STAR CONFLICT - Kine's Repository

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STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-18, 04:16

Please indulge me as I use this as my personal repository for old SCon content as well as a video blog.

Outfit I served in SCon has gone defunct. Guides I wrote for them might be lost should the forum go down and keeping things on my HDD has proven not to be the best of ideas in the past.


Last edited by Kine² on 2014-04-18, 06:01; edited 1 time in total
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-18, 04:45

- GUIDE -

GAME MODE: Combat Reconaissance

Veterans Can Skip The 1st Spoiler:

Spoiler:

BATTLE LINES
- You have the Front and the Back, Brawlers up front, Captain and Defenders at the back
- Ideal distance is 4,000m - 6,000m apart
- Front should claim their camping zone near the middle of the map AS SOON AS THE MATCH STARTS
- One big rock or a maze of asteroids is ideal, open space is not. Obviously

AS CAPTAIN
- You should re-evaluate your defence spot as soon as the front settles in.
- Your defending frigates/tacklers/gunships will almost always follow your lead even in public games so take the initiative to move them around by moving yourself around.

Once the frontline engages, fly up to it and stop 4km behind. Get your defenders to move there. After they do, you fall back 2,000m behind / above / below them and into cover. Think in 3D

( ! ) * If an enemy interceptor manages to break thru,
- remember to fly forward towards your defenders NOT further away to the back.
- Reason for staggering this way is to force enemy strike teams to travel an extra 4 - 5 seconds around your defenders before getting a shot off on you. Flying away will likely negate that because you're allowing the enemy to fly away from your bodyguards.

FOCUS FIRE
- Let the team; especially the brawlers, know that the back should be calling out names and pinging targets. Targets pinged by brawlers may not be the same ones the back can snipe at. Defenders should be directing focus fire, brawlers shouldn't have trouble moving around into weapons range if primaried targets aren't already in range.

CAPTAINS SHOULD NEVER PICK A SPOT BEHIND THE SPAWN
- Respawning ships will need to turn around to face you in order to protect your ass while incoming enemies come up from behind theirs. Don't be stupid.

BRAWLERS SUPPORT, DEFENDERS KILL
Spoiler:
- This is counter intuitive, the more people on your team understands this - the better your chances.
- Interceptors and Gunships playing up close are normally the ones to get within weapons range first
- Thus they will be the ones peeling off enemy shields.
- By the time enemies come within your defender's weapons range, they are already down to hulls
- Those at the back also have more time to pick their targets.
- Brawlers rarely have that luxury and are mainly shooting at whatever they can. Mostly doing shield damage and not claiming kills.

AS A BRAWLER
Spoiler:
- You have only 3 'easy' jobs.
1. STAY ALIVE and not feed points to the enemy.
2. PEEL OFF SHIELDS so your team can score points faster.
3. CREEP UP closer to the enemy spawn as a unit.

Staying Alive and Peeling Off Shields go hand in hand. You only do as much as you can without getting killed. That's it.
NEVER commit to killing a single target unless he's really asking for it ie. < 15% hulls and still flying towards you.
Otherwise keep going for assist points and wear attackers down on every Pink target that flies your way.

When the nice lady tells you your shields are down, be a good pilot and listen to her. Turn around, find a healer.


CREEP FORWARD AS A UNIT.

Easiest way to explain this is to think Tower Defense.

Spoiler:
Combat Reconnaissance Enemy Attacks can be categorized into 3 types:
- Wave
- Single File
- Camping

1. Wave
Most common versus good fleets. They come in batches followed by 24 seconds of calm. If the front can confidently clear 2 consecutive waves, start creeping up on the third and every successful wave afterwards. First engagements are normally waves. That should give a clue as to how it looks like.

Each time you lose a wave, your frontline gets pushed back. Win one and you creep up. It's a tug of war for an invisible boundary that good Combat Recon pilots can visualize on the go.

