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Boss SobanRe
Kiith Sobani
1
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Posted - 2014.10.05 22:58:00 -
[1] - Quote
I have so much to digress on the role of gunning, but before I knock out the complete version, I want to give you a condensed sample of the guide to gunning I am writing: Its Primarily for the ADS Side gunner, If you use your head it can apply for all gunner types:
BOSS'S LAW The Golden Rule to Gunning The Gunner's Mantra
Great gunning only comes from great piloting! Great piloting begets great gunning! You are only as good as the pilot can get you!
TRUST IS A MUST!: Know and understand your roles The Pilot must TRUST the Gunner to take the shots The Gunner must TRUST the Pilot in keeping the ship alive
Pilot's Role: Survivability- "The Spotter" The Macro Harder than you think
FishEye-has a broad but limited view (rendering) of the battle below
Flies Proactively/Defensively
Small killzone- must maneuver the ENTIRE ship flight path to engage ONE target*not recommended*
Activates modules
Sets up the shot for the gunner
swoops/stabilizes/Flies away
Calls out Targets/Threats to be eliminated (Rammers, AV,Tanks, Uplinks,Installations,Infantry)
The Purpose of the Pilot is to *focus on keeping the ship itself alive!* Not to risk the ship just to shoot at things.NOT to walk over dollars to chase penniesGunner's Role:"The Trigger" The Micro Simple, but not easy ELIMINATION/COMMUNICATION of threats to survivability HawkEye-Has a closer, but narrower 1-sided view of the battle below (alleviating but not fixing the rendering issue)
Has a much larger killzone: (Left: ~11 to 7 o clock)(Right:~1 to 5 oclock) he merely points and shoots
can hit at angles a solo ads can barely dream of hitting
a dedicated gunner utilizes his and his pilots skills;(stacking)
Has 2x ROF(ADS only), DMG(ADS only), Rotation speed, ammo
Takes the shots/communicates threats to the ship, red or blue
Direct counter for rammers
TLDR: The gunner is far more efficient than the pilot will *ever* be at shooting, Let the Gunner take the Bloody Shots!
The Long and the Short of it; Its a team based game. The ADS was *never* supposed to be played solo. And only through great piloting can a gunner reach the highest heights of awesomeness! A paired ADS done right will be 3 times more effective than a solo.
In truth, I'm not a good shot....I'm just really, really lucky!
-Boss Sobanre
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Boss SobanRe
Kiith Sobani
2
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Posted - 2014.10.06 08:01:00 -
[2] - Quote
Always Tip the Waiter! 20% is the New 15% If you cannot afford to TIP, you have no business eating out, letting alone dating or The Economics of Gunning
Work out an arrangement so that both parties may benefit
Recruiting
Check out "1st airborne" channel
You will find alot of starving artists itching for a gunner/pilot
Msg in chat: If your new: Gunner LF Pilot I pay you 200k per match, 200k per ship!
experienced: Gunner LF pilot I pay 100k / match; 200k/ship!
all turrets/ADS/racial maxed: Master gunner LF pilot; any ship, any turret!
Recruit/subjugate a host/pilot of like mind and ambition
What to look for: altruistic in nature-a "giver" willing to give you the shots, able to delay gratification
has a burning hatred of tanks comparable to your own
one who is willing to go the distance skillpoint wise - takes care of his own end in his ADS/Turret skills
as in life,dating, and business; one is a terrible number, get a "back up" pilot/gunner too!
for a gunner what to look for: A burning hatred for tanks!!
Willing to STAY in the damn turret! Man zee cannons!
Willing to give you a cut of the proceeds
Must delay gratification and skill into his role!
Take/follow orders!
Subliminal Message: Skill into Rotation Speed/proficiency!
A sniper makes for a good gunner:
-understands how to pace and lead targets -familiar with getting into the minds of the target -patient at being in one spot (the turret) -Have the right "gunning"/killer mentality -already accustomed to killing/targeting AV units -gets a kick from killing other snipers!
A sniper will serve you well once you break them of the lone wolf habit
Another pilot as a gunner: -Understands the flight mechanics of the DS -A helpful co-pilot! Switch! Take the Wheel! -knows what the ship can, and cannot do -probably could use the cash! -there are alot of pissed off pilots out there!
Another pilot can work swimmingly, and can fly his own should the need arise!
The Costs of Conflict -An insurance policy: Not covering , Pilot error,RDV error, or Dev/Technical error. You must be "legitimately" shot down
Trainee gunner: pay pilot 200k per match:
don't balk at this; its got me where I am today. Its an investment towards greatness. Yes, I'm looking at you would-be-Right TurretGunner! bronze: pay for the turret esp. if its a proto turret / 100k
silver: pay for half the ship or 200k-pretty standard
Gold: pay for the ship- good for recuiting other pilots or using a substitute pilot or when you make a major mistake.
