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Here I will satisfy my long winded-nature to discuss caveats of the tactical nature for Vendetta. The method I choose's to divide relevant information into elements, enough so they can be interchanged freely between scenarios. That's a big deal. To start are the concepts of target acquisition, execution, and then returning. Three's a good number. So then.
Acquisition
In the process...
In the process...
Execution
Having established there is indeed an object out there and that object, our target shall be altered in some way there still remains the question of how. Both 'how will this be accomplished' and 'how will the target be affected?' The answers are all the equipment of the universe, and so the second question is easier to respond to because there are less effects the various modules can have than methods in how they can utilize them.
How this will be accomplished:
Forceful Delivery
The measure of control in a conflict between units can be reached by looking at ability to succeed in deploying their module successfully, and the time able to do so in. In the case of the mission "remove incoming aircraft," forceful ships become the role of Defenders. Their own security is less meaningful, and indeed if they are able to draw enemy ire, all the better for the mission.
Examples vessels: Hornet, Ragnarok, Warthog
Example weaponry: Rail Gun, Sunfire/Screamer Rockets, Gatling Turret
Stats that promote delivery: module slots, high spin, auto-aim forgiveness, projectile velocity
- Heavy Armor
Armor's purpose is to deflect finite amount of weapon fire. So naturally armored units are suited to penetrate through defensive type units and deploy their modules with relative impunity. For this reason units equipped with heavy armor and that mindset take on the role of Attackers. Whereas a Defender's strength prevents an action from occurring, the Attacker is all the more demanding that the mission change does positively occur.
Example vessels: Centaur, Behemoth, Serco Prometheus
Example weaponry: Mines, Chaos Swarms, Jackhammer Rockets
Stats that promote armor: armor, mass, length, potentially cargo
- Tactical Leverage
To magnify a force, and reapply it in such a way that it can 'lift' something many times its own size, that is at the heart of fighting. Pilots, and the weapons they utilize to accomplish this level of combat are the true Fighters. They can find the blind spots in one's a Defense unit's fire pattern, or the chink in an Attack unit's armor. Fighters have very strong presence. Moreover, because of the process of force leverage they are most influential when complimented with other types of units, and vice-versa; dealing with a mixed force, Fighter type units will have difficulty maneuvering.
Example vessel: Vulture, Itani Valkyrie, Centurion
Example weaponry: Blasters, Devestator/Gauss, Gemini Missiles
Stats that promote leverage: Speed, energy efficiency, acceleration, small size
So then, formulaic schemes begin to arise like so: F>A>D, FA>FD>AD>FF>AA>DD. F is the strongest of 1, FA the strongest of 2, and FFA emerges as the strongest combination of 3 unique ship types, which is a partial explanation to the battlefield dominance of the Valkyrie, the Armored Fighter. It is a full explanation as to why Prometheus pilots nearly ubiquitously arm their vessels with high force weaponry, as that compliments the Prometheus' performance in the other two categories.
How the target will be affected:
-Destruction
Accomplished through delivery of damaging ordnance and collision. This approach seeks to remove options. Only vessels may be destroyed, however spaceborne cargo is susceptible to time spent out of vessels. Cost varies by method, but is usually efficient to the damage inflicted. Risk drops with diminishing returns based on numbers deployed on this type of mission. Because this mission type can be the counter-mission any other, it is also countered likewise.
-Repair
Accomplished through a large port module, or docking. The fired module is aimed, and therefor easier to land on less mobile targets. The opposite is true for docking. Repair increases value of the target, and the cost of this tactic is situationally less or more than the benefit.
-Reposition
Accomplished through area-of-effect weaponry, ramming, and in the case of cargo, collision/jettison and mining beams. Generally speaking attack type craft are prime vessels for this type of mission either for their momentum or cargo hold size. Defense type vessels are escorts or interception, while Fighters are for the counter-mission, "hold this territory."