Captain: you have alot of free time on your hands. Keep checking map and see alive / dead ratios. If you spot your team doing well - push up and get your front to creep forward. Check combat logs on the top left. Who died from what by whom. Who keeps on donating points to the enemy and get them to slow down etc.

Main reason why early success turns into late defeat is because the back line does not respond to their front naturally creeping forward. As time goes on and your brawlers die, you slowly turn into a single file team and die easier because the gap between Frontline and Backline grow.

2. Single File
Easiest enemies you could wish for. Focus fire and you'll win given enough time. If it is obvious that reds are coming in one at a time, keep pushing till you reach close to their spawn / captain. Once enough Reds are in 'waiting to respawn' - quickly form a strike team and get the captain.

Captains dont really need a back line against single file fleets. Fly close to your brawlers and keep motivating them to move up. You'll also lend your Engineer frigates to those who need them the most early and constantly this way, keeping up your momentum.

3. Camping
This is your Goal. To force Reds to camp their spawn. Successful defences against waves or single file will eventually cause enemy fleets to camp. If the enemy decides to camp right from the start? Even better.

Why Camping Enemies Are The Best?
- This is your only real opportunity as a team to kill off a big bunch of enemy ships all at once and leave the captain with just a handful of ships for 24 seconds.

This is when you go in for the kill.

Lastly - YOU CAN BE A GAME CHANGER
Spoiler:

1. Captain - someone who can read the flow of the game and is confident in calling plays when to push, when to give up a defending Engineer to join his brawlers, when to hold back. Pretty much understands the timing aspect and can influence his team in terms of positioning and tempo.

2. Bullet Sponge Brawler - he just refuses to die. A single pilot like this can help his team so much by buying time for dead brawlers to rejoin the front and maintain their numbers against incoming waves. I've seen a single interceptor fend off 6 other Reds while his team-mates fly back into position after respawning. If it weren't for him, those 6 Reds would've been in direct contact with the Captain while everyone is still waiting to respawn.

3. Frontline Healer - shuttles back and forth between the lines, spotting ships trying to sneak past the brawlers and generally being useful while making decent amount of kills all the while buffing team-mates. He is the fleet's ice cream truck. Everyone loves one on their team. Frankly not enough pilots have the balls and skill to stay alive in front as an Engineer.

4. Man Marker - Spots and sticks to an opposite game changer. If you see someone making ridiculous amounts of kills and then devote the entire match just tailing him so he spends the remainder of the match flying defensively, you're a man marker. It's a thankless job but one that can tip the scales for your team.


Last edited by Kine² on 2014-04-18, 19:58; edited 2 times in total
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-18, 06:00

--------------------------
HOW TO: 3 MAN SQUADS
--------------------------


Why Solo Randoming Fails:
1. You push for objectives then die only to realize you were the only one trying.
2. You support others to do their jobs then get left behind as they bug out at first sight of trouble. You die alone again.
3. Zero Tactic Premade Squads trolling lower tiers and you
4. You play for kills to get synergy but your team fails to play objectives and gets rolled over in under 3 minutes.
- Synergy Gained = fuck all
- Contracts Completed = 0

Why Unorganized Squads Fail:
1. Squad leader takes too long to launch
2. Plays PVE when everyone else fitted for PVP
3. Too many leaders and ideas during match
4. Lack effective Combos
5. Flying Random
6. Undefined job functions on the squad
7. Ineffective Communication (if any)

BASIC PURPOSE OF SQUADS
1. Reduce Deaths
2. Increase Kills
3. Maximum results when taking objectives
4. Possibility to Work for a Win (hence be able loot for items)

BASIC SQUAD JOBS
1. Engineer
2. Bodyguard
3. Utility

info:
A healer on the squad is compulsory. Engineer frigates will always be on the roster.
Bodyguards can fly any ship he wants although Guards or Commands are the norm.
Utility really depends on the map and game mode. Recon or Gunship the norm.
Nothing wrong if utility wants to double up as bodyguard or engineer however.

