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Helpful Hints for Newbies

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longshot
Bif
Jiel
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Loki
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Helpful Hints for Newbies Empty Helpful Hints for Newbies

Post by Ferc Polo Mon Jun 04, 2012 12:54 am

(This thread courtesy of Snubby, copy pasta'd from the old boards)

Hi, I just wanted to give a few simple guidelines for a more fun (and credit filled) Moonbreakers experience.

These tips pertain to all ships. There are techniques for flying each ship, for they all have pros and cons, however here are some basics:



DO NOT shoot your guns at nothing !!!!
I can not stress this enough. you over heat your guns and give away your position.


Know your weapon ranges !
Don't shoot at a ship just because you can see it.

(Loki's Machine Gun range breakdown. Ranges based on Strafing or Following a target.)
**Updated after ship speed was increased**
0-100m: too close unless both you and target are moving very slowly.
100-250m: excellent
250-400m: fair
400-900: poor
900-1100: only useful against targets flying directly at you. Zoom in to aim. Not recommended for rookies.


Mamba missles DO NOT TRACK !!!!
You must be RIGHT ON TOP of your target to use these. unless they are not privy to my next tip.
Click the rocket button again to detonate your rockets remotely. They have a blast radius of 100m. Remote detonation is excellent for shooting down torpedoes or enemy missiles. Remote detonation can help you damage your target even if they are out of your line of sight.


DO NOT STAND STILL !!!
Sitting duck is a term for a reason. if you aren't moving a lvl 1 Mamba can give the "the whole nine yards" and you wont know what hit you. Unless you are in a bomber, then they need two passes.


SAVE YOUR THRUSTERS FOR EVASION !
That means the getaway. Or turning faster (the idea here is to slowdown real fast then turn and thrust+accelerate in the new direction, this can leave you temporarily vulnerable at the moment before thrusting) or avoiding tracking missiles (outrun them).

Once you are more familiar with your ship or have upgraded it , using thrusters is great for blitz attacks but this leaves you without a quick getaway so there is a trade off. But I digress...


These are just the (my) basics. Feedback encouraged.


Last edited by Loki on Fri Oct 12, 2012 5:24 pm; edited 9 times in total (Reason for editing : Tip about yellow boxes removed. Thanks tedwj! Added Loki's MG Breakdown)
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Helpful Hints for Newbies Empty Hints from FoxHound

Post by Ferc Polo Mon Jun 04, 2012 1:36 am

(the following is courtesy of FoxHound)

Don't chase down and try to shoot your own flag bearer in CTF mode.
It draws attention away from the enemy swarm right behind him. Learn which color you should be protecting and which you should be trying to capture.

Use the terrain proactively in evasive flying.
I see a lot of Mamba pilots try to evade in open space, usually over-steering and bleeding precious speed, or when giving chase, slam themselves into the asteroids.

Situational awareness.
Just because you don't see an enemy indicator around your Carrier doesn't mean no one is there. I have seen a couple games where a player in an FH/B is camped out behind the carrier---destroying turrets one after the other.

Help a brother out.
If you see a bandit on a team mates tail---take him out ASAP. You save your team having to wait for that player to re-spawn at base. Also, its no shame to run screen/escort for the bomber pilots.

Fly aggressively
fast and with purpose
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Helpful Hints for Newbies Empty Tips from Lord Static

Post by Ferc Polo Mon Jun 04, 2012 1:39 am

(The following is courtesy of Lord Static. Pay attention.)

PRACTICE
This is the most important thing. Log into an empty server, and just spend time flying. If you want to be truly competitive, you MUST become comfortable with the asteroids. Wedging in between tight cracks, crevices, and being comfortable spinning while shooting at a target, and being "upside down". If you get in the habit of considering something as "rightside up" you are already set up for failure. Be able to spin, adjust and fly at any angle, and as close as you need to to asteroids. And when I say close, I mean CLOSE. Learn to be able how to skim the sides of them where you can hear the gravel scrape the side of your plane and twist and turn around them at high speeds without slowing down. This will also teach you when you should and shouldn't slow down. Aim at points on the rocks, and spin and shoot, and various tactics. But practice, practice, practice. This game is about more then just flying and shooting.

EXPERIMENT.
Don't get locked into a style. I've tried the game with a gamepad, a joystick, keyboard, various input devices. I tried it with all the ships, I tried runs with X where all we did was just destroy the carrier 14 times in S&D, or just destroyed turrets. I've done runs only using guns and no missiles or vice versa. I've done ones with 10 on 10 teams where I didn't allow myself to kill at all, just fly in the center and not dying. So don't just play the game, but test yourself, and make up rules that push your technique and style to the limits and challenge your style. 380 levels later, I am still trying to come up with new ways to turn, twist, use the asteroids, aim better, and step up my game.

