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Posted

When i am lancing i am an anchor lanc. That means my job is to stay alive, not to rush.

 

My movements are rather simple: If i see 3 or more yellow in front of me i will advance, if less than 3 yellows in front i retreat. And please dont bounce, it is very distracting, i dont know to count you as being infront of me or behind. Attacking is the sumo wresler pose, gunners advance and swap point, but keep advancing.

 

movement exceptions:

If there is a room with a leak spot i will stay behind the leak spot unless team pushes past or it is secured by yellows.

If there is a hole in the wall (bomb line/bullet leaking spot) i will wait for a yellow to own it. or team pushes past it.

 

 

If you have antiwarp on, announce it, when you turn if off announce that as well. If no antiwarp and the enemy retrets i will linger looking for port. It is very hard to win without antiwarp (gunners can charge, tach to lanc, repeat). Every team needs at least 1 person with aw on (the unsung hero).

 

When people rush, repel them. If i see exploding ship debris fly past me i will backup and spray the area with bullets to check antideath.

 

If we have momentum keep it, you can travel the entire way thur a base if you just keep moving, as soon as you stop it is very hard to get going again.

 

Every team needs a rusher, the guy who does not care about deaths, he flys into the bullets repelling them. this is when all the gunners need to move up a bit, if gunners do not advance the rusher just died in vain. He will only do that so many times before giving up.

 

Every team also needs a hero, guy who coffins the enemy lanc etc., this guy gets all the glory but can not exist unless there is a solid team already set up. Before you go off on your own, check to see if somone else is alredy doing it. Attach to your lanc and count the yellow and blue dots. if there is more blue then yellow, stay and fight.

 

If we are winning and get cleared, dont rq, stay and fight, there is a critical time after turnover where the now winning team is still unorganized. This is the time to hit hard and fast.

 

If we are pinned to the wall in the flag room, need 1 person to change into lanc (can be stock lanc), and make their way to the base entrance, when say i am dead who is in, say me me me! ill attach to you and our chances of retaking the base go up drastically.

 

When flanking in lanc make an announcement so everyone knows, i will tick your name.

 

When dropping flags only have 1 dropper, and preferably be a lanc or evoker. Dont drop flags if enemey is advancing, neutral them by changing ships or killing yourself and join the fight. Every person dropping flags is giving the attacking team an extra man.

 

If enemy has flag room and we just took it over, we need to neutralize any dropped flags they have. Since we cant tell which are dropped and which are neuted all flags should be picked up and neuted by our team. just switch to wb, pick up flags, neut, change to wb, repeat, till all flags that are in flag room were touched by us.

 

I never actually want flags, on attack if we get them it makes sense for me to have them so everyone else can fight. If you have flags you need to stay alive. The best thing to do with flags is give them a ride to the flag room if you can. There they will wait till we have time to drop them. If we just took over the base and i still have flags, someone change to a lanc, attach to me, and say you can neut those flags cxc.

 

Large teams should have 2 lancs, on attack have 1 to anchor and one to rush. On defense its 1 to anchor and 1 to flank.

  • 5 months later...
Posted

Want to know the secret to good lancing? Be paranoid. It's really that simple.

 

Stay behind your team, burn X, always face an exit, and don't fire at bad guys unless it's a leak. Think defensive driving except with spaceships. It ain't fun but you won't get a ticket and you certainly won't die.

Posted (edited)

Disagree. That puts your team in a 'defensive, ready to move back' position rather than an 'aggressive, ready to push forward' position. Rushers are dropped off seconds from their goal, rather than 'almost instantly' if the lanc is further forward. Although staying behind your team might work if you're already part of a team that's stronger than the opposing team; if you want to win a more equal flaggame you'll have to do some aggressive lancing to really push hard.

 

Least, that's my experience, and I used to be a decent lanc a reset or three ago.

Edited by spidernl
Posted (edited)

Spider and bzap are both right. In lanc always need to have an escape, never drive into a corner or a spot where you can be repelled into a corner.

But you also need to use those guns, you have the highest recharge on the team, use it to spam those bullets. Gives your team the extra man needed to push foward.

 

Being a good lanc is knowing when to cower and hide and when to charge.