STEP BY STEP SETTING UP PVP SQUAD
1. Decide Jobs
2. Decide Leader
3. Report Ship-Weapon-Missile types
4. Decide Combo
5. Agree on number of games and break time
6. Test squad effectiveness after FIRST match
7. CRITICIZE EACH OTHER - Adapt and change as necessary

COMBOS - What Are They ?
... when pilots synch complementary actives and weapons against primaried or related targets

examples:
Em damage weapon paired up with Kinetic weapon
Energy rockets shot into Slowing Field missile cloud
Tackler speed debuff + LRF Sniper
Ion Missile + ECM Stuns
Painter + Remod
Dummy rockets + Nuke
GraviScan + Guards
Slowing Missile + Pulsar
Drone + Guided Torp / Cruise
Valkyrie + Gunship Overdrive
-- The list goes on and on --

SPECIAL SQUADS
People can come up with many types of jobs on a squad and ship role combinations.
Like Interceptor Wings, DPS Gangs, Engineer Balls, LRF Gunships. But I won't go into these here.
Healer+Bodyguard+Utility a.k.a Healer Squad is the most basic type that Corp pilots should master first as a priority.
Most high level play uses one variant or another of the basic healer squad.

JOBS N PURPOSE IN SQUADS

1. Squad Engineer is a fixed job.:
Take 3 vs 3 as example. One squad with a healer and one without. First squad to lose a ship is most likely the one without. By the time that ship respawns, one of his team-mates would've died and the cycle continues. That 3v3 will over time devolve into a 3v2 over and over. Engineers on a squad is compulsory.

2. Keep Each Other ALIVE is priority #1:
Purpose of squad is to make kills, complete objectives and actively work to get that win. None of those can be done if your pilots are waiting to respawn.. That is why 'Reduce Deaths' is the first function of a Corp Squad. Specifically - Doing everything you can to keep BOTH yourself and your team-mate ALIVE

repeat: DO EVERYTHING YOU CAN TO KEEP BOTH YOU AND YOUR TEAM-MATES ALIVE

[practice] When squading with new corpies (or even regular ones) try to get all 3 Pilots finish the first game with Fear Me medals. If you can do this consistently, you are squadding up correctly.

3. Bodyguard:
Ultimately everyone should be keeping everyone else alive. But because Engineers heal, it is worth designating a specific player to protect your source of repairs. If the bodyguard had to choose between saving the utility player from trouble and keeping the Engineer safe, it really isn't a choice.

4. What Is Utility Player ?:
You fulfill the other 2 squad functions.
- Make Kills
- Complete Objectives

Although the Engineer can do either of those, it is not expected. Same goes for the Bodyguard whose priority is to keep the Engineer alive. Despite nothing is stopping the Engineer or Bodyguard from making a kill or capturing a beacon, it is still better to have someone else do those under their protection. Utility player duties is similar to Basketball's Point Guard.

read about Point Guards:
http://en.wikipedia.org/wiki/Basketball_positions

5. Which Ship Class / Roles ?:
This isn't Eve Online with 300,000 players to recruit from nor are we a hardcore outfit. Apart from the WE MUST HAVE ENGI HUGS - you cannot really dictate what ship class or roles to have playing Bodyguard and Utility. There are certain Ship combo that simply fails however - like Tackler bodyguard for eg. While certain other combo like ENGINEER+GUARD is mandatory setup for Corps at higher tier play. Available ships and preference is open to choice but only as long as everyone on the squad is aware who is doing which job using what ship so the team can figure out how easy or difficult to keep each other alive and what tactics to achieve that goal.

Utility has a wider range to choose from. Engineer+Guard+Command is classic. The new weapons seem to favor Gunship in Utility while certain elite corps have begun experimenting with ECM to the job. Again depends on what's available to the pilot manning this position and his preference.