SHOOTING
Don't fire until you see the whites of their eyes. That is how I find targets behind asteroids and sneak up on them, is following the gunshots. This is a bit trickier now that they made all the gunshots from the players the same color, but if you follow everything happening on the screen, you get used to being able to figure out who is who just by gunshot directions. So don't give your position away with useless gunshots, and burn up your gun. Listen to the Carrier your carriers gunshots when you are near, and watch where it shoots to help you discover where targets are sneaking up from. Don't shoot when following a target just because you are behind them. I try to get a good missile lock and let fly before I start shooting, so its too late for them to dodge missiles. Soon as I feel gunshots on my back, I start rolling, dodging, and weaving, and after a while you start to be able to predict exactly how to mess with another players head to get away while they burn up their gun, and dodge their missiles. So, don't warn them of your attack until its too late. Likewise, sometimes I will shoot randomly in brief shots to lure people to a trap, or antagonize them. Just think about your opponent, use gunshots strategically, not merely for kills.

HEAD TO HEAD
I do this all the time. You have to know what you are doing. But I don't do this randomly, know what you are doing! If you are attacking a heavier armored plane, fly by it and circle around, do not ram it. If it is a weaker armored faster plane, sometimes I will ram it to stop them in their tracks so I can get them. If their armor is low, Ill push the throttle to fly through them as they die to mess with someone trying to track me. There is more, but mainly, this is an artform so don't go in there all crazy. Analyze the situation, and make a judgement call each time on how to do it and practice it.

MISSILES
Know which track and which don't. Seriously. G Wiz is very correct about this. And weapon ranges. Except when using it in psychological warfare.

THRUSTERS
Learn to tap your thrusters as needed, not hold them down. I use my thrusters almost the entire game, but it is in small taps constantly with brief periods of cool down, and an occasional burst. To many people make the mistake of holding down the spacebar like its racing game, and that is what makes you move.

DRIFTING
I've seen only a handful of other players get this down. Its deadly when performed in a Mamba. If you can do this, it will seriously enhance your game in any craft.

SOMETHING SPECIAL
I don't want to give this away, but I will give a hint. I started doing this ages ago, and it put me at a serious advantage to everyone else, and so far I think X is the only person to figure this out as I have started seeing him do it lately. If you figure it out, you will be on a new level. My hint is this. Sometimes to run faster, you need to walk backwards.
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Post by tedwj Mon Jun 04, 2012 10:47 pm

Ferc Polo wrote:(This thread courtesy of Snubby, copy pasta'd from the old boards)


Know your weapon ranges !
Don't shoot at a ship just because you can see it. if it doesn't have a yellow box around it , it's NOT in range.

Ummm what yellow box? No yellow box in Steam mode Sad
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Post by Loki Mon Jun 04, 2012 11:01 pm

tedwj wrote:
Ummm what yellow box? No yellow box in Steam mode Sad

The yellow box disappeared around the time Steam release. Used to light up a target when it was in machine gun range, but the range for the reticule was extended to nearly unlimited and the yellow box became pretty useless.


Last edited by Loki on Fri Oct 12, 2012 5:27 pm; edited 1 time in total
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Post by FoxHound Tue Jun 05, 2012 11:17 pm

tedwj wrote:
Ferc Polo wrote:(This thread courtesy of Snubby, copy pasta'd from the old boards)


Know your weapon ranges !
Don't shoot at a ship just because you can see it. if it doesn't have a yellow box around it , it's NOT in range.



Ummm what yellow box? No yellow box in Steam mode Sad

I think it should be stressed that pilots ought to know the effective range on weapons
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Post by Loki Tue Jun 05, 2012 11:24 pm

FoxHound wrote:
I think it should be stressed that pilots ought to know the effective range on weapons

Agreed.

My breakdown for machine guns;
**Updated after ship speed was increased**
0-100m: too close unless both you and target are moving very slowly.
100-250m: excellent
250-400m: fair
400-900: poor
900-1100: only useful against targets flying directly at you. Zoom in to aim. Not recommended for rookies.


