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Fighter Groupfight Tutorial
After quite a bit of requests from people getting into snubs, with the help of @Karst I present you the snub groupfight tutorial. We covered basic concepts of how a groupfight works and didn't go too much into detail in regards to some advanced techniques, so those who are already aware of how snub pvp works probably know everything mentioned here. This is primarily made for players who just got into snub combat or are willing to improve further. Even if you find just a tip or two useful it means the tutorial did its job.
Things not mentioned in the video:
-Aux slots: Maxim chaingun and sidewinder/paralyzer are better than other slots. Maxim still forces you to have a good aim to an extent and use a 750m/s loadout so it's situational, but the 2 missiles are great for everyone struggling with aim, especially the paralyzer. Mini razor, cannonball and firestalker are not recommended.
-U turn: I made a small error when I said to only do it when you're running out of thrust. This is correct, but you also want to make a U turn when someone's too close and you're taking heavy damage. Basically 2 scenarios - whenever someone's too close or when your thruster is out.
-When there's a lot of people shooting 1 target you will start bumping each other and hindering your movement. In order to prevent that, try EKing parallel to your target's movement and not fly directly at it, or strafe away from the target. For example if the target is a bit to the left, hold the D key to strafe to the right and avoid bumping allies who will most likely be at the center.
If you have any questions, feel free to ask. Don't be hesitant to give feedback or mention if I missed anything.
(05-15-2018, 10:41 AM)Antonio Wrote: If you have any questions, feel free to ask. Don't be hesitant to give feedback or mention if I missed anything.
Overall a good concept, here's a few things I thought could be improved/menttioned:
- don't do it in Cayman because it's near impossible to see the target's crosshair in the red background. Seeing the crosshair is important when learning about aiming and dodging
- try to make them shorter and focused on the topic from the begining (attention spans and people click away soon after they don't get what they want/expect)
- I'm not sure this is a really useful group technique, but when I shoot a target together with several snubs, I always strafe away from my group so I don't block their view/shot and don't bump into them (which happens a lot when I don't strafe). For example if I'm on the right of people shooting my target, I continuously press D while shooting at the target. Alternatively, I engine-kill and float away from my group to get a different shooting angle than them (as long as I'm not getting shot at))
- You didn't touch on fighters shooting caps in a group fight, which I think is relevant in a lot of group fights. If I'm a snub in an anti-cap group fight, I shoot the cap continuously at around 400-600 range (reduce speed and reverse thrust to stay in that range) while strafing alternatively right and left as long as my shields are still up. That allows me to avoid fire, while the cap will still think I'm easy to hit target and will shoot at me sooner or later. As soon as it shoots at me. I stop shooting and just dodge. That lets me do relatively much damage to the cap because I shoot continuously, while I also draw fire away from my allies who are easier to hit than me.
Posts: 2,942
Threads: 178
Joined: Nov 2009
Staff roles: Systems Developer
(05-15-2018, 04:42 PM)Karlotta Wrote: Overall a good concept, here's a few things I thought could be improved/menttioned:
- don't do it in Cayman because it's near impossible to see the target's crosshair in the red background. Seeing the crosshair is important when learning about aiming and dodging
- try to make them shorter and focused on the topic from the begining (attention spans and people click away soon after they don't get what they want/expect)
- I'm not sure this is a really useful group technique, but when I shoot a target together with several snubs, I always strafe away from my group so I don't block their view/shot and don't bump into them (which happens a lot when I don't strafe). For example if I'm on the right of people shooting my target, I continuously press D while shooting at the target. Alternatively, I engine-kill and float away from my group to get a different shooting angle than them (as long as I'm not getting shot at))
- You didn't touch on fighters shooting caps in a group fight, which I think is relevant in a lot of group fights. If I'm a snub in an anti-cap group fight, I shoot the cap continuously at around 400-600 range (reduce speed and reverse thrust to stay in that range) while strafing alternatively right and left as long as my shields are still up. That allows me to avoid fire, while the cap will still think I'm easy to hit target and will shoot at me sooner or later. As soon as it shoots at me. I stop shooting and just dodge. That lets me do relatively much damage to the cap because I shoot continuously, while I also draw fire away from my allies who are easier to hit than me.
-We did it in Omega-11 as a tribute because the system is getting removed soon and because I wanted to demonstrate the part about aiming in a bright system (removing background stars). Understandable though, if there's gonna be a new tutorial it won't be in such a bright system.
-The strafing away or EKing to avoid bumping your allies is correct, although the groupfight has to be really big in order to constantly bump each other. In that case doing what you described does help, and we forgot to mention it.
-Fleet fight tutorial will be done separately, as said at the end of the video.
Hey Just a thought for you regarding the weapon grouping part of the tutorial, in particular, chain firing.
I put my shield busters and half my hull busters into group 6, and have Capslock bound to "Fire Group 6"
That way, whatever group i'm in, hitting capslock just before firing will set off chainfire.
you fire a single shot of the unselected group, but it's damn quick to start punching out a load of shots. You can reasonably easily chainfire 8.33's like this, which isn't hugely effective, but makes a great sound.
Much simpler than trying to time switching groups anyway.
Edit: i've just got back in to Disco after years off, so this might be common knowledge, still trying to pick up the meta.