Tips For How Not to Suck at GC: the Guide

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Tips For How Not to Suck at GC: the Guide

Postby stAtrill » 22 Feb 2013 05:34

Welcome to the 'Tips for how to not suck at GC' series!
-A compilation of all the small tips and tricks that will improve YOUR game! :mrgreen:

How to not-suck with air: The Guide

Unit selection info:
As OND, your options with air will be much more limited due to the fact that cray dominates the air game as a result of three factors: AMS, substantially smaller hit boxes, and larger splash ranges. Taking air as OND is highly risky, but there are some useful things you can pack away into your toolbox.

In general: Crayven units have slim and relatively tall hitboxes (really hit-cylinders), and order units have flat and very wide hitboxes. Since most things that will kill you will be coming from the ground, this means OND units are much easier to shoot down with non-homing weapons.

The Fighters: Fighters are rarely necessary due to AA, but serve much use when and only when 1) a significant portion of the map is off-limits to AA (like DM7), or 2) on maps large enough that AA's cannot cover units properly (like Brazen). From a guaranteed damage perspective, the OND fighter missile deals tons of damage, in nearly inescapable (even with afterburner), and has an respectable splash range (smaller than cray fighter by 20%). If you must take air and anticipate fighting against enemy air away from ground units, the OND fighter can be used to harass enemy aeros that stray away from the main group, and is the preferable method for cleaning up end-game aeros, but serves little use otherwise. All fighter kills award 3 points in Multiplayer.

Things to know: the Cray fighter hit-cylinder has a radius of two crusaders, and shorter than 2 crusaders tall. The OND fighter hit-cylinder has a radius of 9 FRICKING CRUSADERS, though it is actually less than one crusader tall.


The Attacks: If you load air, this should be your choice every single time. These units are the most capable, least risky, and overall most useful from early-game to end-game. The OND attack fires a slower bullet that does 18% more damage than the Cray, but the Cray has a 50% larger splash range. All hit-cylinders are the same as the respective fighters (making the order AA risky as well). All attack kills award 3 points in MP.

Things to know: that measly 18% damage increase in the OND attack aero is large enough to allow them to punch through the armor of the Cray Heavy terradyne, something the Cray attacks cannot do. Cray attack aeros have a splash range larger than the AMS system. They can poke rockets if you force-fire the ground.

The Bombers: They should only ever be taken on speed – their bomb is so powerful that anything else is overkill. Bomber kills award 4 points in Multiplayer.

Things to know: The bomb deals 1000 damage. This is why they should be taken on speed – any other setting is overkill (literally haha). The bomber hitbox is 10 crusaders wide (only 1 more than the OND fighter), and is slightly under 2 crusaders tall.


Tips for how not to suck when you use air:
The overarching theory with this guide is that you will play better if you know how in-game things work. By being aware of how the game 'works', you can better exploit it. Here goes!

=>The aiming equation for non-homing shots is based firstly on relative height, and secondly on obscurity (light/dark), with preference in this order. This means that Cray AA can be rendered nearly useless just by keeping your air much higher than the AA (and they can be rendered entirely useless by keeping them higher on a very dark level like Warmonger). Keep in mind that the Cray AA weapon had firing into the air in mind, so it has a much higher than normal accuracy. Never ever approach Cray AA with little height difference (especially not on a well-lit level like DM7), or you will experience a supremely powerful bullet with pencil-thin cone of fire

=>Aeros fly to the height of their destinations, and many maps have mountains around the edges. You can keep your aeros at high altitudes by issuing move orders to these higher mountains.

=>Always keep your aeros in as tight a ball as possible. This allows your attack aeros the greatest chance to poke through AMS (since all missiles are coming from, more or less, the same location). There is an even further benefit to the Cray, as the aero AMS ball can be nearly impenetrable to missiles.

=>Never let your aeros reach their destinations if you are still using them (i.e. unless they are safely out of play), since they will desyncronize as a group and break the ball.

=>To form a tight ball expediently out of a squad of aeros that has become desynched, issue a move order, and once all units have finished turning around and are heading in the same direction, issue a second move order perpendicular to the first. Your aeros are now ready to use.

=>All aerodynes have an invisible 'internal turret' that is responsible for aiming. Like all other in-game turrets, it cannot fire whilst not pointing at the target, and all aero 'turrets' have the targeting speed of the Cray medium tank (yes, that slow). Further, all aeros have a 60 degree cone behind them in which they cannot target anything. This means that it takes a full 3 seconds to go from shooting something on your rear right flank to something on your rear left flank while the internal turret re-aims the long way around the circle.

=>You should only issue attack orders to give your aero's targets, never to actually allow them to go into attack 'mode' where they strafe over the target. The next bullet tells why.

=>Due to the internal turret+60 degree blind spot, all aeros should be forced to 'orbit' their targets for unbelievably high DPS (try to keep the turret pointed in the same general direction on the craft). Even fighters; if you make fighters orbit their enemies you will find they pump out fucktons of missiles.