6. Command:
- Too many department heads. Too many Chefs. Too many ideas
- Having too many plans kill teamplay faster than not having one to start

When setting up a squad the first thing to do is decide who plays Engineer, Bodyguard and Utility. Second thing to decide is who will act as the VOICE of the squad. I don't particularly care by what criteria one is chosen, neither should anyone else. A 2 week old newcomer can take lead and won't necessarily lead to an auto-loss for the squad especially if he is backed up by 2 veteran pilots. This is ofcourse not the ideal but should only matter in competitive cases. When grinding out a regular session it matters not. In-fact delegating newbies to take the lead has plus points to it in the long term. Just know that if even one other pilot on the squad disagrees with who Commands, then THAT can lead to an auto-loss. So decide as a group, accept it, make it work.

7. So You're Boss, What Now ?:
Three layers to leading a squad:

-- Unity --
'Working as a Unit' is only a slogan until it is proven with Unity. Pilots in a squad needs to be on the same page on everything. Short of infusing everyone with telepathic abilities, your best alternative is to act as the VOICE. Your word is law. Squad mates must accept that. You must understand how to use it. All squad efforts must tally to the same thing at every single second inside the match. Having one guy fly for beacons, the other for the EMP Bomb in a Combat Recon game mode should red-flag you that you're not keeping the squad in check. Remember - Unity is Unit with a Y at the end. You are that letter Y.

-- Morale --
Your pilot could've had a good series of matches until he gets Nuke spammed, inty trolled on and Torped to death all at one beacon. And for the next 2 games he'll be in a bad mood. Noob on your squad might start whining about T4 ships in T3 matches. Or about that OP Beachball. Reality check - Average Solo pilots can score a Maniac Badge against T4's in his Rank 7 Gunship. Squad leaders need to step in when negativity appears and keep everyone thinking positive. You won't win many matches all the while whining about this and that. Be polite but Firm - Make sure the squad understands that there is no excuse for not doing their jobs. If you happen to win. Good. Opposite is also true. Keep overconfidence in check. Many games have been lost because squads dominated the game too easily at the start and lost them carelessly at the end.

-- Play calling --
Deserves it's own topic. Do understand that higher level play is very much different from what you see in tier 2 or 3. Then there's the opponent factor. Pond ain't so big up there in the upper tier and people do know each other. Ability to make calls rely heavily on ability to read flow of the game, understanding mechanics, knowledge of opponents, thinking on your feet and personal confidence in yourself and your experience. If you are new to the game - keep it simple - keep it slow - stick to the basic functions of the squad - Stay Alive, Make Kills, Take Objectives when you can.

8. Combos:
this is what you want to do in Star Conflict as a squad

Without Combos you might as well fly alone solo on random sides.

There are 3 reasons why squads steamroll randoms so hard
a. they keep each other alive
b. they are always there where you don't want them to be.. in a pack
c. they use combos that make everything in Star Conflict OP

Keeping each other alive should be the first thing you work on as a Corp squad
Positioning is a function of the squad leader and your own experience
Combos - this is what differentiates Random-Lets-Squad-Up-Gais from the Elites

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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-18, 06:27

.
This Is What 3 Man Squads Play Like

5. Heal Squad versus T5 Interceptors
* Highlight match of the day for me *
- much moaning about interceptors in patch discussion thread so I was rather pleased getting the opportunity to fly versus a pure inty side.
- Watermark blocked the scores along the top of the screen using a free version of Bandicam so apologies for that
- But the game was VERY close indeed and that point where the opposition took all the beacons I really didn't know which way the game was going to finish
- Trial version Bandicam also cuts-off after 10 minutes. The video is missing the dying seconds of the match and skipped to the scoreboard unfortunately.
* Learnt alot from this game, especially about T5 interceptors. My only comment is - having a tackler + slows on Red team would have changed the game. Or god-forbid, a LRF...

- 10 minutes 250 MB

best reply on that thread:

Snib wrote:Only looked into #5 and you trolling their T5 interceptors with your T3 command. That's the most inty friendly map in the game as far as I'm concerned. Surprised they didn't win with the interceptors actually, but they didn't exactly seem to team play. Plus they sucked. Their cov ops didn't know he could cap under adaptive camo and their recon never spy droned anyone so you always got the jump on them at the beacons.