Last edited by Loki on Fri Oct 12, 2012 5:28 pm; edited 1 time in total
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Post by FoxHound Tue Jun 05, 2012 11:27 pm

Actually, on a head-on/merge, I do start firing at around 1100m...since the rate of closure makes up for the added distance. I kill off other FH-200s before they do any real damage to me. Just something I've started toying with.
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Post by Ferc Polo Wed Jun 06, 2012 3:38 pm

Updated the main topic with your MG breakdown, Loki.

I am also starting to think that we may want to just write an AFTAC Official Primer. Rather than just referring to it and quoting it there may actually be something to us writing a full on Expert's Guide to Moon Breakers.
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Post by jazzycat Thu Jun 07, 2012 4:50 am

Ferc Polo wrote:I am also starting to think that we may want to just write an AFTAC Official Primer. Rather than just referring to it and quoting it there may actually be something to us writing a full on Expert's Guide to Moon Breakers.


  1. Introduction

  2. Missions
    —Search & Destroy
    —Carrier Assault
    —Capture the Flag
    —

  3. Maps
    —Broadsides
    —Broken Moon
    —Asteroid Field
    —Potato
    —

  4. Ships
    —Light
    ——Various Ship Models
    —Medium
    ——Various Ship Models
    —Heavy
    ——Various Ship Models

  5. Tactics & Strategy
    —Rookie Basics (eg. don't squander boost, don't go head-to-head, when to use dumb-fire rockets, etc)

    —Advanced Piloting Techniques (eg. turret-dancing in a non-bomber, Mamba-drifting, asteroid-humping to evade fire, using terrain to break line-of-sight from the enemy and enemy carrier fire, etc)

    —Working in Tandem/Squadron (eg. bomber/mamba pairs, flag grabber/flag escort, bait/ambush either with a heavy/light or a bounty/sharpshooter, etc)

    —

    or

    —Light Fighter Tactics (sub-forums/topics specific to these planes)
    —Medium Fighter Tactics
    —Heavy Fighter Tactics
    —

    * I personally prefer dividing the "Tactics & Strategy" Forum into areas according to skill-level and game-play style (solo, wing-man, squadron) as so many of the tactics you'd use can be applied to any type of ship if the pilot is skilled enough. Also, Rookie/Pilot/Ace means primers posted can be written in-character, so to speak...



Last edited by jazzycat on Fri Jun 08, 2012 3:23 am; edited 1 time in total
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Post by Ferc Polo Thu Jun 07, 2012 2:32 pm

jazzycat wrote:
Ferc Polo wrote:I am also starting to think that we may want to just write an AFTAC Official Primer. Rather than just referring to it and quoting it there may actually be something to us writing a full on Expert's Guide to Moon Breakers.


  1. Introduction

  2. Missions
    —Search & Destroy
    —Carrier Assault
    —Capture the Flag
    —

  3. Maps
    —Broadsides
    —Broken Moon
    —Asteroid Field
    —Potato
    —

  4. Ships
    —Light
    ——Various Ship Models
    —Medium
    ——Various Ship Models
    —Heavy
    ——Various Ship Models

  5. Tactics & Strategy
    —Rookie Basics (eg. don't squander boost, don't go head-to-head, when to use dumb-fire rockets, etc)

    —Advanced Piloting Techniques (eg. turret-dancing in a non-bomber, Mamba-drifting, asteroid-humping to evade fire, using terrain to break line-of-sight from the enemy and enemy carrier fire, etc)

    —Working in Tandem/Squadron (eg. bomber/mamba pairs, flag grabber/flag escort, bait/ambush either with a heavy/light or a bounty/sharpshooter, etc)

    —

    or

    —Light Fighter Tactics (sub-forums/topics specific to these planes)
    —Medium Fighter Tactics
    —Heavy Fighter Tactics
    —

    * I personally prefer dividing the "Tactics & Strategy" Forum into areas according to skill-level and game-play style (solo, wing-man, squadron) as so many of the tactics you'd use can be applied to any type of ship if the pilot is skilled enough. Also, Rookie/Pilot/Ace means primers posted can be written in-character, so to speak...


Dinner-time; work in progress, will come back to this later...

This is a good outline. If we start assigning sections, or simply start checking them off as we do them we could probably put together a manual in a short enough period of time. Gives me something to start on later when my creative juices are flowing.
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Post by jazzycat Fri Jun 08, 2012 3:03 am

Is it worthwhile creating a Google-doc/template somewhere for the writers/contributors to work on collaboratively on their own time? It'd be a very dynamic piece of work, and prone to differences in style/lay-outs but I'm sure there are folks who'll go thru and tidy things up as they get posted (like the guild banks of MMO's, lol).