Having established there is indeed an object out there and that object, our target shall be altered in some way there still remains the question of how. Both 'how will this be accomplished' and 'how will the target be affected?' The answers are all the equipment of the universe, and so the second question is easier to respond to because there are less effects the various modules can have than methods in how they can utilize them.
How this will be accomplished:
Forceful Delivery
The measure of control in a conflict between units can be reached by looking at ability to succeed in deploying their module successfully, and the time able to do so in. In the case of the mission "remove incoming aircraft," forceful ships become the role of Defenders. Their own security is less meaningful, and indeed if they are able to draw enemy ire, all the better for the mission.
Examples vessels: Hornet, Ragnarok, Warthog
Example weaponry: Rail Gun, Sunfire/Screamer Rockets, Gatling Turret
Stats that promote delivery: module slots, high spin, auto-aim forgiveness, projectile velocity
- Heavy Armor
Armor's purpose is to deflect finite amount of weapon fire. So naturally armored units are suited to penetrate through defensive type units and deploy their modules with relative impunity. For this reason units equipped with heavy armor and that mindset take on the role of Attackers. Whereas a Defender's strength prevents an action from occurring, the Attacker is all the more demanding that the mission change does positively occur.
Example vessels: Centaur, Behemoth, Serco Prometheus
Example weaponry: Mines, Chaos Swarms, Jackhammer Rockets
Stats that promote armor: armor, mass, length, potentially cargo
- Tactical Leverage
To magnify a force, and reapply it in such a way that it can 'lift' something many times its own size, that is at the heart of fighting. Pilots, and the weapons they utilize to accomplish this level of combat are the true Fighters. They can find the blind spots in one's a Defense unit's fire pattern, or the chink in an Attack unit's armor. Fighters have very strong presence. Moreover, because of the process of force leverage they are most influential when complimented with other types of units, and vice-versa; dealing with a mixed force, Fighter type units will have difficulty maneuvering.
Example vessel: Vulture, Itani Valkyrie, Centurion
Example weaponry: Blasters, Devestator/Gauss, Gemini Missiles
Stats that promote leverage: Speed, energy efficiency, acceleration, small size
So then, formulaic schemes begin to arise like so: F>A>D, FA>FD>AD>FF>AA>DD. F is the strongest of 1, FA the strongest of 2, and FFA emerges as the strongest combination of 3 unique ship types, which is a partial explanation to the battlefield dominance of the Valkyrie, the Armored Fighter. It is a full explanation as to why Prometheus pilots nearly ubiquitously arm their vessels with high force weaponry, as that compliments the Prometheus' performance in the other two categories.
How the target will be affected:
-Destruction
Accomplished through delivery of damaging ordnance and collision. This approach seeks to remove options. Only vessels may be destroyed, however spaceborne cargo is susceptible to time spent out of vessels. Cost varies by method, but is usually efficient to the damage inflicted. Risk drops with diminishing returns based on numbers deployed on this type of mission. Because this mission type can be the counter-mission any other, it is also countered likewise.
-Repair
Accomplished through a large port module, or docking. The fired module is aimed, and therefor easier to land on less mobile targets. The opposite is true for docking. Repair increases value of the target, and the cost of this tactic is situationally less or more than the benefit.
-Reposition
Accomplished through area-of-effect weaponry, ramming, and in the case of cargo, collision/jettison and mining beams. Generally speaking attack type craft are prime vessels for this type of mission either for their momentum or cargo hold size. Defense type vessels are escorts or interception, while Fighters are for the counter-mission, "hold this territory."
Returning
In the process...
In the process...
I'm sure this will end well...
I do not understand the purpose of this thread...
It seems to be shaping into a comprehensive discussion on the varying tactics people use, perhaps why they use them and what works best for what type of pilot. Should be educational.
Looking forward to the 'more to come..'
Looks pretty interesting so far. Want to read more..
Sounds good.
Thankfully for you and this clueless nooblet, Whistler, I'm on vacation.
Maybe pey will step up to the plate, though.
