General SWBF2 tricks, tactics and other things
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Mr. Pistol
AUS_Doug
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General SWBF2 tricks, tactics and other things
Thought it might be an idea to have a thread where people could share any tips or favourite tactics they've developed/picked-up.
1) Space combat - Those big capital ships make for good cover
2)Use the Cannon on the Y-wing - it may save your life
3)Apologize for Team Kills only if safe to do so
4)The 3 Rules of the Rule of 3
1) Space combat - Those big capital ships make for good cover
- Spoiler:
- I'll get into an interceptor type fighter and, as soon as I'm out of the hangar, dive with the goal of getting underneath the enemy capital ship (AWAY FROM THE AUTO-TURRETS) as fast as possible; but the trick is to do it WITHOUT using boost so that you can save your 'stamina' for evading missiles and such if they come after you.
Once you're over there, you want to stay as close to the underside of the ship as possible and get to a position that is 180 degrees from the direction where the enemy fighters are likely to go. That way you can fly around in circles, waiting for the others to launch.
Because it's not nice to blast people as soon as they come out of the hangar, you should let them fly around a bit.
Then you chase after them, again trying not to use your boost unless you have to; they might have a friend following them that'll try to take you out, in which case you'll need to be pulling tricks to evade the inevitable missiles.
You don't want to go firing at them from a long distance, as they'll have time to evade any missiles and then they'll know you're coming.
Hold your fire until you're kinda close - sub 200m is normally sufficient, any closer and the missiles may miss - and then try and time your missile launch just after they've finished a long boost so that they'll have no stamina for pulling tricks.
IF you get bounced at any stage during this procedure, don't panic and run for a hangar; you're much better off flying in incredible tight circles and pulling Immlemans until someone comes to help.
2)Use the Cannon on the Y-wing - it may save your life
- Spoiler:
- I have had need of this trick exactly eight times in Multi-player and it has worked for seven of them.
First, KNOW WHAT BUTTON SWITCHES POSITION IN A STARFIGHTER - That's important.
As a general rule, people relax their guard when sitting behind a Y-wing or other bomber, and they'll likely try and shoot it with lasers instead of wasting missiles.
If you get someone like this behind you, switch to the cannon on top and blast them - the bots make those cannon look a lot less dangerous than they really are.
Often, if I'm in a Y-wing, I'll swivel the turret behind me before I take off to save time.
Of course it's risky, but if it works you can get some real good reactions from people.
EDIT:This works with both the Imperial and CIS landing craft as well: If people tend to relax when shooting at bombers, then they go to sleep by comparison when taking on landing craft.
If you happen to have more than one person in a Imp or CIS landing craft, always have one of those in the turret weapon.
Don't go firing the turret weapon at a distance though (This applies to Y-wings as well); you're likely to do very little damage and your attacker will see what you are doing and come at you from above or below.
3)Apologize for Team Kills only if safe to do so
- Spoiler:
- When you TK, apologize as soon as SAFELY possible.
Key word is SAFELY.
On Tantive IV yesterday, myself and a team mate were shooting at a guy near our CP.
I was a Bothan, they were a Wookiee; I walked in front of them and got a bowcaster in the back. (I was invisible at the time)
Entirely my fault, but the person in question apologized anyway which is nice.
Problem is, they apologized instead of killing the guy we were fighting; I'd made a mess of him with my weapon, and a harshly thrown tennis ball probably would've killed him.
Anyway while typing their apology, the Wookiee got killed and we lost the CP.
4)The 3 Rules of the Rule of 3
- Spoiler:
- Before I type this, there is something VERY important to bear in mind when following this rule - It cannot account for a particularly lucky/skilled toss of a grenade, nor for a player particularly skilled at circumventing defensive lines. No plan is foolproof, and as such you must be ready to adapt any and all strategies when required.
With that out of the way, let us begin.
In the multi-player world of SWBF II, 3 (or three) is the nicest number there is.