Boss's Special: Because your a bad-ass, the pilots should be paying you to fly in their ship!
Delta-I know prices have changed. Goodwill hasn't, you must make having you gun for the pilot worthwhile and profitable!
TLDR: This is a mutualistic symbiotic relationship: Keep the pilot happy and flying! Keep Flying and Prosper!
In truth, I'm not a good shot....I'm just really, really lucky!
-Boss Sobanre
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Boss SobanRe
Kiith Sobani
2
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Posted - 2014.10.06 11:05:00 -
[3] - Quote
Its a Game of Inches...
SKILLS:
Mediocre at lv3, they don't shine till lv 5!
Stacking: (dont get me started. this is a topic I could go pages about.) Stacking Direction: Pilot--->Gunner If you want that drink, you have to put all the quarters in.. A maxed out gunner is only *half* the battle A pilot must also work on his own turret/ADS skills
This includes Fitting Skills!!!
The Basics
Dropships skill to get to Assault, good for getting a cheap extraction vehicle.
Assault Dropships (ads only) More damage for the turrets.
Almost like a free passive damage mod! *important* Max this pronto! "almost dead" isn't good enough!
CAL/GAL Assault Dropships more ROF (rate of fire)( ADS ONLY)
(Delta-.... Don't get me started) The faster the better.
*I/we* can tell what kind of pilot/gunner we are up against by listening to their firerate...-FastROF: Dinner's in a minute! -SlowROF: Dinner is served! The option to fire faster is always a good thing.
it can mean the difference between dead and "almost dead"
gives a *little* ammo too
gives you more street cred in the sky
shows your committed to your craft
The Gunner's Trio
Turret Proficiency-rotation speed Faster Tracking=More Accuracy in the longrun
* The Most important skill for the gunner*
You can't hit, what you can't hit! it can mean the difference between dead and "almost dead"
Delta-took your ROF but you can still be deadly accurate
PIlots: Want to keep your gunners(happy)? love of god, skill into Rotation Speed/Proficiency.
No self respecting gunner wants to stay in if their turret is going to be moving like a mummy even more important for Rails/Blaster Turrets
gives you more street cred in the sky
shows your committed to your craft
do you want more things to be dead? Rotation Speeeeed!
Turret Reloadspeed Faster reload time--> faster response time
even more important for firing zee missles!(8 shots! thats it)
watching reds run past you as your reloading is quite frustrating!
it can mean the difference between dead and "almost dead"
Turret Ammo (Charlie)- takes more ammo to remove installations, its more useful
it gives more confidence to make more shots
it can mean the difference between dead and "almost"
Secondary Skills any skill that complements the function of a gunner
Any infantry skill that would be helpful should you be shot down..
once the pilot is done or fleshed out most of his skills he can work on his fitting skills instead Ewar you cant hit what you cant see..usually Precision enchancement-helps suits and tanks show up easier and faster Range- More useful for the squishier suits; makes for a better early warning for rammers! Profile Dampening-just in case your shot down/hacking...improves your survivability for extraction
Hacking speed-The team should be doing this already...Hack the undefended objectives
Drop Uplinks Help your team, shoot the enemy's uplinks; you can do that much
put em in hard to reach places
your team should be dropping these anyways
use Adv/proto uplinks only!
Really,after a certain point, if your team is losing, its usually isn't going to be from lack of your hacking/uplinks...*cough*scrubs!*cough**teamwork*cough* Buuut, If your shot down and you know your fate is already sealed, be sure and do something useful on the way out!
TLDR: Delay Gratification
Leave nothing to doubt/chance, and max your ADS/Turret skills! That especially goes for the pilot!
Getting to lvl 1 or 2 is fast and every skill point helps overall!
Flesh out your Dropships and Turrets (pilot too!), and get some Secondary skills. Then pick turret skill you really want to focus on.
Eat your vegetables! Its all worthwhile in the longrun!
(Predelta)-ADS/ADS ROF/Rotation speed was paramount;
Dela ROF nerf: for now, just wait and see!
[*]Go ADS, and MOAR rotation speed!!
In truth, I'm not a good shot....I'm just really, really lucky!
-Boss Sobanre
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Boss SobanRe
Kiith Sobani
2
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Posted - 2014.10.06 11:58:00 -
[4] - Quote
Fitting: Scenarios to Take into consideration
missiles-HP buffer when you accidentally damage yourself- Heavy Suit/ Sentinel
Delta:The ROF nerf makes it harder for you to accidentally damage yourself , try out some squishier suits!
Rails-Fit for long Range infantry return fire - (vision) or (shld-armr recharge)
Blasters-you will be upclose. Infantry will be angry. infantry *will* fire back at you! Fit accordingly!