=>How to make your aeros orbit: as the attack aeros (which you were keeping at high altitude) are making a high-altitude perpendicular flyby of your enemy, issue an attack order on the the center of target mass, and continuously issue move orders (so that your aeros remain in a coherent ball) to high locations on the map as your units fly circles around your enemies.

=>How to break a Cray AMS ball (assuming there is AA in it): keep your attack aeros on hold fire, and have the range of your aeros visible in game. Already have pre-selected highpoints on the map to keep your aeros at max height, even issuing move orders using the map (large version) if necessary. Keep the AMS ball just inside your range (so you present the smallest target to the AA cone of fire), and issue an attack order to some unit near the extremity, immediately followed by a move order. The attack aeros will fire their volleys of missiles simultaneously and all from a single focus point (the coherent aero ball) to a single focus point (the target in the extremity), which will make quick work of soft units like AAs and rockets. Most effective with Cray attack aeros, due to smaller hitbox, larger splash, and faster missiles.

=>To be a real pro with air even when not breaking turtling, keep them always on hold fire, and always perform the above technique, but with force-fires instead of attack orders. The insane DPS means this a ridiculously fast way to clear a battlefield of units, and force-firing allows you to lead fast-moving targets.

=>Always mask special weapons with missile fire for counter-AMS purposes. This works especially well in the above turtle-breaking scenario.

=>Due to the internal turret, there is use to issuing an attack order before entering attack range (the internal turret is already 'pre-aimed').

=>Air is HIGHLY useful in the early stages of a game to gain leads. Look for scouts, look for players having a hard time getting their inf into their APCs, look for anything free, just get the hell out before the AA sets up on high ground.

=>Air is also useful for 'psychological warfare'. This is where OND air shines, you can rush a DZ in shield and players, in a panic, inevitably will box-select and shield nearly everything. Cray players will box select and AMS everything. You then retreat, leaving the OND players without shields for the next 90 seconds, and the cray players without yet another precious AMS. If you get really lucky, people will waste specs on your shields in a panic (beam specs and rocket AA specs are delicious). At the very least you will suppress their movement, giving your team positional advantage early on in the game. This is more effective the more infrequently it is performed, your opponent should never come to expect an early air rush. Creating panic is an art form.

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Re: Tips For How Not to Suck at GC: the Guide

Postby stAtrill » 22 Feb 2013 07:12

Tips for how to not-suck in general: The Guide

This comes in 2 sections, the general tips, and the Master's Theory. The Master's Theory section will be written later when I am less tired...

General Tips:

=>On all maps, move out of the DZ as soon as possible. On flat maps, begin moving your units to where you need them. On maps where you intend to camp, mass-moving out of the DZ allows you and your teammates (who landed behind you and are stuck 'cause you're blocking the damn opening) more room to move/breathe/retreat. Room to retreat is a huge deal, nothing like being stuck between a rock and a hard place.
HOW TO COUNTER: if the opposing team has members who don't leave the DZ immediately upon landing, you can rush and target either them or other enemy units trapped behind them. Added confusion in dropzone delays their egress even later, giving your team positional advantage.

=>It is perfectly acceptable to approach idle enemy meds with your med squads, then simply retreat (bluffing). Only do this if you think that the opponent is not focusing on the particular meds you are approaching. The goal is to get them to panic – bonus points for if they waste specials on your shield. Reserve beams, if approached in this manner, will nearly always waste a special and shield immediately. The approach works because players actively want to focus on the main battlefront, and get increasingly more impatient the longer their attention is drawn to guarding their reserves. Depending on the player, they may either shield then spec, in which case you do not need to shield, or spec then shield (in which case shield immediately). Best performed with meds without moonbursts left.
HOW TO COUNTER: remain patient when dealing with enemy units that slip past the battlefront. Retreat your units from the battlefront to deal with the infiltrators if necessary.

=>Don't spec while your shields are up. Shield increases your inaccuracy by over 250% (as in your cone of fire is 2.5 times as big with shields up).

=>Pay close attention to what colors are friendly, and check your minimap often for any other colors.
HOW TO PUNISH: many players are only aware of enemy presence due to the squad icon flashing or the voice warning of taking fire. If you happen to find idle enemy reserve units, set to hold fire and approach, setting yourself up so that you can kill the whole squad with a single spec. There are very few players this doesn't work on.

=>Talk! Plan and coordinate with your teammates both during loadout and gameplay. In most games, beams are preferable to multiple arties/drones, and simple chatting can make sure that a team of 3 doesn't take 4 drones. Chatting can also ensure that somebody is taking a radar on maps that allow all tanks/supports. Keep an eye out for friendly reserve units and friendly APCs. Warn of approaching enemies, warn if you make the first contact with the enemy, and inform the team if you are losing exchanges so that the team can either compensate for or reinforce you. Always warn for artillery specs.

