14.11.2012 Views

THE JUMPGATE DEFINITIVE GUIDE - Tripod

THE JUMPGATE DEFINITIVE GUIDE - Tripod

THE JUMPGATE DEFINITIVE GUIDE - Tripod

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Realspace Combat - Mentality<br />

The mentality with which you approach PvP is very important to your success. Firstly, try to fly for your<br />

fleet, not just yourself. Secondly, the level of aggression you fight with is crucial. There are multiple<br />

types of pilots, and I try to detail them below.<br />

1. The hideously over aggressive. Pilots such as these are likely to go for the first enemy pilot<br />

they find, and flashfire until that pilot is dead. They won't care that much if they are getting<br />

badly hurt while doing it. Unlikely to disengage from their target. This type of pilot will often<br />

take one down with them, but are of little help to a fleet due to the rate at which they die.<br />

2. The slightly over-aggressive. This type of pilot generally makes sensible decisions, but when<br />

engaged in a 1v1 situation in a large RS battle will often stay in that situation well after it's<br />

become clear that they are not going to win, or will die shortly after winning.<br />

3. 'Just Right'. Generally makes good targeting decisions, and knows when to disengage and reengage.<br />

4. The mildly cowardly. Generally a decent all-round pilot, but likely to disengage from battle for<br />

longer than necessary when hurt (For example, will wait for shields to get to 50% or more<br />

before recommitting to the fight).<br />

5. The hideously cowardly. Travels behind the main body of the fleet. Runs as soon as they get<br />

hurt. Even more useless than type 1 pilots.<br />

As this list implies, type 3 is generally the place to be. Type 1 pilots will sometimes pull their weight,<br />

but don't count on them to be alive to cover your back. They will also have big problems fighting highfirepower<br />

ships such as Dragons - they just don't get that you can't go head to head with them. Types<br />

2-4 will usually be useful fighters, and you might as well tell type 5s to go away - they're only interested<br />

in their kill ratio.<br />

Don't over commit when engaged with an enemy. If it looks like you're going to get too badly damaged,<br />

you can always go evasive; you're pulling at least one pilot out of the fight when they follow you. In<br />

addition, they're distracted, and often a good target for the rest of your fleet. Equally, don't run at the<br />

first sign of a little trouble - try to stay in the overall fight, but don't get too bogged down in individual<br />

engagements. Try to avoid death, but don't be so concerned about it that you won't take a risk to help<br />

your friends - don't throw your life away for the chance of a kill, risk your life on the chance of getting<br />

multiple people killed.<br />

Kill Stealing: This one deserves its own little sub-topic. In general, don't be worried about kill stealing<br />

unless you are actually only engaging with the intent of getting the kill shot. Don't factor the possibility<br />

of you personally getting the kill shot into whether you target someone or not. If you happen to get the<br />

kill shot on a target you selected for legitimate reasons, there's no reason to feel guilty.<br />

Z-10<br />

110

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!