More actions
Geranai yoda (talk | contribs) Updated the long range fittings |
Geranai yoda (talk | contribs) Fixed the terminology for Timers |
||
| Line 128: | Line 128: | ||
When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch. | When there's only one target on the field it's pretty obvious whom you should be tackling. Normally however, there are multiple targets to choose from and you're not the only tackler in your fleet. So whom do you tackle? As described in the [[The Rookie's Guide To Fleet Ops#Rookie_Tackler_Tips|Rookie's Guide To Fleet Ops]] '''you should pick a target whose character's name starts with the same letter as yours, or as close as possible in the alphabet'''. Naturally '''if your fleet/wing/squad commander has given you other orders follow those'''. But in the absence of specific direction, following this guidance will help ensure that your fleet's points are spread amongst the enemy fairly evenly. Pay attention to calls on Mumble and try to pick a different target if somebody else has already pointed the flashy you were headed for, or if your designated target is too far away or too fast for you to catch. | ||
=== | === Weapon and Session Timers === | ||
'''Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their | '''Once you commit a hostile act against another player, you cannot use jump gates (or dock) for 60 seconds.''' A canny target with sufficient tank can stop aggressing, wait out their [[Timers#Weapon_Timer|Weapon Timer]], and then jump through the gate and get away. | ||
To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. | To prevent this from happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. | ||
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full | In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full 60 seconds while your allies' timers expire, plus another 10 or so while they jump and load grid. | ||
=== Tactical Warps === | === Tactical Warps === | ||