Re: Escape From Hoth

]

HagenSaubauch wrote:

leading me to my question: sometimes ppl get "kills" by using "turbolasers", so is there any way to actually man those turrets or is it some random engine bug (since u have been the last guy who damaged that ship etc. etc.)

I got a Turbolaser kill just as I spawned on the ISD, so maybe there is a short moment where the engine sees you as manning the ISD?

16 (edited by TY2D2 2007-10-02 02:44:29)

Re: Escape From Hoth

Most likely not, since the ISD is not a vehicle, and all the turret spawns were removed a loooong looong time ago.

Edit: I've sent you a PM Dominio

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Escape From Hoth

im glad you posted this,  i agree, there should be a tips and strategy guide.

Re: Escape From Hoth

well, some concrete hints by an official guy in some manual or such would really help... atm you just have some fighter data and infantry classes there

____________
Former GC player known as "Saupadl"
GC-Veteran from 2 to 5.3

Ingame Name: FsTest Saupadl

Re: Escape From Hoth

Excellent post Domino!!  Great to know about the shields on the transports.  One thing I had wanted to mention, which you already have, is using stealth for the transports. 

Transports should be used as stealthily as possible, meaning use a course far left (or right - depending on your start point) to keep the transport away from the main action as much as possible.  Transport gunners, do not, I repeat - DO NOT - start shooting at fighters and ships when are not a threat.  All that does is draw their attention and once you do that you are screwed.

I agree that transports should keep together so that should the pilots be able to get to the beacon they will be away 1-2-3 nice n quick.

Last but not least, capitol ships should try to stay in between transports and Imperial ships.  Loaded with gunners they should have no problem taking down enemy ships before they go or at least to greatly soften them up for transport gunners to finish them off.

And, as mentioned, focus on the tie bombers.  The fighters aren't much of a threat for the most part but the bombers will do you in pretty quickly.

Go Rebels!!

Re: Escape From Hoth

Robbiesan wrote:

Excellent post Domino!!  Great to know about the shields on the transports.  One thing I had wanted to mention, which you already have, is using stealth for the transports. 

Transports should be used as stealthily as possible, meaning use a course far left (or right - depending on your start point) to keep the transport away from the main action as much as possible.  Transport gunners, do not, I repeat - DO NOT - start shooting at fighters and ships when are not a threat.  All that does is draw their attention and once you do that you are screwed.

I agree that transports should keep together so that should the pilots be able to get to the beacon they will be away 1-2-3 nice n quick.

Last but not least, capitol ships should try to stay in between transports and Imperial ships.  Loaded with gunners they should have no problem taking down enemy ships before they go or at least to greatly soften them up for transport gunners to finish them off.

And, as mentioned, focus on the tie bombers.  The fighters aren't much of a threat for the most part but the bombers will do you in pretty quickly.

Go Rebels!!

I actually saw 2 X-wings escort a transport by staying a ways behind it and slowing down enough to stay in formation. Then they broke off to attack targets like the Tie bombers who love to stay on the 6 of a transport and just pound it forever. I was escorting the same transport. It worked well until more choas erupted around us and I lost the transport just long enough for it to be destroyed. Still I think people are starting to catch on to tactics more and more like you mention above. Keep the tips coming cause I've been using them each time I play.

Re: Escape From Hoth

Awesome!  Yep, I am beginning to see better tactics and overall play.  I joined the ZA 24/7 Space Maps server last night to get in some practice on the Hoth map.  It was a blast.  Out of all the rounds for Hoth (say about 9) we did manage to win twice.  It was awesome to see "third transport is away" and the new round.

I want to say kudos to the players who are providing support via fighters, Corvettes, and Gallofree gunners.  Last night I had a damned good squad helping out.  At one point I had two gunners who did a great job at keeping enemy fighters away, as well as some Xwings providing cover.  Great job on that once again!!

In another round a fellow in a corvette traveled with us and actually placed himself between us and the lancer frigate and took all the fire for us.  Damned awesome!!  Unfortunately we still got blasted to smitherines but seeing that kind of sacrifice is exactly what makes for a winning team.

Last but not least is something funny.  I joined a transport as a gunner and this guy was nose diving towards the ISD.  I thought "OMG!!  We're gonna die!!  Noooo.....!!"  Sure enough we slammed into the ISD but didn't take too much damage and did make it to the jump point.  It was hella funny overall.  I think the pilot was trying to fly it like an Xwing being a bit fancy, but the Gallofrees just aren't as responsive.  LOL  It was fun.

Good job to you who are learning better tactics towards teamplay and the big picture: three transports away!!  It makes the map so much more fun.

One more little tip:  The Rebels need more players to join up with transports and the corvettes.  Often a fuly loaded (either) ship can make quick work of fighters and frigates.  So, guys, if you see an open slot on a ship jump in to help out, but remember, as a transport don't fire until you are under threat.  The transports need to be as unnoticed as possible to get to the jump point.

K, one more little tip: If you are the only one in your transport, you will likely die at the hands of a frigate but you can much to asve yourself from fighters.  Keep an eye on the minimap and watch for incoming fighters.  If the pilot is smart he'll hold fire until he gets right up behind you to ensure you do not fire back, but if not so smart they'll come in guns ablazing and you'll know right away to defend yourself.  Jump into position 2 or 3 to take out the fighter/s and once they are toast, resume course.