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Post your best tricks and tips for any sort of equipment in the game!


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I thought this could be a fun topic ?

Here you can give advice for any sort of equipment in the game - it doesn't have to be long, could just be a neat little trick that might have some value sharing.

I'll start!

  • With Shaft, hide your laser by "walking" your laser over things closer to yourself than the enemy you want to shoot, and if the enemies knows where you are, are watching you and hiding from your view, hide your laser by aiming at something right infront of you, like a broken wall you're standing behind. They won't be able to see your laser at all and might believe you're not in scope mode and drive out of cover. You might only see with half your scope though, and it might be tricky to stand right to both see the enemies and hide the laser.
  • With Mammoth's OD, when enemies are rushing right up to you, pretend to try to escape from them to lure them closer before activating your OD. If you start driving towards them you might spoil your idea and give them a chance to escape.
  • With Ares' OD, even when you fire the ball to kill enemies close to you, try to also aim so that the ball will fly as long distance as possible on the map, even if you don't see any enemies. You might get more kills from enemies you didn't see!
  • Credits to Kazareen for this one: When you fire missiles with stock Scorpion at an enemy behind cover, turn your aim instantly, turning tank + turret simultaneously, to your side as soon as the missiles launch, and the missiles can now fly in a curve towards the enemy and hit it from the side and miss the cover.
Edited by qwds
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The best garage augment for Isida is probably Adrenaline, since it increases both your damage and healing, pretty much for free. Stick close to the Juggernaut, carefully take hits, and you'll have a blast healing allies and fending off attackers.

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If an enemy hunter is activating OD near you, use a repair kit if you have one. 
The OD will still deal damage to your tank depending on the upgrade level, but atleast you won't get stunned, EMP'ed or Jammer'ed and will be able to fight back.

Note: Not very effective if you're using a light hull because a maxed out hunter will kill you regardless.

PS: Hunter OD can stop Ares ball!

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When using turrets with rebounding projectiles (aside from Ricochet of course - Hammer, Smoky, Vulcan, Scorpion) - do not ignore this feature; while the ricochet angle is not sufficient to hit enemies from behind cover in most cases, you can use this to hit particular targets obscured by your allies or other enemy tanks. Try to pay attention to it, slowly incorporate it into your playstyle and you just might find yourself pleasantly surprised by how much frustration on the account of inconsiderate teammates you'll be spared - plus, most players do not expect to see this in use, so you might even catch some people off guard. A false sense of security can be especially detrimental to a Crisis user. Not that I'm implying anything, goodness no.

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These tips are less for casual gameplay and more for if you intend to use the equipment to its maximum ability. 

 

Tesla - To maximise your damage potential at melee range, start firing as soon as you know your chain lightning can hit. During the 0.9 second cooldown, fire a ball lightning and continue shooting. This cuts down the time needed to kill an enemy significantly, allowing you to avoid more damage or even death during the engagement. Many players hold the firing button, miss their first strike and allow the enemy an extra 0.7+ seconds to do damage to you. Tesla's strength compared to the other melees is that it deals its entire damage immediately as an engagement starts. Use it to your advantage. 

 

Hammer - Don't forget that it has a ricocheting feature. It allows you to avoid some damage by not having to be firing at a target head-on. 

 

Blunderbuss - Its critical hit scheme is 50, 0, 50, 0 etc. After a critical hit, your next shot will have a 0% critical chance. Many players often become more aggressive during this time for some reason, especially when they're fighting against Hammer modules, and get killed because they had no chance to deal high damage. 

 

Helios - Remember that the burst damage is what is lethal about it. Sudden high burst damage on an injured target will not allow them to react with a repair it in time. Helios by default will burst down a light hull of a similar upgrade level in its 6-7 shots within the maximum damage range. Medium hulls will survive from full HP and you'll have to depend on your trickle shots to finish them off, which allows them to react with a repair kit and extend the engagement. To avoid having to sustain unnecessary damage against them, you pretend to be using Minus-Field Stabilisation (this simulates a Helios that is out of ammo). When they are sufficiently injured, your dump your clip on them and they will likely not be able to retaliate with a repair kit in time. This works for medium hulls within the maximum damage range and other enemies that are outside of your maximum damage range. This was an option back when the maximum reload was 4.34 seconds but is now recommended with the current 6 seconds. 

 

Smoky/Thunder - Know your critical hit scheme and keep track of it as best as you can. Smoky and Thunder are the only (currently known) turrets that can advance their critical hit chance on misses. Other turrets need to damage an enemy in order to advance it. Thunder has a 30% critical chance when it spawns. If you end up killing an enemy with a Thunder critical hit, you can fire 2-3 times anywhere to bring your critical chance up to 10-15% for your next engagement. Smoky has a -50% critical chance after spawning and after dealing critical damage. Depending on your modification level, you should shoot 2-3 times during this period to bring it up to a satisfactory chance. This is especially handy for the status augments as they are tied to critical hits. Do know that it is a doubled edged sword. Being able to advance your critical chance on misses also makes it possible to "miss" your critical hit, potentially lowering the number of critical hits you do. This is more lenient 2ith Smoky since it advances to a high number quickly. For Thunder, whose critical chance numbers and firing rate are lower, should not overdo it and keep it at 2-3 shots as previously stated. 

 

Sorted Ammunition/Strict Ammunition Load - To avoid the possibility of missing your critical hit, especially in Smoky's case due to the aiming bug on PC, it would be advised to advance your critical chance with misses until it is 2 shots away from being critical. Sorted Anmunition's critical hit scheme is 100, -200, -100, 0, 100. Strict Ammunition Load 's critical hit scheme is 100, -100, 0, 100. 

