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[Issue 31] The Contrasting Combinations - Part 2


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Greetings, readers - welcome to my second part of my series The Contrasting Combinations - two more combinations will be going under my scrutiny in order to give you an insight on how to, and/or where to use the combo effectively in each game mode, if deemed possible.


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Death matches


 


This combo can prosper in death matches if you stay in the right places. You'll want to be staying in places which don't have much room, yet have ample buildings. Reason being is that your cover will enable you to tackle enemies without them being able to see you. If they can't see you, they can't shoot you. If the place is too spacious, given that this combination doesn't have much bulk and its turret doesn't really have the range, you could potentially be in trouble; to be fair, it USED to have the range, but due to a recent rebalance, I feel that it's lost the range it once had. If you flip on your side, use your turret to get yourself right side up - as with some other things, it seems like common sense to you and I, but when you see a player stranded there wrong side up, knowing he/she could rectify it in seconds like I have, you'll understand. Anyway, I'll add that some fences and walls may not provide you with the cover you need and, in addition to this, it may disable you from utilising its unique ability. This may be due to its shaping, such as this one:


 


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Such fences and walls may cause the plasma ball to go haywire - on that basis, buildings are a more reliable bet in regards to cover due to their larger height, width and its less awkward shape. Finally, you'll want to retain your HP given you don't have so much bulk; therefore, when attacking, shoot at the hull's side - it will deter their aim; useful when facing longer range turrets. Stick to one side though.


 


Team Death matches


 


You're going to want to be doing the same sort of thing when facing enemies in a TDM, just that you'll actually have teammates on your side; it's best to go with a teammate when looking for kills. Make sure your own shots don't fly back at you due to it missing its initial target. This can lead to self destruction; this can be especially detrimental in games where the scores are practically the same. You want to be staying alive yet dealing the damage where possible, hence why firing at an angle is particularly great for preventing self-damage and being part of a squadron makes you a force to be reckoned with.


 


Capture the Flag


 


Escaping when taking a flag can be difficult - on the average situation, you will have already used some of your plasma balls before even getting to the flag, and if so much as one enemy is coming for you upon taking the flag, your lack of plasma balls will be felt, and you're toast. Hence why it's probably best to be fully charged (in regards to the amount of plasma balls you have) before going in, since that will then enable you to take on enemies like Ricochet should. Don't get me wrong, if you're prepared to put on a Double Damage when escaping, by all means, enter only half-charged or so - but otherwise, your chances of getting out there are increased when you're fully charged. If you need to search for cover when charging, by all means, do so!


 


Don't waste your shots on those protected against you - whilst Ricochet's damage reaches great heights if all shots are able to hit, it becomes rather substandard when protections are equipped. The same goes for all turrets, obviously, but, for me, it's particularly with Ricochet. Go for the more suitable targets.


 


Control Points


 


A Ricochet-Hornet in a CP? Whatever could it do? If you keep inconspicuous, it's possible you can do a good job at defending Control Points. Keeping a distance whilst in range of the point will increase your chances of survival - alternatively, you can aim for the neglected Control Points - bear in mind, in some cases, players won't bother with the points that take that tad bit more effort to get to. Seize that opportunity, if possible.


 


Ideal Protection


 


As with every combination, ideal protections are more dependent on your personal hindrances. If stuck, I'd opt for Clay, Needle or Taiga. Fighting your own turret tends to be rather annoying, especially if you can both see each other. The paints I've suggested offer solid protection against Ricochet, but also protect nicely for long or short range turrets synchronously (that's down to your play style).


 


Style


 


For someone who likes to lurk in the shadows, but at the same time, wants to be able to move around rather speedily, in order to achieve the aforementioned easily. Not for one who lives to capture flags and doesn't know how to navigate their turret; in my eyes, mid-fielding role is probably the best for such a combination, although it can function defensively and even offensively (in regards to catching flags, not the damage).


 



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Death matches


 


Do not blindly chase enemies like you can catch them; this is because, chances are, you will not succeed. It's better to keep in positions where enemies commonly reside, then immobilize them - if you can get close enough, the circle tactic will still work, so do not be afraid to use it. You'll want to get at close as you can; your turret is stationed right on the center of your lengthy hull, so the tactic of moving backwards will not make a significant difference, if any. Now that your damage decreases with range, although you can immobilize them to catch up to them, your turret's positioning may still be a hindrance - attacking from the side can negate this, although you won't always be in the position to do so. Spacious places are available to you, since you have the bulk, but do make sure that spacious spot is a place where enemies commonly reside. Smaller maps are generally recommended too, although it can prosper in larger maps.


 


Team Death matches


 


I wouldn't bother using this combo at all unless you're playing in Farm, Island and the like - in a 4-4, this combo can function incredibly well. Incredible amounts of bulk, plus a turret that can immobilize enemies and deal huge amounts of damage - what more do you need? Perhaps the player amount could be higher if the map doesn't have a load of floors. Otherwise, with the lack of range, I'm not seeing any utility.


 


Capture the Flag


 


Camp; defend; whatever word you'd like to use, if you go into a CTF on the average map with Freeze-Titan, this is what you should be doing. Stay back and deal with any enemies on the attack. It's not like you've got the speed to be going anywhere. If possible, stick with an Isida to replenish your HP. In addition to this, in stalemate situations, you should be the flag holder. Given that you've got tons of HP and the fact you're not really going anywhere anyway, let your teammates obtain your flag; you can be the person that retains theirs. If your base is at the top, or just elevated, you may find yourself in situations such at this when trying to defend:


 


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(This situation can vary depending on the map, but you should get the gist of what I mean)


 


From such an angle, you will not be able to inflict any damage; Therefore, you're going to need to be confident in your abilities, and let them into the base before ending them. It's possible you may be able to get some of your ice on the opponent, depending on how you tilt, but it's not worth it. They're going to have to come in, otherwise, you really are just a sitting duck - alternatively, you can come down, before they get there, although that can be detrimental if there's more than one entrance to your base.


 


Control Points


 


For control points, this is one of the best combos to use, especially in maps where there's only one point. Deal with all attackers blatantly trying to steal the point, as opposed to those hanging around on the outskirts. It may feel awfully clustered, so to obtain some space, aim your turret so it hits more than one person; in such situations, damage, no matter how little, is damage - therefore, you should get what you can. You've got the bulk and the power; make sure you keep yourself there.


 


Ideal Protection


 


The paint will need to be catered to the situation - if you plan to play CP when using this combo, I'd go for Inferno, Zeus, Taiga or Rock. For M2s, that's Rustle, Hohloma, Spark or even Urban. However, if you plan to go into DMs, Emerald, Prodigi, or Picasso will serve you just fine. For the M2s, I'm feeling Sandstone or Winter.


 


Style


 


Made for a hardcore defender; someone that doesn't plan on moving much at all, yet would like the option, if absolutely vital. I'd say it's for someone who wants a merge between power and bulk.


 



 


Two more combos examined - what should I go for next? Feel free to comment below!


 


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Edited by Hexed
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