Installations- Blaster installations are the peskiest, try a Cal/min Sentinel
Dog-fighting Fit a Sentinel that resists the corresponding damage type they use
vs Missles: any Sentinel will resist the splash! Preferably Shield Based Cal/Min Sent vs Blasters: CAL/MIN Sent vs Rails: AM/GAL Sent
EHP FIT: Shield Extenders/Armor Plates You can save the ship from that last Forgegun shot!
So that others may live!...
The more damage you absorb or die from, the less damage the ship takes!
go proto;Fit enough plates and extenders and you can tank 1 standard/assault forgegun shot
so long as it isnt a Breach!:
-Militia/basic: definitely! -Adv:Most of the Time! -Proto: Maybe! Consider yourself lucky if you do get shot out; its a great honor and duty to die for the ship
Vision: precision enhancers/range amplifiers see more, early warning for rammers
find med,heavy suits easily,
cloakers are a free kill!
Shield Recharge/Armor Repair: Full Recharge!
Shield Energizers/Rechargers,
Regulators/Armor reps.
Reload..Switch! Full Health!
if/and/when your shot down: FIT AV for engaging/finishing off greedy vehicles,
Cloak up! Call an extraction!
Try the Logi/Hvy Duo
Make your Last stand/take your revenge/call for an extraction vehicle as the enemy closes in....
TLDR; i dont want to box you in and tell you what to fit you should wear(CalSentinel); in the end, its all about playstyle, type of DS, type of turret so *dont kick yourself over xyz racial sentinel* Fit Militias or even basic Heavies and until you do get your bearings
Pick one you like and plan ahead on what kind of damage you want to tank
[*]Try out with squishier suits too! dont limit yourself! I reccommend Hvy/sent as you wont be moving much anyways
In truth, I'm not a good shot....I'm just really, really lucky!
-Boss Sobanre
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Boss SobanRe
Kiith Sobani
10
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Posted - 2014.10.07 03:35:00 -
[5] - Quote
Use the Force, Especially the Dark Side of the Force Use your rage! Channel It! Let the Darkness take you!
The Method: recall 1.7 and the culmination of every time you were wronged by tanks! Play a montage!
Infuse everyone of your projectiles with a payload of your ire, and drink your coffee....with spite!!!
Your emotions; Your Feeling; Your Rage, Your blood-lust Will guide your projectiles!
Visualize the Explosion, See the Kill+50, expect it!
Prey on the Weak: Thou hath no teamwork?; Thou shalt be a snack!
If they are on a flat area, and alone. Take em out.
Same goes for any vehicles! Tanks / LAV's in transit
Solo ADS? Punish em for not bringing a gunner
Bunched together? No AV? Camping?-Punish em!
The Jedi Mind Trick
In the complete guide
The Warcry!
In the vacuum of space no one can hear you scream, unless its the Warcry of the Gunner!
when the chips are down, or when you need to make that final clutch shot!
use the warcry to focus your energy/chi/attention in the task of killing multiple targets
channel your Rage into the elimination of a single valuable target
works execptionally well for eliminating tanks (especially tanks)
Peel the Onion
Its a endless cycle: The infantry can ignore you at their own peril: If they do; you get a tasty snack! -a valuable target / a gaggle of kills
If they don't ignore you, they respond with AV units
if you engage infantry/target and choose to ignore the AV at our own peril,
Av ends up with a tasty snack of WP's/DS kills
Dinner will have to wait until you take out the AV escort TLDR: Take a bite out of that Onion!! Get the AV first!
**refrain letting the pilot shoot if you know there are swarmers/forgers close by, he is signing your ship's death warrant** By that time: -they see you -already have a lock on you -too close to ground/still/slow to reach "escape" velocity -chances are good there is more than one that will finish the job! Pilot must remember his role stay alive!; not bending all the way over to dirty up pennies
The Order of Priority: who/what do you engage first? Installations-Charlie/Delta-do your best and get as many as you can especially those pesky blaster turrets! Rammers: Usually rewarding factoring $$isk. They don't know what they are messing with. Tanks- make pretty explosions and pay you more $$ Infantrywise: 1.Squishy AV swarms first!!! 2.Forgegunners uplinks, 3.squishy targets-kill the logi! nanohives kill the light suits 4.slow moving targets 5 everything else! Moar Sacrifice for the Dropship Gods!
Generally, do not engage the camp of infantry until: 1. You understand their AV situation 2. You must take out their AV first!
Channel the mosquito!
One and your done! If your hit, bug out, wait a while, try again. *scratches*
Don't get too greedy lest you be swatted!