 

Ares - The easiest and most potent way to stop an enemy Ares ball from floating into your base and gaining more kills is by using your own Ares ball. When it starts flying through you, activate your own Overdrive. It will instantly detonate the enemy Ares ball. Because their ball detonates, it counts as them killing you which will allow you to retain a large % of your Overdrive charge depending on how early or late you did it. 

 

 

 

Example of Helios and Ares tip (Pre-nerf Helios):

Spoiler

 

 

 

 

Edited by TheCongoSpider
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On 9/15/2022 at 9:16 AM, Maf said:

Oh boy, here we go reciting all 200+ pages from Advice of experienced players to beginners

 

On 9/15/2022 at 4:16 PM, TheCongoSpider said:

These tips are less for casual gameplay and more for if you intend to use the equipment to its maximum ability. 

This was the purpose of the thread, but I forgot to say it in the OP...

The thread shouldn't be about repeating the basic advice you can find elsewhere, but about lesser known tricks that could help a player with top-knowledge and skills slightly better.

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THIS IS BY FAR THE BEST TRICK THAT WILL MAKE PEOPLE LOVE YOU!!!
This "People Fall In Love With You" trick works 100% of the time! and its sooooo simple to do!!

Spoiler

When playing the game just... dont... block... another.... people... yeah sounds simple but nobody does that from what im seeing.

And here is a serious tip. Adrenaline is better than status effect augments if you know how to use it ? each turret has different strategy so good luck finding out because im not telling that it took way too long.

 

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Since the release of the patch which added glowing outlines that show when you can hit enemies I've noticed a lot of players don't take easy shots that would deal damage and move like they're playing with boxing gloves on. While I appreciate that part of the learning curve (knowing when you can hit someone) is now removed, I feel it's made the newcomers fairly predictable compared to players of my day. Therefore I offer some tips:

1. Pressing back and forth repeatedly rocks your hull back and forth, you can use this to aim slightly more upwards and downwards than normal or manually hit surfaces behind cover. This comes in handy for weapons with splash damage like Thunder, Magnum, and... Uh, I guess that's it.

2. If you want to avoid being hit you should hug cover and try to move around frequently. Look at the enemies you can see: Are they following you? Don't peek! Wait for them to lose interest, then move. There is a deadzone that the default camera angle won't show which you can use to slip past enemies.

3. If you have speed boost and a fast hull like Wasp you can aim diagonally in the opposite direction you want to go while going over a ramp and use the recoil of your weapon to do a little spiral maneuver. Besides looking cool and not being near as common as it used to be (seriously, what happened to the fun?) it can throw off pursuers who were expecting you to go all the way up the ramp and onto a platform. This works best with bigger guns like Thunder, Railgun, and Magnum while not working at all with weapons like Firebird, Freeze, Isida.

4. Take more shots in general. You'd be surprised by how often someone with full supplies rampaging around is sitting at extremely low health and trying to make a last stand, and I see too many of you trying to run away from the enemy while you have spawn protection.

5. Stay as far apart from your teammates as you can unless you or they have a buff that affects nearby allies. Clogging up the map is uncool and all it does is make you vulnerable to splash damage.

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If your team is already heading towards the enemy when you first spawn, stay, as you most likely have a good and/or aggressive team.

If your teammates all huddle/camp in one spot (and a single Gauss or Magnum shot could take out most if not all of them), just leave - it's a bad team.

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On 9/15/2022 at 10:15 PM, The-Operator219 said:

4. Take more shots in general. You'd be surprised by how often someone with full supplies rampaging around is sitting at extremely low health and trying to make a last stand, and I see too many of you trying to run away from the enemy while you have spawn protection.

 

This is a really big one. I often take shots that I don't expect to be fatal, dealing under 1000 damage because they have protection, but I end up killing them because they're low but don't show it.

Playing offensively may help to hide your weaknesses like low health.

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On 9/16/2022 at 11:12 AM, Me0w_XP said:

This is a really big one. I often take shots that I don't expect to be fatal, dealing under 1000 damage because they have protection, but I end up killing them because they're low but don't show it.

Playing offensively may help to hide your weaknesses like low health.

It's hilarious, really. The spawn protection lasts so long that even if they were at full HP, you should win.

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When using Isida it's usually better to help your teammate take out whatever is attacking them first, then heal the teammate. If you just heal the teammate then they can still die and leave you defenseless as you've just used up all your energy healing and have none left for attacking.

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Protection prep at start of match:

Usually 10-11mins left in the match is usually stable to make a garage changes.

1> Enemy Turret Status (What do they have AP, EMP, etc..)

Press TAB and scan enemy players see what they are using....

Then make a decision should I use AP or EMP Hull immunity; make the best decision.

2> Protection modules --- Look for High gear score enemy or what function role during a match to decide who you will engage most of the time.

Careful decision on protection modules can totally affect your performance during the match.

3> Maybe change your Turret as well if there is too much protection against it. Like I have seen some players use GAUSS EMP to start then later on switch to

GAUSS AP.

 

I just thought these tips might help others who don't think about match prep.

 

Good luck..

 

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On 9/19/2022 at 6:58 AM, cybernite said:

Then make a decision should I use AP or EMP Hull immunity; make the best decision.

2> Protection modules --- Look for High gear score enemy or what function role during a match to decide who you will engage most of the time.

Careful decision on protection modules can totally affect your performance during the match.

Related:

If you have a status/annoying augment equipped and you have another augment/turret in mind, don't switch immediately. Be as obnoxious as possible for the first few minutes so that more people switch to protection/immunity against your current gear, then switch to another weapon once they've used up their equipment change.

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Railgun is THE turret for flipping, rivaled only by Hammer. If you see someone going up a ramp time your shot so you hit them right at the crest of the incline and use the earlier-described tilting technique to go for the upper part of the hull.

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