A. Missing from the video is Zap spawning a Recon right at the end which he used to take the winning beacon. Interceptor to the rescue.
B. Jericho LRF OP vs Interceptors? I beg to differ Razz
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-18, 06:41

FLYING A SQUAD

we've covered:

- jobs on the squad
- the need to have atleast one healer
- a bodyguard that protects said healer
- a Point Guard who has an eye for easy kills, beacons and covering squad weaknesses while staying within squad range
- the need to decide on all these things before hitting Launch
- spend considerable amount of time talking about who uses which weapons
- who's bringing what type of missiles
- what combo to use
- who leads the squad
- and most importantly - about keeping each other alive at all cost

now we get into the actual flying as a squad inside a match


SQUAD FORMATION 101

1. Healer Sets the Pace
2. Bodyguard tails from behind
3. Utility floats between squad and Points of Interest (POI)

4. RANGE
5. DISCIPLINE

6. Objective is Commander's Call
7. Quick Comms


PACE, COVER, POI

Spoiler:
Reason why Engineer sets the pace is because everyone 'should' be operating under his heal auras. No point moving about if you end up over-extending. So Engineers lead every team move. Even if someone else is squad leader and decides on where to go - everyone must still follow the Engineers actual movement.

Rear-guard. This is just common sense. Bodyguard cannot protect the engineer well enough up infront compared to doing it from the back. This can be a problem if the bodyguard flies Guard ships which is slower than the Engineer and risk getting left behind. Experienced Engineers however are aware of their speed and surroundings. If you have a newbie Engineer - keep communicating. Other than that, LRFs and cover objects can influence where Bodyguards do their jobs. Do note that there is such a thing as being TOO CLOSE when playing protector in a Frigate. If a pack of interceptor swarms your Engineer and you are too close, you will suffer the same disadvantages as the Engi. Keep your distance to remain optimal.

Strength in numbers. Never enough DPS. These things should always be at the back of a Utility player's mind. Yes you can rush and cap that beacon. Or chase down that dying Gunship. But squad play means everything you do must add to the Squad Effort. If capping that beacon means it risk 2 of your other ships getting killed, don't do it. Assigning your DPS on a random kill target as opposed to the one that is actively trying to kill your team mate is another example. Beacons do win the game. So does planting the EMP. But your loyalty lies with the squad first and foremost. Simple math. You win the game for the team but squad mates die and don't score points = No Future Squad Invites.

Trick to playing Utility and setting the pace as Engineer is to think of the other person. Teamwork wow .. that's new.

Utility needs to float between what he wants and where the Engineer needs him to be.
Engineer needs to push as far as he can to give the Utility options.
Stay too far away from Beacons and risk losing the Utility to temptation or distractions.
Same goes for the Bodyguard. You should prioritize squad Engineer but if it doesn't hurt to support a push for objectives, why not?
Squad commander should actively review everyone's positioning and update locations NON-STOP
It's too easy to lose bearing in combat. An audible voice anchor helps tremendously


RANGE AND DISCIPLINE

These 2 go hand in hand and is an element in all the above.

Spoiler:
When you first started Star Conflict, one of the earliest things you need to learn was Range. Weapons range. Optimal range. Module effects range. Sensors etc.
Formation flight takes this to a new place where you now have to consider these things in terms of your team mate.
It's one thing to know your weapon can only shoot an enemy 3,200m out max
It's another to constantly be aware that that is also how far away you are allowed to be from your squad
Abit further out if you have speed and visibility to react pro-actively

Same goes with heal range and any other buffs. Engineers have to keep reviewing his distance between Utility player and the objective he wants to get to. Missile range and tackling module range for combos. Pulsars etc. These things will surface as you play with the same people regularly and when people start commenting and reviewing their games etc.

Ofcourse knowing is one thing. Actually keeping yourself within that operational range is another.
It's easy to lose yourself when dogfighting. Or when chasing down kills.
Discipline is the only thing that keeps your 3 ships close enough to be useful to each other.
It's a question of whether you see your squad as priority or not.


