop"; as I like to call it, please just say, ill be happy to give you my input. I'm here right now to more or less tell you of a different way to dodge SMG's- Spitter-A's to be more specific.

As we all well know, the aiming reticle of Spitter-A's is incredibly large. Leaving a total noob the ability to massacre hundreds of mechs without an ounce of skill. Well, here's the method I've thought of.

Given the Reticle "of the sun", we need to utilize three things.
1. Our Surroundings.
2. The ability to incorporate different dodging methods.
3. Trust in our comrades.

Always keep your eye on your surroundings, use walls, ramps, ledges, etc. To be used as "barriers" or "walls" to keep you from getting hit. The strategy is to let the opponent's Spitters to overheat, or atleast, heat up to an extent where although you are dying, at the very least he will not be able to kill you.

Keep in mind though that this is situational, hiding around poles, and walls is a good trick when you are dying, but it takes skill and practice, to be able to time the "pounce" you will do on your enemy.

Hint: Although their spitters overheat, keep in mind their second set of weapons. If he is a cannon user/rocket user/rifle user, in 9 cases out of 10, you should be able to win with no problem. (Given you can "Bunny Hop").

That's the first part of this newly found trick.
Now for the harder part.

The harder part is like the dodgings of a sword. (Dash Towards, not Backwards).
Being literally in the face of Spitter users, restricts their Sun Reticle from locking on to you. It's a well known fact, but also well neglected. "Stick" to your enemies till their spitters/smgs are halfway into overheating, and then "pounce" on them by either side-peddling, or back-peddling. Once the space needed to aim YOUR spitters are established, go into Bunny Hop mode and finish the job.

Why is this the harder part? Because, in real battle, there is more than one person firing at you. One must be able to do this technique, while constantly shooting at the other enemies that are present in the range of your weapons. This is a team effort, trust that your comrades will be able to take out the guy that you are "sticking", and aim for the rifler on the side- per say.

That is a new SMG tactic that I have learned/experimented and very much suggest.
Please, give me feedback. It'd be great.
novice - founder
46 posts
Originally posted by Erehk.

Against a Dragooner.

A dragooner is faster than you, no matter how hard you try to dash away. Either fight back by back-peddling with range or strafe wildly and do your best to shoot him.

If you're melee, then dragoon back.

Against a SMG user.

I would say stay faraway with longer range weapons or go into his face with melee and shotguns.

Against a Rifle user.

Back off if you're too far away from the user since he's going to backpedal. Similar to against a cannoner, strafe left and right, use the environment as cover to get near him.

Against a Cannoner.

1. Never dash towards him.
2. Strafe left and right to confuse him.
3. Use your surroundings to get cover.
4. Out-flank and get near him.

Against a Shotgunner.

Stay your distance and blast away.

Against a Rocketeer.

Don't go too near on these guys. They can simply walk up to your face and blast you to pieces. Backpedal all you want, a good rocketeer will take advantage of that straight-line retreat.

Don't go melee against rocketeers. Unless you think your good enough to attack from above and end up behind them in one attack.

All you need to do is move more then they can keep up with. Jump like a mad man on cocaine. Get to the sides and behind then finish them. Chances are they will be sitting ducks so take advantage of that and move, move, move.

Against a Sword.

Stay in the air more than you are on the ground. If you run out of EN, just run away from them a little and then commence attacking once you have sufficient EN.
rookie - admin
6 posts

It's good to see other people posting useless info. I realize you all think highly of me, but I can miss things >.<

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