Advanced techniques--Wasp\'s edition

Tips, tactics, and general discussion for Evochron Legacy.
Wasp89
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Advanced techniques--Wasp\'s edition

Post by Wasp89 »

There are a lot of new pilots among us, so I thought I'd start a thread with some techniques I've been working on lately.

I discovered a useful technique today for jumping into the hangar of a carrier. I don't doubt that it's been done before (by verbosity at least, if no one else has), but the feat itself has not yet been posted, so I thought I would to offer it as a challenge to any daring pilot out there who has a bit of free time.

SO here's the challenge: find a way to come out of a jump in the hangar of a carrier, and come to a complete stop before you exit the hangar.

My internet connection is trash, or I would try to upload a video to youtube. Instead, you'll just have to try to figure it out yourself.

I'll post the (easy) solution in a little while.

NB: For it to count, you must come out of the jump INSIDE the atmo shield. it doesn't count if you exit the jump outside of the atmo shield and fly in :)

PS: Don't crash in to the back wall.
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Advanced techniques--Wasp\'s edition

Post by Maarschalk »

Yes, used that technique a lot to get in and out quickly. It is very easy, but never posted it because I thought it was very commonly used by the more experienced pilots.;)
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Advanced techniques--Wasp\'s edition

Post by DennyMala »

The tractor beam will slow you down in no time...isn't it?
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Advanced techniques--Wasp\'s edition

Post by verbosity »

Pfffft, easy.........
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Advanced techniques--Wasp\'s edition

Post by Accountant »

Tried this last night when I was on MP. Got it after a half-dozen tries. Now I that I have the proper scale of the carrier it should be pretty easy to do from here on out.

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Wasp89
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Advanced techniques--Wasp\'s edition

Post by Wasp89 »

Originally posted by Eclipse
Lock onto carrier with right-click, adjust nav point, turn to proper heading for adjustment, jump.
The tricky part is getting the nav adjustment down, after you figure out the "magic number" you can jump straight into anything.
Yeah, that's it. And just to be safe, I prefer to jump at a heading of 0. I simply right click on the carrier as you said, and adjust my nav point by adding an insubstantial (but fairly exact) number to the z coordinate, then gently tap the reverse afterburner as I come out of the jump. Works every time, and, well, if I forget to reengage auto dock, at least I won't pancake into the rear of the hangar. ;)
-The race is not to the swift,
or the battle to the strong,
nor does food come to the wise,
or wealth to the brilliant
or favor to the learned;
but time and chance happen to them all...

...For death is the destiny of every man;
the living should take this to heart...
Wasp89
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Advanced techniques--Wasp\'s edition

Post by Wasp89 »

Next up: Taking out a vonari cap ship in two fast passes, with excals and your choice of lasers and cannons.
-The race is not to the swift,
or the battle to the strong,
nor does food come to the wise,
or wealth to the brilliant
or favor to the learned;
but time and chance happen to them all...

...For death is the destiny of every man;
the living should take this to heart...
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Advanced techniques--Wasp\'s edition

Post by verbosity »

Originally posted by Wasp89
Next up: Taking out a vonari cap ship in two fast passes, with excals and your choice of lasers and cannons.

Mmm 2 eh? iirc I have done it in 3..

how about flying straight through a fulcrum torp without taking any damage?
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Advanced techniques--Wasp\'s edition

Post by warsign »

Originally posted by verbosity
Originally posted by Wasp89
Next up: Taking out a vonari cap ship in two fast passes, with excals and your choice of lasers and cannons.

Mmm 2 eh? iirc I have done it in 3..

how about flying straight through a fulcrum torp without taking any damage?
LOL!
Can you pass through a planet leader? I think It would be possibble one day :P
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Advanced techniques--Wasp\'s edition

Post by verbosity »

Originally posted by warsign
LOL!
Can you pass through a planet leader? I think It would be possibble one day :P
hehe, well I can make it seem like that ;)
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Advanced techniques--Wasp\'s edition

Post by Wasp89 »

Originally posted by verbosity

Mmm 2 eh? iirc I have done it in 3..

how about flying straight through a fulcrum torp without taking any damage?
Two, though sometimes it takes a third volley of excals to finish 'er off. (And even then, the first or second missile it that volley will do it).

I've weathered fulcrum torp detonations without sustaining any damage when I oughtn't to have done so, but I normally don't play around with ft's...so no, I haven't.
-The race is not to the swift,
or the battle to the strong,
nor does food come to the wise,
or wealth to the brilliant
or favor to the learned;
but time and chance happen to them all...

...For death is the destiny of every man;
the living should take this to heart...
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Advanced techniques--Wasp\'s edition

Post by verbosity »

Originally posted by Wasp89
I've weathered fulcrum torp detonations without sustaining any damage when I oughtn't to have done so, but I normally don't play around with ft's...so no, I haven't.
the trick is to be at point zero at the moment of detonation without sustaining damage, and thus giving you an element of advantage over the other fleeing ( and hopefully damaged ships ), as a combat maneuver it's not super successful at point zero, but the point zero position looks coolest, and after a bit of practice it can develop into an effective combat maneuver, in fact it was the first 'fleet' technique ( AkA. 'fulcrum wing strike' ) developed by NS, wayyy back in Alliance 2.0 , though to my knowledge it was never used in combat ( a combination of no other fleets to fight against , and the other pilot involved in developing it ('ike' I think ) leaving the game :( )
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Advanced techniques--Wasp\'s edition

Post by Wasp89 »

Originally posted by verbosity

the trick is to be at point zero at the moment of detonation without sustaining damage, and thus giving you an element of advantage over the other fleeing ( and hopefully damaged ships ), as a combat maneuver it's not super successful at point zero, but the point zero position looks coolest, and after a bit of practice it can develop into an effective combat maneuver, in fact it was the first 'fleet' technique ( AkA. 'fulcrum wing strike' ) developed by NS, wayyy back in Alliance 2.0 , though to my knowledge it was never used in combat ( a combination of no other fleets to fight against , and the other pilot involved in developing it ('ike' I think ) leaving the game :( )
What do you mean by "point zero?"
-The race is not to the swift,
or the battle to the strong,
nor does food come to the wise,
or wealth to the brilliant
or favor to the learned;
but time and chance happen to them all...