WHEN TO CAPTURE BEACON?
or claim any other objecitve?
simple answer - let commander decide

the 2 other players should focus on
A. Keeping each other alive
B. Contribute to Squad Efforts (includes staying within range and adding DPS where it's needed)


COMMUNICATING
- Keep things simple
- Start making up code words and set plays
- Squads need to be comfortable:

calling for backup
telling others to match pace
fallback within range when you see the guy infront going out of it
Saying out loud your worries <--- yes that sounds non-hetero but really does work
Share what you think is going on in one sentence or less

Give common combo moves a name so you can explain what squad needs to do just by saying out one word.

Find a solution to direction in space problem. Left, Right, Over There, Right Here is all relative. You need to be able to name a direction effectively without confusion.

There are other things you can add to the topic of communication but most of them adds fluff. If you know of better ways to talk or type things that'll help increase chances of staying alive or executing combos ... please share.

That's it ...


Last edited by Kine² on 2014-04-18, 20:26; edited 3 times in total
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-18, 07:10

ALL THE CONTENT FROM THE GUIDE IN ONE MATCH VIDEO

Video taken today. It has been 6 months since I last flew with Everrydylost. He was a month old newbie still learning squad play back then. Bumped into him while I was lurking SCon incognito. Squaded up and everything fell into place. Testament to how well we conducted our corp squad sessions back in the day.

2 Man Squad WITHOUT Voice Comms.
- 2 pilots familiar with each other's fly style
- common understanding of how heal squads fly

1 voice, 1 plan, flawless execution by both

ENGI+GUARD combo
Guard takes lead due to lack of voice comms and because of large map size
Fear Me medal for both pilots

CsiSPY ... absolute stranger flying tackler, took upon himself to play Utility without us asking him to and completed squad moves from start to finish. Most likely not a newbie.

The guide might read like an essay but actual squad play inside a match is fluid. Subtle enough for casual spectators to miss if they lack knowledge of what goes on with organized squads.

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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-18, 19:43





Last edited by Kine² on 2014-04-22, 00:04; edited 1 time in total
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-18, 23:14

Game will ruin your flight skills in PlanetSide 2

I came from SCon to PS2 flight and i was terrible in PS2 because of it. Not sure how it will affect PS2 players going to SCon. Just a heads up.
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-21, 09:39

be prepared to receive private messages if you ever make bad calls during a match

Spoiler:
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-26, 00:35

or get personal challenges if you speak your mind too much in forum
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-04-26, 00:54



My first match in the highest tier of the game flying with the old gang from Marauders who are now NASA pilots. We were the corp's rep when it came to PVP squads so you know these guys don't make mistakes.

VIP game mode. You get to respawn if you die BUT only if your VIP is still alive. So if a team loses their VIP they will soon lose the match as well. If both VIP are still alive at the end of the match, kill score decides the winning team.

Zee who is on the squad got picked as VIP. Kyrill flies bodyguard while Kine takes the frontline Engineer role. It takes considerable amount of skill to fly Interceptor as VIP. It is fast but fragile. A single sniper shot can take you out if you are not at full health. But they are also great at luring out inexperienced enemies from behind their rocks, tempting them with a perceived 'easy' kill.
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-05-04, 15:02

Here is a nice squad vs squad match.

PVP battles in SCon are 12 v 12 affairs (normally) and consists of varying mixtures of squads from different corps together with solo randoms vs another almost random mixture of squads from different corps + their own solo heroes. Although teamplay and coordination exists in those games it is harder to see and most likely where squads executing their own ideas of what should be done while the solo randoms try to find a niche to fill. If they even do. And when the team loses its' usually someone else's fault lol.

Sometimes; and commonly hated by most people, the server throws you in a small scale battle where it is only 2 squads facing off each other. If you lose, there is no one else to blame. Same game mode as before, Combat Recon where you can only respawn if your VIP is alive. Kill the VIP and usually it is game over for the team. 1 v 1 so teamplay and the decisions that happen in the match are clear. If mistakes are made you cannot hide it in the chaos of a pub brawl and is for all to see.

