
These are multiplayer hints/tip for flying the ships used by employees of the Bora Mining Industries, provided by various Fringe pilots.
THE NUMBER ONE TIP FOR ALL NEWBIES
! R E A D T H E M A N U A L !
During base runs:
1) use Remote Sappers in the MIDDLE of two (or three!!!) credit plants (by lisp). You will hit both or all three!!! Last night I destroyed over 30 by myself. With three of us bombing, we kept them at tech 8 - 9. I use a mace and drop 2-6 holds every two runs. In a Hammer, I've easily dropped 4 in one run!!! In a claymore, you'd be star general in one trip!
Dogfighting:
I think the others on this board would be more help. I would classify myself between Vet and Ace pilot in dogfighting and Elite pilot as a bomber ( I never get killed before dropping my r-sappers and depleating all my energy on railgun / lasers into a cred plant ). My kill ratio in base wars (halogen run) is averaging 1.8 i.e kill almost two for every death. (agianest vets or "Vets/Aces NOT IN PEGGYS!"). However, I'm a bomber. So I really never dogfight. I spent the first 2-3 techs mining for credits, then its off to the galspan base to take out turrets and cred plants (at tech 5) so my team has a good chance of winning.
1) Weapons are the key. Dont try to use pulsars and power sappers to kill someone. This seems to be every new Bora's mistake, they think the pulsar lasers are to do all end all.Bora med lasers work best. Hvy mining lasers are... ok but really are not much better than Meds but with greater power drain. And of course every Bora's friend, the plasma rocket. 4 plas will take out almost ANY ships shields. Follow that up with a solid hit from a rail adn you got one dead spammer . If you are fighting a peg try Spires. They are not as powerful as plas but got 2x ammo and a better ROF. You'll need that ammo as you will miss alot.
Missle Happy Spanners:
What to do with 8 sunspots or 20 swarm missles on your tail.
A) if you're in a mace, just out run them.
B) Try to duck behind a rock or structure. Enter a cave usually works.
C) I fly a warhammer and when a spanner launches a bunch of missles at me I immediately press the "C" key 7 times and slide to the left and as the missles get closer to the ecm's I turn my ship to face them so I can blast them as they fly by. Usually works but sometimes you're just not that lucky =).
Misc Multi-player:
1) Turrets
A) I usually start base runs at level 5. Two plasma rockets or 4 spire rockets (if you start early) will freeze turrets. Don't use Railgun! Too much energy loss. Use laser energy for shields! Turrets in my experince only regenerate when Cred plants are rebuilt. If you start at tech 5, and disable the turrets attached to the base, they will still be disabled at tech 9 and 10. Some do get "rebuilt" by destroying Credit Plants / and rebuiding the plants. But 8 turrets firing at you is better then 25!
B) Turrets use the Lead-Target-Assistant to target your ship. If you use Lateral Thrusters, they always shoot in the wrong direction. Its funny to test in school zone and see them shoot the other way.
2) Teamwork. I can single-handedly take out the turrets in 3-4 runs with plasmas / lasers. Ask your teammates if some one is or whose mining / bombing cred plants. Only need 1-3 people on cred plants. Only 1 on turrets in begining, thats IF you really need to. Turrets only get in the way of hitting cred plants, not the LISP. I have played games where at tech 10, EVERYONE loaded Helios, got there, and *boom* were at tech 9 with no one on "stand by" with a load of credits. If your not a good bomber or dogfighter, stand by a green gate at tech 10 with 100% credits waiting in case spanners destroy our cred plants! "Its not who wins the battle, but the war itself..." I think in base wars, team work on the Bora side has made the difference more times then I can count.
1) Continuing on BR's teamwork thing. At the beginning of the game every single person does not need to run out and try to kill enemy ships. I have often seen new pilots in Claymores and Hammers trying to dogfight at tech2! The Hammers and CLmores need to be mining while the Mace pilots and the occasional Axe harass enemy miners and keep enemy ships of their own miners.
Weapon Ranges
I have not tried on ships, but in school zone I tested and found the following.