=>Never do a retaliatory anything. If an enemy wins the exchange, don't chase them. If someone hits some part of your beam squad with a spec, don't suddenly burn all your focus prisms trying to kill their squad. By all means, if it would make sense in any other situation to spec the enemy (i.e. they are balled up), do so; just do not feel you have to shoot specs at them just because they shot specs at you. And NEVER attempt to retaliate while in shield.
HOW TO PUNISH: approach the impatient player, win the exchange, then let them waste an entire spec just to kill one unit of your squad/let them chase you back into friendly territory so that you may kill them with a fresh set of tanks.

=>Use shortcuts: Numpad 1,2,3 to land dropships, W/E for specs and equipment, use F1-F12 to select your squads (double tap the key to center the camera on the unit *very useful*), S/D to select/deselect all.

=>Using the above, keep track of your squads by squad number, not by location. Know exactly where squad one is, where squad two is, etc. This way, you can rapidly move your camera around to check on your squads, and, during a rush, if squad 4 is the spearhead, and 5 and 6 have the left and right, you know exactly which squad to pull off (either 5 or 6) to go get an APC without slowing down the whole offensive front.

=>Don't let your squads line up. Do every thing you can to keep your squads spread out. The grandest sin of all: squads, themselves lined up, arranged in a nice little line. Use the space bar to exploit units' natural tendency to spread apart while moving. This is a must for reserve units to deny easy spec kills to rogues that sneak behind the main line.
HOW TO COUNTER: Beam specs. Make your beams shit focus prisms down their whole column. Remember to hold fire while you approach or you may spook your prey and lose the hunt.

=>Keep max visibility. Keep your camera on the highest height setting (except when searching for mines) and make sure you can see all the way to the fade out at the end of camera draw range. Always keep your camera up, you have the best battlefield awareness this way. Preferably put the horizon on the bottom half of the monitor to better spot aeros and artillery.


-Part two of how not to suck: Master's Theory coming soon! Like when I am less tired.-

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Re: Tips For How Not to Suck at GC: the Guide

Postby shpooky » 12 Apr 2013 02:09

I need to read this guide lol
i only work in cyan and sometimes really really bright blue :D so bright it burns your eyes!!!!!

(if you have any questions don't be afraid to PM me or you can contact me via email ddavidshpak@aol.com)

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Re: Tips For How Not to Suck at GC: the Guide

Postby Sarvik » 12 Apr 2013 10:07

For "not sucking" there are also general newbie guide, and unit and default map guides at blog's new players section (air is completely ignored there though): http://gcvets.wordpress.com/new-players/
stAtrill wrote:=>Pay close attention to what colors are friendly, and check your minimap often for any other colors.
HOW TO PUNISH: many players are only aware of enemy presence due to the squad icon flashing or the voice warning of taking fire. If you happen to find idle enemy reserve units, set to hold fire and approach, setting yourself up so that you can kill the whole squad with a single spec. There are very few players this doesn't work on.

Beams in column formation to single shot 2 heavies for lulz! :D

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Re: Tips For How Not to Suck at GC: the Guide

Postby shpooky » 17 Apr 2013 00:13

Sarvik wrote:For "not sucking" there are also general newbie guide, and unit and default map guides at blog's new players section (air is completely ignored there though): http://gcvets.wordpress.com/new-players/
stAtrill wrote:=>Pay close attention to what colors are friendly, and check your minimap often for any other colors.
HOW TO PUNISH: many players are only aware of enemy presence due to the squad icon flashing or the voice warning of taking fire. If you happen to find idle enemy reserve units, set to hold fire and approach, setting yourself up so that you can kill the whole squad with a single spec. There are very few players this doesn't work on.

Beams in column formation to single shot 2 heavies for lulz! :D


thnks for the tip
i only work in cyan and sometimes really really bright blue :D so bright it burns your eyes!!!!!

(if you have any questions don't be afraid to PM me or you can contact me via email ddavidshpak@aol.com)

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Re: Tips For How Not to Suck at GC: the Guide

Postby shpooky » 17 Apr 2013 00:14

*thanks
i only work in cyan and sometimes really really bright blue :D so bright it burns your eyes!!!!!

(if you have any questions don't be afraid to PM me or you can contact me via email ddavidshpak@aol.com)

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Re: Tips For How Not to Suck at GC: the Guide

Postby ninja_prime » 26 May 2013 07:00

Most of us now have Ventrilo, its better to talk than to type in the heat of battle. Like in anything communication is going to be the determining factor in any game, this is after all a Team DM game, unless you play the odd occasional 1v1v1v1v1 type of game, which can be fun, but can be very intense!
My pennies worth is this:
-communicate with your team mates, have some sort of strategy in place.
-some maps are more familiar than others so learn the terrain, make it work to your advantage.
-have a designated fall back area.
-radar is important in any map, if your team mate brings them too, make sure they have overlapping coverage to minimise blind spots.
-proper use of mines is important, place them with due care! I tend to use them to cover any sneak attacks from behind.
-chose your load out and units carefully, again speak to your team mates.

I would love to bring back the clans of the past! unfortunately we don't really have enough members to do this, but getting used to team mates playing style can really compliment each others playing style if you teamed up often enough!
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