Three Troopers- Spoiler:
- 3 Troopers advancing down a corridor can be a formidable opponent when they stick to their strengths: High volumes of fire, interspersed with Grenade spam (Even the most nimble of Snipers or most powerful Specials will have a hard time simultaneously attacking, evaluating and defending against 3 well spaced sources of high volume fire; even more so if they are having to dodge several grenades at a time)
Three Command Posts- Spoiler:
3 CP's are a most solid platform from which to work.- 1 CP can be used to hold the attention of the enemy force for a long period if defended viciously
- 1 CP can serve as a point of origin for incursions into enemy territory
- 1 CP, geographically between the others, is a nice reserve to have in the event of losing one of the others
- 1 CP can be used to hold the attention of the enemy force for a long period if defended viciously
Three Fighters To A Squadron
The rule with the most depth, but the one least likely to go wrong- Spoiler:
- A squadron of 3 Interceptor type fighters has no equal.
All the fighters need to be ready to leave the hangar at once, so get in a fighter and move it off of the spawn, and repeat until all three have their own ship.
Once all three are ready, the leader will leave the hangar, with the others following in 3 second intervals.
The leader will fly directly away from the combat zone (up, down, left, right whatever) with the others following reasonably close (but not too close).
During this outward flight, there is to be no use of boost, tricks etc unless needed to evade missile attack.
Once all are as far from the combat zone as possible, the leader will turn back and attack any targets of opportunity with the others following.
The leader is to be the most experienced; their experience will ultimately choose the right targets and they will be the fighter most under threat from the enemy.
The second most experienced pilot shall take the rear of the formation; after the leader they will be the target of the most attacks and they will be able to watch the back of the pilot in the middle
The least experienced pilot shall be in the middle; from their they will be able to watch the back of the leader while their own is protected.
Though the rearmost pilot will not sustain the most attacks, they will be the most vulnerable to them; they don't have anyone watching their back.
As such, they may need to ask for assistance. With time a critical factor, they need the shortest message possible.
If the leader and middle pilot see the rearmost pilot type 'h', they will immediately turn around to help out.
('h' makes sense; stands for help AND it is close to the buttons most people use for chat, 't' and 'y')
If any of the three fighters are destroyed, the remainder should try to get back to the hangar or, at the very least, disengage from the combat zone until the respawned pilot returns.
Last edited by AUS_Doug on Tue Oct 22, 2013 5:47 am; edited 2 times in total (Reason for editing : An addendum and a typo)
Re: General SWBF2 tricks, tactics and other things
Hey! I was in that gameAUS_Doug wrote:
On Tantive IV yesterday, myself and a team mate were shooting at a guy near our CP.
I was a Bothan, they were a Wookiee; I walked in front of them and got a bowcaster in the back. (I was invisible at the time)
Entirely my fault, but the person in question apologized anyway which is nice.
Problem is, they apologized instead of killing the guy we were fighting; I'd made a mess of him with my weapon, and a harshly thrown tennis ball probably would've killed him.
Anyway while typing their apology, the Wookiee got killed and we lost the CP.[/spoiler]
Mr. Pistol- EVENT COORDINATOR (Corporal)
- Posts : 177
Join date : 2013-09-25
Age : 27
Location : Adelaide, South Australia
Re: General SWBF2 tricks, tactics and other things
I think i was playing then too!
Last edited by MrMew on Wed Sep 25, 2013 5:24 am; edited 1 time in total (Reason for editing : typo)
Scourgeofdeath- (Private)
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Join date : 2013-09-23
Age : 24
Location : Australia
Re: General SWBF2 tricks, tactics and other things
Stand next to an ammo droid and continously throw grenades works well, also get out of a tank before its destroyed. If a team member is low on health and you are an engineer either give them some health or if a med droid nearby is damaged repair it. If there is an important vehicle (atte, atat, laat) and it is badly damaged its not a bad idea to repair that and gain a better position against the other side. Normal soldiers work well in large numbers continuously firing with an engineer to heal them and assault classes are good for perimetres (mines)
MrMew- VICE CLAN LEADER (Sergeant Major)
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Join date : 2013-07-12
Location : NSW
Re: General SWBF2 tricks, tactics and other things
Here's my idea of a good space assault, 1-3 go out in fighters and bombers, 1-2 go on turrets, 1-2 stay and watch for intruders and make repairs and 2-3 land a dropship in the enemy hangar and attack their internal systems. Turrets on frigates don't respawn once destroyed like the self-repairing turrets on the capital ships.