Edited by cxc
Posted
Key to winning in a lanc is to have a competent team that will use their reps to save you and die to get more reps to save you. Lancs will have limited reps/bursts to save them, but if their team is willing to die for the lanc, it wont matter. Especially if they're repping the impact players from doing anything
Posted

Key to winning in a lanc is to have a competent team that will use their reps to save you and die to get more reps to save you. Lancs will have limited reps/bursts to save them, but if their team is willing to die for the lanc, it wont matter. Especially if they're repping the impact players from doing anything

 

So true unix, so true. Just not in your control.

Posted

Which is why the zone is dying rather than thriving. Players have limited to no ability to play who they want to play with.

 

Idk about you, but I dont wanna be on a team comprised of players who play like Cheese.

Posted (edited)

Yeah, I'm sure it's not because the entire game is dying.

 

Let's be honest here, if you looked at HS this summer, it sure as hell wasn't dying as quickly as other 'popular' zones.

 

To me it seems like it's been picking up again recently, too. Been in a couple 10v10 flaggames in the last few days. Which, for the record, were regular weekdays - and I don't even play at 'peak US' times.

 

Edit: And by the way, your last post illustrates exactly how we differ. Your solution to the 'newbie problem' is to leave them to themselves in public freqs, while everyone with good ships (and skills, I guess) would isolate themselves in private frequencies. Which would, of course, win all the flaggames. Which would then lead all the newbies to having no money or experience. Which isn't exactly going to make it more fun for them.

 

And no, they won't suddenly go "Well, this zone is hating on me for being new, but I'm going to stick around and get better instead of just leaving!". No idea where you got that idea, but that's like saying the average newbie comes in saying "Wow, I love how my ship is weaker than everyone else's, I really want to keep playing" rather than "Wow, why is my ship weaker? /ragequit". *

 

My solution would be to improve the evener so newbies are equally spread around, giving each team approximately equal 'dead weight', meaning good players get to make the difference - a few newbies will just be reaping the benefits of the better players' work. Don't see why that's so bad.

 

Rewarding more effective players would also be a better method to trigger new players to learn, in my opinion. Do you also hit your dog when it does something wrong, rather than reward it when it does something right?

 

*) try to think back to the 'before starter kit' days.

Edited by spidernl
Posted

I think if you ask anyone here, they'll say that they dont wanna be on a team of dead weight. This is the main reason for hopping, the main reason for such lop sided games the majority of the time, and why the population is shrinking.

 

The reason for the current small spike in population is primarily because of the ?jackpot. Not because you've done anything to actually improve it. There've been committed players who have been balling to increase their own ?Money and increase the ?jackpot at the same time.

 

My theory for priv freqs and newbs is this...

 

Right now, newbs dont wanna get better and they dont have to. Aes is a good example, if he actually wanted to, he could be better, but realistically because he doesnt have to, he will play his way, even if it costs his team the ability to win. He would rather rush in a shark without a lanc and fly back every time he dies rather than get in a small or med that would be far more effective to helping the team win because they have an evoker instead.

 

Give them a strong motivation to improve. Priv freqs gave them that motivation. Obviously I'm not suggesting to allow 8-player privs constantly, what I'm suggesting is more along the lines of 6-player privs and allow the pub freqs to mass together with a +2 advantage. In other words, the most it could go would be 6v8 in favor of the pub freq.

 

Players who want to improve and get better will be identified and picked out to go on the privs. This has happened many times over the priv freq eras. They will learn from the veterans of the zone and that is how it works.

 

Right now the essence of flagging has been watered down. Limited to no virtually no strategy, newer players dont know how to handle odd situations, nor do they listen to the players who do know what to do 85% of the time.

Posted

I still mostly enter the zone, type ?flag and go. There are some exceptons when starting a flag game and trying to be on team with someone else.

 

The thing that bug me is when you end up on the inexperianced team you see experianced people trying to hop to the other team.

 

Flag games would be fine if everyone just ?flag and go and if they see unbalanced teams hop to the other side.

 

 

Coding an evener is not easy. How do you tell if a pilot is experianced or new. Cant go by exp, cant go by win/loss. I am not even sure if you can go by flag game win/loss ratio. Only way i can see an evener actually working is players vote others skill level, maybe 1-3 scale of (new, average, above average) who is good and who is not, and the evener uses that to determine weight. But even that is hard with out the evener being active and moving people from team to team.

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