...For death is the destiny of every man;
the living should take this to heart...
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Advanced techniques--Wasp\'s edition

Post by verbosity »

Originally posted by Wasp89
What do you mean by "point zero?"
The spot the missile is at when it blows :cool:
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Advanced techniques--Wasp\'s edition

Post by Wasp89 »

Originally posted by verbosity
Originally posted by Wasp89
What do you mean by "point zero?"
The spot the missile is at when it blows :cool:
Ah, like ground zero. I figured, but since you said it could be used as a fleet maneuver, I was unsure.




So here's the trick for taking out a Vonari cap ship in two passes, step by step. The easiest way to perform this is during a mission; you can line it up easily without having to do much extra flying. Of course, then you have fighters to deal with...

Keep in mind that many of these steps are concerted; i.e., performed at about the same time. It takes some practice.

1) Accept a mission to attack a cap ship. Turn to a heading of 180, pitch 0, and wait for a short time, to give the cap ship some time to move off of the nav point and therefore give you more time to make the needed adjustments on-the-fly
2) Initiate a jump, and strafe up or down (up is preferable, because the ship is "flatter" on that side.
3) As you approach the ship, gain a lock and fire your missiles as soon as possible. This should happen very shortly after you come out of your jump.
4) Turn on IDS to burn off a little speed (3000 is a good speed for this), then turn your IDS. You will have to continue strafing during the burn, as the ship will try to compensate and send you flying straight into the cap ship. (You should have your nose pointed at it so that you can gain a lock.
5) Before you overtake the ship, strafe the opposite way from before so that you are flying parallel with it, and over the top or beneath it.
6) Press "n" to switch to cannons only: the missiles will keep the shield down long enough for you to do one complete pass with cannons blazing.
7) As soon as your cannons are within range of the stern of the ship, start firing. You won't know when this is, as your ship targeting system will be focusing on the middle of the ship for you weapons lock and range info. Just start firing as you approach.
8) Face towards the ship and strafe it from stem to stern. As you fly past, you should be able to get a couple final shots by flying backwards (depending on how close you are).
9) I tap my afterburners to push myself closer into the gravity field, just be careful not to get too close as it will cause you to slow down considerably. Use CM's as necessary, though you are flying fast enough that it should not be a real concern for the duration of your cannon attack.
10) As you pass beyond the bow of the ship, you may find yourself drifting with a slight velocity vector that is perpendicular to the ship. Level out, and watch the ship as you fly backwards. Shoot down any incoming missiles at this time.
11) If you are in a situation with a lot of fighters, they will likely have followed you on a plane above the ship (if you strafed from above) or below the ship (if you strafed from below). Keep this in mind, it will be important in the next step.
12) As you drift out about 3000 m beyond the bow of the ship, turn on IDS and hit the afterburners. Turn off IDS once your speed reaches zero, and begin accelerating back towards the craft.
13) Bearing in mind the location of the fighters, you may want to strafe so that you are attacking the ship on a path (still parallel to the ship) that will take you farthest from incoming fighters. This path could take you on either side of the ship, not just above or below. REMEMBER: If you collide with an oncoming fighter during this maneuver, you will be brought to a stop and will likely die. (Unless you are quick on the f1 key and have full energy).
14) Once you are withing 2000 m of the ship, fire your missiles. Repeat the above strafing technique, and watch the ships' damage bar. You may want to slow down a touch if you feel like you won't have enough time to deal the final blow before drifting beyond the stern and out of range.


And that's it! I'd say 3 out of 4 times, if this technique is properly applied, you will manage to destroy the cap ship. There are a lot of steps, and so practice will be key. Keep in mind though, this all happens in less than a minute. Ultimately, your intuition and situational awareness will be your biggest asset.

A few things to keep in mind:
-Cannons only! You will use too much energy if you are using your lasers too, and their low yield won't be doing you much as the shields are already down.
-Yield vs. Rate of Fire: These two will need to be balanced. The faster you can get your shots in, the better; but if the shots are of lower yield, you may not do as much damage even for the extra shots. Some experimentation may be needed here, but I've been able to pull this off with a fairly high success rate using the Trebuchet Cannon as well as the Banshee.



Give this a try and let me know how it works for you!

[Edited on 10-17-2009 by Wasp89]
-The race is not to the swift,
or the battle to the strong,
nor does food come to the wise,
or wealth to the brilliant
or favor to the learned;
but time and chance happen to them all...

...For death is the destiny of every man;
the living should take this to heart...
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Advanced techniques--Wasp\'s edition

Post by tha_rami »

Being at point zero is quite easy, by the way, simply fly into it. Usually works.

Therefore, I have one golden rule for Fulcrum shots: fire it at an asteroid from quite close, then turn and jump. Makes sure no-one can react in time, you should be out just in time and no-one can use that glitch.
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