A) Railgun will not damage a cred plant beyond 10 range.
b) Plasmas will not damage a cred plant beyond 20 range.
c) lasers I think were around 7 or 8?
1) Railgun- 10 clicks? I dunno I never could get the thing to do any damage above 6 clicks (I personally think the rails very limited range is stupid, and technically the rail should also use ammo. A railgun/mass driver/gauss rifle shoot hyper-velocity pieces of metal.)
2) Plasma rockets- not sure never tries to shoot anything that far away.
3) I think this is about right might vary one or two clicks depending on which laser.
Power Management
Today we're going to talk about power management. Power management, IMHO, is just as important as your ships weapon/equipment loadout. Power is what keeps everything running and charged. Learn to adjust your power levels according to the situation. If you're going on CP strafing runs with lasers and remote sappers turn your laser recharge off as the reserves are full. Once you start hittng CPs with your lasers there won't be a drain on the engine since the recharge is off. No engine drain equals faster speed. Faster speed means you'll be able to run/evade Spanners and their missiles that much quicker. Also, try to make it out alive after you do a base run. They don't all have to be suicide. The more times you make it out alive the higher your exp will be. The higher your exp is the better your hull, shield, and recharge ratings will be. A ship at exp 5 is much harder to kill than a ship at exp 3.
If you want to kill a Peg with very little hassle lat thrust and burn while targeting ahead of it. Use quad linked plasmas. Or, if you don't like using rockets, link two rail guns and blast away. I remember taking out AELogic from 10-15 clicks away with linked rails. His hull and shields were still at 100%. It takes a lot of practice killing a Peg with only linked railguns. Your aim has to be dead on. Also, ignore the lead target assistant reticule when using rails. Rails fire exactly where you point them. There's little, if any, leading needed with rails. Now whenever I fly a Mace and end up in a fight with a Peg I arm plasma missiles as primary weapon and rails as secondary. Works almost every time.
Wyvern mentioned using medium or light mining lasers instead of pulsars. I agree with him that pulsars are nearly useless against shielded targets. You are better off using heavy or medium lasers when going against ships. However, pulsar lasers are great at taking out credit plants. CPs arent shielded so the pulsar laser works great. I'd say the pulsar is the Bora equivelant of a Spanner chatter gun. I usually arm my Mace with one pulsar and some sort of heavy/med laser. Hope I helped a little bit. Happy Spammer hunting.
If somebody is going straight at you (head on) and firing lasers/cannon only, just lateral thrust and go head to head as well. You won't be hit, but will hit them everysingle time. User lasers coupled, and right before you pass eachother, switch to rail/rocket and fire pointblank. Easy shot.
To respond to Gaau's statement : "Also, try to make it out alive after you do a base run. They don't all have to be suicide. "
I believe on dieing right there AFTER you have no energy left is the better strategy (Editor's note, If you do make it back alive you will not lose experience points and it entitles you to some bragging rights). Heres why:
1) After dying, 1 sec later you are back at your base fully replinished, which means you can attack the spanners base THREE times faster then coming back. The object is for bora to win, not for your own personal glory. (well, most of the time )
2) Try to crash, not get blown up. I'm usually at Star General / Star Lord after 6-10 runs and take out enough cred plants to stay at Star General (9). If the spanners kill you, they get 100% credits and big exp gain So after you've used all your energy, lower you shields and ram the plant or building You lose 50-200 exp crashing. But since you've gained 225 - 700, so you come out ahead.
3) if you try to make it back, and a missle happy spanner gets you, they have most likely gone up a level by killing a star general which means stronger opponents and they now have credits to replace the plant you just fragged .
4) As a bomber, since your always in enemy territory, try to keep your rank as low as posible.
a) In a mace, theres not much difference in bomb runs as a space cadet or star lord. You will still have the same ammo and ease fragging LISP or cred plants.
b) Enemies get less exp/creds for killing you.
<>Now you know why you always see "Blade Runner Crashed" 10000 times a game when I play. Even though I've been known for "Flying Blind" thats not the reason for the crashes.
Articles Contributed in part by
Bladerunner
VG9FTW
Myk_Wyvern12
Gaau Si
Babble
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