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So a moving fleet can be extremely efficient, but requires more coordination and homogeneous fitting requirements in order to be pulled off successfully. | So a moving fleet can be extremely efficient, but requires more coordination and homogeneous fitting requirements in order to be pulled off successfully. | ||
=== Competition === | |||
When your site is taken and they have just begun, or when another fleet comes into the site you just started, then you need to consider your options as far as competing goes. | |||
First of all, once committed to a site, or at least a wave, you should finish it. Only leave a site in a controlled fashion, making sure none of your fleet members are scrammed or otherwise disposed and unable to warp away with the rest of the fleet. | |||
Second, competition is all about beating your opponent. In order to do that you need simply be better than them, in everything (lock faster, shoot further, do more damage etc.) … or you need to play at your strengths and their weaknesses. In order to do that, you naturally have to know not only your own fleet, but theirs as well, and quickly be able to judge them. | |||
Things to consider, but not be limited to: | |||
* '''Suitable engagement range?''' | |||
: Can you outrange them or perform better at short range because they are range-fit? This is highly situational based on what site you’re running. The enemies would need to spawn out of their range for you to outrange them. Similarly they’d need to all spawn within your range if you planned to outperform them at close range. | |||
* '''Is your fleet simply better?''' | |||
: Can you simply overpower them with your fleet composition? If so, by all means do so. | |||
* '''Do you even have to compete?''' | |||
: If there are plenty of sites around, then there’s no shame in not competing at all. Just don’t be bullied by another fleet if you think you can take them. If they are better, accept your fate and plan accordingly. | |||
* '''Should you cut your losses?''' | |||
: Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp scrambling ships are ideal for such ''"strategic retreats"''. | |||
Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increased the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet. | |||
Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate. | |||
[[Category:Incursions]] | [[Category:Incursions]] | ||
[[Category:Work in progress]] | [[Category:Work in progress]] | ||