Would have to enforce people working on their individual sections in whatever word-editing program they choose (eg. Notepad, Word) and then cut/pasting so the whole Primer doesn't get deleted by accident!

Or have everyone send the sections in to one person for formatting/editing/proof-reading, which will ensure uniformity of the document but delay/slow content availability (I'm willing to help with formatting, if we don't go the collab way of things; just pray I don't get hit by a bus or something...).

Will also need to discuss with the IMBA guys how the credit/copyright will go as well as any other related legalities. Unless it gets slated under the "Fan Fiction" umbrella or something, and all writing has a standardized disclaimer / credit to Moon Breakers.

Because with the quality of writing seen so far, I can eventually see fan-made pdf files being created of a rookie pilot's AFTAC Primer manual, caff'-stained and dog-eared, with diagrams, schematics, notes/doodles in the margins saying how awesome a particular category of ships are or what an arse the Deck Sergeant is... Very Happy

(Kinda like the Jedi Path: A Manual for Students of the Force)
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Post by Ferc Polo Fri Jun 08, 2012 4:08 am

I've almost thought of doing it in that style already. I do have a few empty notebooks around... haha
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Post by Loki Fri Jun 08, 2012 6:07 am

jazzycat wrote:
Will also need to discuss with the IMBA guys how the credit/copyright will go as well as any other related legalities. Unless it gets slated under the "Fan Fiction" umbrella or something, and all writing has a standardized disclaimer / credit to Moon Breakers.

Ed is already investigating this kind of thing. He said he'd let us know what's up when he finds out.
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Post by jazzycat Fri Jun 08, 2012 8:53 am

Yeah I remember him saying that somewhere but couldn't find it again (so many... comments... no wonder they're going nuts trying to read it all).

I feel a bit bad actually, can't help but wonder if we're just adding to their plate-spinning... Neutral
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Helpful Hints for Newbies Empty CTF Tips

Post by Loki Mon Jun 11, 2012 4:13 pm

Some CTF Tips from the userecho post about why people hate CTF...

Most people I've seen play CTF have no idea how to evade carrier fire long enough to even reach the flag, let alone after they pick it up. They probably view the flag as unreachable.

So here's some tips:

- don't fly in a straight line within the turret's range; turrets will lead you if you fly in a straight line, but they can't predict where you're going if you're weaving. Aim for the gaps in the turret fire. You can steal the flag and even escape without ever getting hit by carrier fire! (Yes, in a Mamba!)
- use your rockets/missiles to distract the turrets
- approach from cover to hide yourself from the defenders
- approach from directions that present the fewest turrets to shoot at you
- tap your afterburner to maximize it
- always save afterburner fuel for escaping the carrier
- always have an escape plan
- escape using asteroids as cover
- upgrade all your speed options; the Mamba is a rocket with all the engines, afterburner, afterburner fuel tank and fuel pump upgrades!
- shield upgrades increase your lifespan after you pick up the flag
- use the hull of the carrier to block turret fire
- BE SNEAKY!!! You can disappear on the carrier if you know how...or where. Explore your own carrier to figure out where the turrets can and can't see

(I'm named after a trickster for a reason...)
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Post by SuPerKen Mon Jun 11, 2012 11:59 pm

Here is a good tip for the Noobs... (I think Ferc Polo will agree with me) DO NOT go head to head with a Barracuda. They will eat you up and spit you out. LOL Must have shot down 5 in a row today.
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Post by Snubby Tue Jun 12, 2012 6:15 am

* I personally prefer dividing the "Tactics & Strategy" Forum into areas according to skill-level and game-play style (solo, wing-man, squadron) as so many of the tactics you'd use can be applied to any type of ship if the pilot is skilled enough. Also, Rookie/Pilot/Ace means primers posted can be written in-character, so to speak...


Agreed.
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Post by jazzycat Tue Jun 12, 2012 6:43 am

Was just re-reading the first couple pages of this thread and the thought popped into my mind - "Gawd, I wonder what the graffiti on the toilet walls of a Government/Pirate Rookie Squadron dormitory would look like..." cheers
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Post by Jiel Tue Jun 12, 2012 12:09 pm

Useful tip for certain dogfighting scenarios: If you're dogfighting with an enemy and coming in at too shallow an angle to strafe or if they're oriented towards you on your approach such that beginning to drift in order to strafe them would get you peppered, then the two of you will zip past each other and you'll need to quickly turn around.