MrMew- VICE CLAN LEADER (Sergeant Major)
- Posts : 360
Join date : 2013-07-12
Location : NSW
Re: General SWBF2 tricks, tactics and other things
I have made an addendum to the Y-wing section of the OP to include Imp and CIS landing craft.
More often than not, fighter pilots will sit right up behind landing craft to stitch 'em full of holes; opening up with the chain guns* on those craft will convince people to back off.
*I forgot their proper name - repeating blaster?
More often than not, fighter pilots will sit right up behind landing craft to stitch 'em full of holes; opening up with the chain guns* on those craft will convince people to back off.
*I forgot their proper name - repeating blaster?
Re: General SWBF2 tricks, tactics and other things
Hoth CTF (Rebel) Tips & Tricks:
I'll update this for Imperials once I've worked some things out (if someone doesn't do it sooner), but I'd also like to hear peoples opinion on these.
Hopefully we can, over time, develop something close to a 'perfect' strategy.
- Sniping:
When crouching behind the crates as shown in these screenshots, when zoomed in you have a good view of the hill above the hangar entrance which is where the Imperials like to have snipers in MP.
You are NOT invisible behind these crates; if a sniper on the hill looks well enough your head is visible, and it is easy for your rifle to stick out either side of the crates.
The last of these positions (next to the ammo droid) is particularly dangerous; Snipers on the hill only have to move a little to the right or left to get a decent shot and, if the ammo droid is resupplying you, the red rings are plenty visible.- Screenshots:
- Flag Capture:
Once you have the flag, don't try and fight through the base.
Instead, run away and go over the hill and you'll end up right behind where you need to take the flag. (You still have to deal with any autoturrets left behind)
A warning: A couple of people have worked this one out, and will spend the entire game watching this back entrance to the Imp base from the blown-up shield generator, and this is an EXCELLENT spot to snipe from.
- Defense:
Don't try and fight them inside the base; it is much easier to let the flag carrier get outside into the open and then open up on him.
Inside the base, it is often a 1:1 kill/death ratio (for most people, myself included); but OUTSIDE is a whole 'nother story.
I'll update this for Imperials once I've worked some things out (if someone doesn't do it sooner), but I'd also like to hear peoples opinion on these.
Hopefully we can, over time, develop something close to a 'perfect' strategy.
Re: General SWBF2 tricks, tactics and other things
Really good tactics there Doug. Thanks!
Lolasaurus- CLAN LEADER (Captain)
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Age : 26
Location : Adelaide
Re: General SWBF2 tricks, tactics and other things
I tried using some of the tactics for Hoth. Its really good!
Squeegee- (Private)
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Join date : 2013-09-23
Re: General SWBF2 tricks, tactics and other things
Space tactics are good
Scourgeofdeath- (Private)
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Age : 24
Location : Australia
Re: General SWBF2 tricks, tactics and other things
Just updated the OP with the 'Three rules of the Rule of three'.
I'm in the process of collating everything that I know into one volume which I will upload here when it is ready; so I'll be taking a break from updating this post with my tricks until then.
(Of course I'd love to see the rest of you share anything you think may be of use to the group)
And thanks for the feedback so far guys, glad I can be of use.
I'm in the process of collating everything that I know into one volume which I will upload here when it is ready; so I'll be taking a break from updating this post with my tricks until then.
(Of course I'd love to see the rest of you share anything you think may be of use to the group)
And thanks for the feedback so far guys, glad I can be of use.
Re: General SWBF2 tricks, tactics and other things
I like the idea of the "h" key. For use in any situation...
Lolasaurus- CLAN LEADER (Captain)
- Posts : 341
Join date : 2013-07-09
Age : 26
Location : Adelaide
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