Maybe pey will step up to the plate, though.
Very thoughtfully written treatise thus far by a pilot who obviously has no experience in VO combat.
I wasn't going to say anything but now that lecter is counting on me i feel obligated.
it's sadly painful that you have nothing else do in your life but write up treatsies for a video game. There is being a social reject wow player, but this is a clear example of the "I have no friends and have never been laid" type of gamer that vo attracts (inb4 thats all gamers)
i'll help you finish off your treatsie with how people actually fight in VO
The back roller, Most common among newbs like the OP it consists of holding down 3 keys and spinning around like a monkey on crack
The "i spent way to much money on joysticks and other crap" Often talks about deadzones and how superior there 200 dollar all metal stick is. most are closet homosexuals who love the feeling of a large phallic object in there hand. Ones of the more promiscuos and social reject nature have two joysticks. The OP also fits this catagory.
The "distance controller" someone who spends the entire fight backing up and then claiming they were distance controlling even though they end up 500 or more meters away from there opponent see; pussy
the "viper anti-pirate" likes to talk about holding the moral high ground and not interupting duels. Will often shoot you in the back during conesentual pvp with your opponent, try to flare the docking ports when you are injured, or try to shoot you after a consentual fight with out warning. synonimous with griefer and douche.
The pirate, the only honorable and truthful one in game. if they say they are going to shoot you they will shoot you. unlike the catagories above who are more interested in playing hello kitty island adventure and gossiping over which pilot kissed the other. You wont find many of these as they tend to be the alpha males in real life. although you will realize who they are in game because all the beta social rejects will cower when they log on.
it's sadly painful that you have nothing else do in your life but write up treatsies for a video game. There is being a social reject wow player, but this is a clear example of the "I have no friends and have never been laid" type of gamer that vo attracts (inb4 thats all gamers)
i'll help you finish off your treatsie with how people actually fight in VO
The back roller, Most common among newbs like the OP it consists of holding down 3 keys and spinning around like a monkey on crack
The "i spent way to much money on joysticks and other crap" Often talks about deadzones and how superior there 200 dollar all metal stick is. most are closet homosexuals who love the feeling of a large phallic object in there hand. Ones of the more promiscuos and social reject nature have two joysticks. The OP also fits this catagory.
The "distance controller" someone who spends the entire fight backing up and then claiming they were distance controlling even though they end up 500 or more meters away from there opponent see; pussy
the "viper anti-pirate" likes to talk about holding the moral high ground and not interupting duels. Will often shoot you in the back during conesentual pvp with your opponent, try to flare the docking ports when you are injured, or try to shoot you after a consentual fight with out warning. synonimous with griefer and douche.
The pirate, the only honorable and truthful one in game. if they say they are going to shoot you they will shoot you. unlike the catagories above who are more interested in playing hello kitty island adventure and gossiping over which pilot kissed the other. You wont find many of these as they tend to be the alpha males in real life. although you will realize who they are in game because all the beta social rejects will cower when they log on.
heh
The pirate, the only honorable and truthful one in game
[sarcasm]Yeah, you just proved that nicely.[/sarcasm]
[sarcasm]Yeah, you just proved that nicely.[/sarcasm]
Seeing as how pey's post is entirely accurate, I'd say he's fulfilled the honorable and truthful points.
perspective depends on perspective... we're all right/wrong even you dr, and especially everyone else ;) the only truth is a lie
perspective depends on perspective... we're all right/wrong even you dr, and especially everyone else ;) the only truth is a lie
This kind of steaming pile is why nobody ever goes to an Itani for advice :P
This kind of steaming pile is why nobody ever goes to an Itani for advice :P
Seeing as how pey's post is entirely accurate, I'd say he's fulfilled the honorable and truthful points.
Exactly.
Exactly.
but this is a clear example of the "I have no friends and have never been laid" type
I have no problem with leveling criticism at the content, but dial down the personal attacks.
I have no problem with leveling criticism at the content, but dial down the personal attacks.