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Lessons on Taikodom PVP
Post your pointers as far as fighting AI or other players in Taikodom
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Re: Lessons on Taikodom PVP
I am going to ask Borgue the best PVPer to comment on this...
I havent done too bad, I have one kill in 10 days of playing. In PVP: 1. If you are just starting... Jousting/Cruise is an easy trick. 2. Practice makes perfect.. learn how to switch guns in battle * Lead with Vamp missiles to reduce shields * Follow up with DustDevil cannons to bring shields completely down * Finish with heavy ammo to kill hull 3. Bombers vs Fighters = Fighters dead. They have a missile that will put you in the dirt in one shot. 4. If you are a Jumpgate pilot, your skills you learned will serve you well in TKD. Jinxing, Cruising (500ms in a straight line), Fighter Cruise (A flashfire type of Cruise for 5 secs at 300ms), are general evasion manuevers. At some point we will have to integrate Voice comms as more English/English speaking Brasilians become more adept. 5. Truckers need to learn their ships and their turrets. You have amazing armor but poor shields. However, your turrets will keep the average pilot at bay. Your turrets are targetable and can be destroyed... Take note of that. 6. I have said this in two other threads, watch out for Speed Trapping Bombers and Speed Trap Antennas... Just when you think you are free and clear these things will stop you ICE cold. The only way out of that is to disengage your cruise and evade. 7. The good news about missiles is that they are not fire and forget... The bad news is if you get locked on and the pilot keeps you locked on that missile will hit... Just hope it isnt a Vampire missile. It takes shields down SUPER fast. |
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Last edited by Tstrike3; 01-08-2008 at 11:09 AM. |
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Re: Lessons on Taikodom PVP
Aiming is a lot easier than in Jumpgate. Ships are slower and have bigger hitboxs/more forgiving aiming system. However, actually tracking a target seems harder, since most of the stuff seems to go in funky loops and stuff, a really light wierd feel to it. I'm at least able to wax the easy ai easily now. Will have to start looking at the tougher stuff whilst keeping my eyes open in those PvP free zones.
As far as actual 'muzzle velocities', I haven't really checked to see, but if there is a difference between them, it seems significantly less difference than in Jumpgate. Different guns are used more situationally, i.e. take out shields faster, then switch to armor piercing gun for the hull. |
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Re: Lessons on Taikodom PVP
I learned tonight that there is a bug with the 5 - 10 sec immunity after coming thru a gate or coming out of a station. Hence the reason why we are vulnerable coming straight out of gates and stations and the asshats podding us... Remember what I told folks.... as you load into the sector listen for laser fire. If you hear it press G as your cruise will activate while you are loading. As you cruise away, your shields will recharge while you laugh at the lamer.
Algoz is a huge lamer. My aim is getting better... I whacked an Antares today in combat with Sanguborm, Othello, MALA .... Borgue says speed control is the most important thing in PVP.... you should be firing at 20 - 30 ms, evading at 40 - 60 ms, and escaping at 60+... The Barracuda is a highly manueverable ship and its big brother Dagger is even more manueverable (but the Dagger has to be crafted). Borgue is working on getting the crafting menus translated for us. If you fly Cuda or the Dagger you will need to craft the Joku magnetic gun and the Manticore (a gauss ammo gun that is bad ass). Both guns rips shields and armor to shreads... Make sure to get the 750 credit ammo for the Manticore. I see both Jump and Grim have kills already which tells me that Jumpgate pilots are making a fast adaptation to PVP and piloting the ships. That was something I was very interested in seeing. ----------more notes------------- When you are in reg space and you plan on heading to unreg space PAY ATTENTION to who is in the sector because asshats like to follow you in right after you jump. Always assume that if you have an asshat following that he will beat you out of the gate and be prepared to evade long enough to defend yourself. Another feature you need to be on the lookout for is MISSILES LOCKED. This means you have incoming... Just like Jumpgate ROLL to evade the missiles and get to cruise speed quickly The missiles boast an impressive duration and range... Vampire missiles are the worst missiles +350 damage on your shields... |
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Re: Lessons on Taikodom PVP
Well, when I loaded up after the patch and took it for a spin, I locked up in the gate as happens sometimes. I pushed G plenty of times, it has no effect when you are locked up.
Lockups are kind of weird. There are several types. Sometimes you can't do anything but you can still move the mouse to click the chat box and chat. Other times no. There seems to be a few different things that happen in different sectors. Terra being the worst. I think a big issue here, is that money has as much a bearing on this game as experience does. And when you are faced with trying to get to a decent point surrounded by people who will always out gun you, it's a tough haul. That's why I don't like safe zones. It's either not enough, or too much. Better to have zones that have penalties for breaking the law and others that are lawless. Did the lag get any better later on? My wifes at work tonight so I have been hanging with the kids. Maybe later tonight if I don't fall asleep. So I guess even if I get a Barracuda, I still won't be able to adequately gun it. This game needs published markets and such so people know where to go. But then, that may just be because I am used to that in Jumpgate. *shrugs I think another thing they need to do is, if they are going to have safe sectors, is have some in every star system and let people choose a system to start in. Spread everyone out and give them something to fight for. Right now it seems most action happens in sectors right next to the safe zone. |
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