Go for the Eyes! Exploit their weakness... Rails/blasters: vs infantry- you gotta shoot em in the head..
vs LAV: Cal: the hood; Gal: anywhere BUT the hood!
vs Tanks! Cal: the little white box on the back; Gal: the Back V between the "cheeks"
*Don't hit the main turret, its a waste of ammo!*
vs DS: Cal: anywhere! Gal: the Circle things-They are targets!
*dont hit the turrets* Vs Installations : not weak points; go nuts!
*missles are easy, Just hit the gratting thing. Make sure you hit it with direct damage instead of splash for full "wow" effect!*
TLDR; Prey on the weak; punish em for lack of teamwork/ going solo
Punish them for not rolling AV
Punish em for camping
punish em for running tanks and for 1.7
The bigger the explosion; the more $$
Av 1st/ get drunk/get kills 2nd. in that order!
AV-one and your done!
Work out a system on what to kill first
Use your Rage!
Moar Sacrifice for the DS gods!
In truth, I'm not a good shot....I'm just really, really lucky!
-Boss Sobanre
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Boss SobanRe
Kiith Sobani
15
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Posted - 2014.10.08 20:14:00 -
[6] - Quote
Trust your Instincts, Know your ABC's: ALWAYS... BE..... COMPENSATING! More on this when i talk about turrets...
To avoid going into huge detail, Just understand you only going to be having same types of situations over and over practice! practice! practice!
Repetition! Repetition! Repetition!
When engaging a target know /get a feel for: how your ship is moving
How your target is moving
where will the target will be when the missile/projectile hits
What are they likely to do / go when spooked?
can you motivate the target to go where you want the projectile to be?
AtG engagements: LAV/Tanks- can only go in so many directions! stop 'n go! try matching speed
Delta-ROF Nerf-Gunner might need some help with vehicle targets Work out a system on who fires first on what part of the vehicle just in case.
Infantry-knee jerk reaction into cover. cut em off! You already know where they are heading.
AtA engagements: Make sure that the pilot gives you the best view for your shots. Follow Though: its not dead until you see the kill assist/kill/destruction feed Finish Him:( optional) Something about killing the pilot on the way down gives a twinge of satisfaction.
Just like podding in EVE!
Gunner's Rules Of Engagement Communicate you have a shot
Try to maintain the element of surprise,don't give away your position-
The enemy can hear your engines,it doesn't mean they always know exactly where you are
dont fire unless fired upon (like Installations)
Don't blow your load/overheat unless you know you can kill/finish it
Only open fire if ordered or you know you have the shot and have a good chance of killing it
Pilot ****-Blocking Generally, when the pilot's Blood-lust/Hubris takes over.
He forgets his role and instead, trades killing enemies over efficiency/safety.
Not a good idea! Countless ships have been lost to this! Either through Obstacles/Terrain or AV
inadvertently thinking the L/R turret can shoot at his target (try to avoid shooting past the nose)
When engaging, be sure to give the best view you can for the gunner
Generally, If your tail can see it, so will your gunner
The Approach/ The Opener Have you heard the good news?!
The Cold shot/The Warning shot use first couple of shots to calibrate and zero in on the target
Afterwards as you get better a compensating, your cold shot will be hitting more often.
The Attack/ The Turn once you arrive: Left gunner- engage targets from left to right, [*}(RightG.)/ {***Pilot***) from right to left, pilot the center: Ideally, must give the gunner(s) more of the target/view to shoot.
Attack In Order of Priority
***only If there is no Right Gunner -When you(gunner) are able to take infantry fire -large # targets, if left gunner is unable to handle camp in a magazine -When there know there is no AV to fire back on you***
If its not AV, try to avoid taking[i] too long on a single target.
Supressing FIRE!- wounding or digging into the Shields/armor can help too if you have other (good) teammates finish em
: the Order of Priority: You see a clump of Infantry. Who do you kill first? kill 1st Threats to the ship--->Tactical Targets--->Everything else!
The Exit Phase/The Prestige
The Parthian Shot: (advanced Technique) Turn to the Rear and give em hell! Useful against AV as they will leave cover to try and finish you[/left]
A high reload skill/Rotation speed is very useful when to pulling this off
If you can pull this off out it makes a great show off finish!
By now you should have done enough damage. If they arent dead. Evaluate the situation and Reengage. Or have some blues come in and finish the job
TLDR: Always Be Compensating!
Keep Practicing!
Calibrate! Use your Head!
Dont ****-block: try to give the gunner the best visual and shots
Attack in order of priority!
In truth, I'm not a good shot....I'm just really, really lucky!
-Boss Sobanre
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Boss SobanRe
Kiith Sobani
18
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Posted - 2014.10.30 05:13:00 -
[7] - Quote
Good point; all that will come in a later chapter when I cover "communication".
In truth, I'm not a good shot....I'm just really, really lucky!
-Boss Sobanre
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