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Posted (edited)

Old "Guide":

 

RUSHING/GUNNING GUIDE

 

Rushing

 

A good rusher is a lanc killer. Exploiting holes in your opponent's defense is important.

 

Gunning

 

A good gunner supports rushers. Fit recharge and a strong gun onto your ship, and fire from behind them for maximum effect.

 

THE END

 

 

Ok welcome to my new Gunning/Rushing Guide. This guide attempts to be a perspective on how I see rushing/gunning in a base, while giving some main ideas on what to ensure on your ship. K, here it is then:

 

RUSHING/GUNNING Guide (v2)

 

basing game has two elements

 

rushing and gunning

 

Gunning is, in a way, under stress. I think a gunline lasts for 2 seconds. Then, highest obtainable dps x2 is 2318 with positron gun. This means Weasels, Terriers, Spider, and Leviathan can overrun it without any reps or otherwise. Then you should use positron gun IF you're a defensive ship that uses guns as your main defensive measure. This reduces the gun's stressload and even guarantee's the smallest ships (1,2, and 8) must use repels to get past your line. No other bouncing gun can do that.

 

Movement is otherwise key here. At all possible, when other objectives are met, add into movement. You will make it harder for leaks to get past you, and increase the range of your effective guns. Rushers will also force gunners to move back further for the same amount of energy to beat you (if you have more HP then the total damage of their 2 second gunline). And even if you don't, repels can add some extra time (though repels probably don't move others back as fast as you move).

 

For rushing, you want to move them back. Use Repels, Bursts, and a high movement speed. The most effective way to push them back is a ship with more than 2318 effective energy against Positron Gun. Then, support that energy with repels and bursts (the gunners are disproportionately affected here, even if there are multiple of them). Your movement will dictate how far you force them back after their gunline is exhausted, so make sure you are fast.

 

As a defender use the best options you have available; which includes the strongest gun you think fitting (pulse laser has highest non-sig dps, perhaps if not a decent gunner) and high speed and thrust. You need gunners who built their ship this way, so that you minimize the power of the opponent's rushing. However, as gunning is clearly rigged to fail, the only option left is to have retaliatory rushers, who must repel incoming rushers too strong for Position Gun, adding additional time for the gunners to defeat them and prevent a forced move-back. Your capability to do this factors both the rusher's movement and the amount of repels you possess. "Defensive rushers" should try to get as many repels as they can, resulting in adding additional time for the gunners to defeat them, otherwise a move-back must happen.

 

However a defender can not always rely on rushers present to do this. Then, your own movement must be considered. The faster you are, the longer it takes for them to get past you (and perhaps leak, if you were the last line in this defense). This can even be prevented if you are a fast enough Warbird (at the cost of whatever ground you just lost). This effect can amplify into a relevantly occurring leak with slow enough movement compared to them.

 

Basically, a good team has

 

Gunners of at least ships 1, 3, and 5, using position gun, and having decent movement stats

 

Rushers, who repel any "heavy-weight" ship rushers within your team's gunning range

 

And rushers, who are able to overrun 2 seconds of a positron gun and effectively are able to leak, thereby prompting a moveback or other response (a rusher can do both these roles if they wish).

Edited by omnomnom
  • 5 weeks later...
Posted

Gunning is, in a way, under stress. I think a gunline lasts for 2 seconds. Then, highest obtainable dps x2 is 2318 with positron gun.

 

If you only live for 2 seconds you are doing it wrong.

Posted (edited)

You overrate energy and underrate repels, my man. Tanking positron's DPS through high amounts of energy is the wrong way to go about it.

 

Real strategy: Get repel(s), energy infusion, decent amount of energy, "okay" maneuverability (particularly thrust is fairly important to negate the effects of defensive repels and other rushers' repels pushing you back).

 

Tank damage. Use energy infusion or repel if necessary. Leak and/or pressure enemy lanc significantly. Enemy team will almost certainly dedicate too many players to taking the leak down, causing their entire team to move back. Mission successful.

Edited by spidernl
Posted

I like your old guide better. Do read Aileron's guide: http://www.subspace.co/topic/23813-how-to-base/

It's elegant and concise. Read it.

 

The only major change since it was written is that now we have Evoker. Lancs are still preferable because they can summon other deps (other lancs and evokers) and are thus resistant to fatigue. That is, a team of evokers cannot restore other evokers once destroyed, while a team with a lanc remains at full force. This is important for defenders in a drawn-out game.

 

General rule of thumb for guns is 1) no beam, 2) preferably better than trap, and 3) a double barrel ship.

Posted (edited)

Gunning is, in a way, under stress. I think a gunline lasts for 2 seconds. Then, highest obtainable dps x2 is 2318 with positron gun.

 

If you only live for 2 seconds you are doing it wrong.

 

My guide DOES say to live for more than 2 seconds. Why can't you read first?

 

The most effective way to push them back is a ship with more than 2318 effective energy against Positron Gun.

 

WHAT DO YOU THINK THAT MEANS???? EH?

 

You overrate energy and underrate repels, my man. Tanking positron's DPS through high amounts of energy is the wrong way to go about it.

 

Real strategy: Get repel(s), energy infusion, decent amount of energy, "okay" maneuverability (particularly thrust is fairly important to negate the effects of defensive repels and other rushers' repels pushing you back).

 

Tank damage. Use energy infusion or repel if necessary. Leak and/or pressure enemy lanc significantly. Enemy team will almost certainly dedicate too many players to taking the leak down, causing their entire team to move back. Mission successful.

 

No it is a GOOD IDEA if you CAN. Then you HEIGHTEN your TIME ALIVE by ADDING repels and bursts. No where in my guide do I deny the use of Repels and Bursts. But by designing your ship to tank 2 seconds of 1 person 's gunline you design yourself to move faster than a repel brings you. That the key here, don't start deciding I don't even want to use repels at all, please...

 

I like your old guide better. Do read Aileron's guide: http://www.subspace.co/topic/23813-how-to-base/

It's elegant and concise. Read it.

 

The only major change since it was written is that now we have Evoker. Lancs are still preferable because they can summon other deps (other lancs and evokers) and are thus resistant to fatigue. That is, a team of evokers cannot restore other evokers once destroyed, while a team with a lanc remains at full force. This is important for defenders in a drawn-out game.

 

General rule of thumb for guns is 1) no beam, 2) preferably better than trap, and 3) a double barrel ship.

 

Well since you guys prefer to not even read by guide properly, sure. Do you think I do not play this game...? How about you just try using Positron Gun, or get a Leviathan rusher with Aphasic Plating. Now I'm not saying ignore reps, you can do both, k thx.

 

EDIT: Although I haven't rushed as much these days, but I'm guessing that a lanc rusher also could essentially tank every gunline too, right? In fact, it was the only ship that could do that by default, very newbie friendly (2600 base energy). I'm not that good of a rusher, honestly, (and being successful at something is probably the best proof) but I can (try to) correlate... do I need to emphasize repels more, since clearly

 

For rushing, you want to move them back. Use Repels, Bursts, and a high movement speed.

 

Isn't enough I suppose...

 

EDIT2: Oh I get what cxc is saying... yes, gunners, live for more than 2 seconds. I meant the time bullets lasted before disappearing was 2 seconds, therefore, "gunline lasts for 2 seconds".

Edited by omnomnom

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