A split second before you pass him, but after you're out of angle of his guns' reach, spin down your engines or cut your AB. If you're on your AB on the approach, then you can spin them down earlier while maintaining the AB. Proceed then to do an inline flip. Pick the most suitable corner of your screen(or an area along the edge near a corner) and simultaneously orient your sights as far as you can up there and roll in the opposite direction to do a hard turn. As you approach the 90 degree point in your turn, hit your AB. It should be maxed as you complete your turn. Approach him this time at a less shallow angle or you'll just end up going back and forth over and over again.

There are two options for this move, whether or not to spin up your engines again as you turn and how long if at all to hit your AB. Base this off of the type of ship you're up against, the speed at which you've passed, and whether or not you're next to an enemy carrier or in the middle of a swarm of enemies.

Afterburner speed is unaffected by your original speed. You don't need to spin your engines up again as you tap your AB. Keeping them spun down can be appropriate sometimes as after you drop your AB on the approach, you go back to your original crawl. Doing this can leave you fairly vulnerable to wingmen and turrets, however. Caution should be exercised as to when to do this.

I use the verb "spin" here for your engines because you control it using your mouse wheel. That and I'm a fan of the re-imagined BSG.


Last edited by Jiel on Tue Jun 12, 2012 12:43 pm; edited 3 times in total (Reason for editing : emboldened some text and made some clarifications)
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Post by Jiel Wed Jun 13, 2012 6:31 pm

There are hiding spots on the top and bottom of the carriers. The ones on the bottom are wide enough to circle inside of at minimum speed normally. The one on the top is fairly narrow however, so you'll need to do a tighter diagonal rolling turn to sit in it comfortably.

The Broken Moon is your friend. Hug tightly the Broken Moon and he will reveal to you great secrets of the enemy's formations.

If you're out of fuel, surrounded by enemies, sure to be killed soon, but still otherwise unscathed, committing a 'tactical' suicide against an asteroid will prevent the enemy from getting credit for killing you. You'll respawn with a full tank and your bounty will remain in place.
*Note: this is only effective if you are COMPLETELY undamaged; even a single hit from a machine gun will grant credit for your death to the opponent that hit you.

After taking out the two turrets on the side of a carrier, you can immediately proceed then to nuke it. Hugging the side will put you out of line of sight of the other four side turrets.

The rate at which you need to tap your afterburners to maintain a reasonable boost increases as you wiggle more. If no one with normal guns is within 800m of you or 1960m for beam cannons, you can be fairly complacent in how you dodge fire so as to conserve fuel. Do slower, narrower spiral.

Don't wait until you're out of AB to let it refuel when evading enemies, unless you're certain that you'll die soon either way. If you're not in immediate danger when ferrying the flag back, refuel as the gauge hits the red. If you run out of fuel entirely, you're liable to be shot as a sitting duck.

The damage range of an exploding nuke is 500m, stay at least that far and you'll be fine.

If you find shooting down a torpedo to be somewhat difficult, use a remotely detonated missile to destroy it. The damage range of an exploding missile is 50 100m.

Advanced torpedoes travel 20% faster than normal nukes and take only 4 seconds to arm versus the 5 seconds of a normal nuke. The one advantage normal nukes have is that their detonation does more AoE damage. Advanced torpedoes do at most 1500 damage while normal nukes do 2000 damage. Both of those numbers decrease with range. The damage of hitting a carrier with one is the same between them, however.

You should fire a torpedo at least 500m away from the desired impact surface.

In a close dogfight, spin down your engines and use the AB for any thrust. Do a diagonal rolling turn by aiming at a corner or half way between the corner and the middle of an edge of your screen and simultaneously rolling in the opposite direction.

A sword is useless in the hands of a coward. Take initiative and attack when you can. If you are forced thereafter to flee, you've still at least made an attempt to attack.
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Post by Loki Wed Jun 13, 2012 8:17 pm

And there it is...all laid out...mostly Wink lol

Curious now...Did you learn it all on your own? Or have some help?
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Post by Jiel Wed Jun 13, 2012 8:26 pm

The damage range of nukes, the distance to fire them from, and their AoE damage and range I gleaned partially from this thread. It doesn't list the torpedo speeds that you would need to know in order to find the minimum distance but it does point to where you can find that information. For Advanced torpedoes the distance in actually 480m, but that's close enough to 500m to not be able to tell the difference by eye.
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Post by Bif Fri Jun 15, 2012 9:44 pm

I think it's time to start a Wiki. We have enough content already to make a fantastic wiki.

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Post by longshot Fri Jun 15, 2012 10:54 pm

you're absolutely right.
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