Recoil got picked as VIP and decides to fly the fragile interceptor but not as bait, that would be Kine's job. I picked another type of interceptor that has a warp drive allowing me to warp across the map in a blink of an eye. My role is to draw fire and get the enemy to waste their resources on me instead of our VIP. The more lockons I get from the enemy, the less my VIP gets. More missiles they fire at me the less missiles my team have to deal with. Same with onboard systems, trying to get them to blow their cooldown timers on me instead of my VIP. Shadow plays healer.

So VIP, Pointguard, Engineer.

There wasn't a need for bodyguard because we saw the enemy team decided to double up on healers while their VIP flies the fragile interceptor during pre-battle. They were expecting us to play the aggressor and planned on tanking their way to game time hoping to win on number of kills. On hindsight we probably would have done better if we picked atleast one damage dealer ship but we did ok I thought. Pre-battle chatter had to be cut out but it basically covered everything that's written in the guide about who does what using which ship and weapon.

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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-05-07, 17:03

Sniped one of the best inty pilots in the game using one of the worst ship class, the long range frigate hahahaha



Spoiler:

lmao
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-05-17, 05:21

Spoiler:

And no one person can win a match on his own. No matter how good you are or think you are, you always need to look at the person next to you and ask what you need to do to help him help you.

- This happens partly because of how ships and weapons relate to each other. Good combos do exist be it ship to ship combo or weapons combo. But most times teamplay is motivated because of the game mode. It's just how the game was designed. In-fact it is so team focused that recently the community requested the game Devs to introduce a new game mode that ISN'T team centric because people just sometimes want to let off steam and NOT team play all the time lol. Game mode is team deathmatch where the first team to kill 30 enemy ships wins the round. Sorta screw teamwork for one match and go pew pew. I came back to the game 6 months later and guess what ... people started coming up with teamplay tactics for the Free For All game mode and you end up having to teamwork again hahaha.

So much for team deathmatch
vs ESB ... the game's top PVP clan. You can hear my team-mate giving up even before the match started after seeing who we were up against. Which is a big deal because he is one of our top interceptor pilots in the clan.

Well .. Kine don't give up easy. Lectured him to get his shit together and we worked for that kill one ship at a time.

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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-05-18, 09:59

recent tournament streamed live with commentary. made it feel like an e-sports channel. edited version to shorten it and skip insider comments.

own squad teamspeak chatter over the stream commentators ... couldn't be helped.

Team deathmatch format that was supposed to have reduced teamplay for public server pew pew fun. Trust the community to make a competition around it. Each team starts with 25 points. Each kill reduces the opposition score by 1 point. You win by dropping enemy score to zero or have more points than them after time runs out. Round time 10 minutes.

4v4 clan battle





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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2014-05-23, 04:12

http://www.gamestar.de/spiele/star-conflict/test/star_conflict,47359,3011572.html

- journalist actually spent time researching the game to a higher level before reviewing it - which is rare as most others I come across only scored the game on first impression basis. Writing game criticism on forum and came across this article while searching for material.

Anyway ... the last sentence of that review: (google translated)

[those] flying solo with [strangers], however, is strongly dependent on their cooperation. I've rarely seen a game where fun and success so much depended on the composition of the teams as here.
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Re: STAR CONFLICT - Kine's Repository

Post by Kine² on 2015-08-02, 23:01

Spoiler:

can't seem to escape my past .
got picked as VIP in one of my games. enemy VIP messaged me ingame during the match. they ended up camping not bothering to try attacking lol. they had no idea how rusty i am.

Spoiler:

Omega is the equivalent to Dk in BeGone. Lampa is a beginner's clan whose leader has a very bad rep among ace pilots. Kine reinstalling SCon and joining Lampa destroys their brain for some reason Razz
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Re: STAR CONFLICT - Kine's Repository

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