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Post by sochilli (Saltesers) on Jan 6, 2017 18:26:38 GMT -5
To be honest, i feel like I have little clue how to execute flanking "correctly", I just try to go perp to the shield and blast away...
anyone have any any tricks up their sleeves to deal more damage, or do it faster?
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[AurN] perfectlyGoodInk
Aurora Clan Moderator
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Favorite robot: Bishop from Aliens, although WALL-E is a close second
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Post by [AurN] perfectlyGoodInk on Jan 6, 2017 18:33:37 GMT -5
My only "trick" isn't really rocket science. I notice a big four-legged bot on my team heading for (or already at) a visible place and employ my brain to deduce that the enemies will go toward it. I then find a good approach to shoot at them from the side. If I'm lucky, they all line up nicely and I'm in a dual-Orkan Rhino, but I don't think there's much of a trick to being lucky other than to play often enough.
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Post by rags on Jan 6, 2017 18:33:53 GMT -5
Get close
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Post by ŞĆĦŇIŦŽ€Ł on Jan 6, 2017 19:25:31 GMT -5
If flanking means what I think it means, I distract reds with my stalker. While they're busy reloading and blocking my mags, my squadmates run up to point blank with thunders
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Post by Deleted on Jan 6, 2017 20:53:53 GMT -5
Its a war strategy boys!
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Post by Strayed on Jan 6, 2017 21:18:57 GMT -5
Take the roundabout path with few enemies. Your goal isn't to take out as many enemies as possible when getting into position but to get into position and draw the least amount of attention possible to yourself. This will allow you to take out more enemy bots at once and create a gap in their defenses that your team can push into.
Theoretically, the best position is right behind your enemy, but in practice it rarely is. You will be shot at by enemies who are just spawning in and it takes much longer to get into a position behind your opponents, which exposes you to more enemy bots. There will also be a longer travel time in between kills, as the enemy often sets up in a row rather than in a column formation. Since your goal is to defeat as many enemies in quick succession as possible and create a gap for your teammates to push into, attacking from behind is a better strategy to take out a group of bots in a round or clumped formation as they will not easily notice you and there is far less travel time in between kills.
The best position is often to attack from the side where you are in a 180 degrees position relative to your enemy. This includes far less travel time as when you kill one bot, the next defender is often to the side of him. There will be less travel time between kills, so you can create a larger gap in their defenses. You will also be less exposed to enemies who are just spawning in.
It is best to follow up after a successful flanking attempt with a spawn charge in order to trap the enemy within their spawn.
The best setups to use for flanking would be the: Lancelot Thunder Tarans Plasma Galahad PDB Rhino PDB Griff Thunder Carnage
It is best to flank towards the middle or end of a match as enemy knifers will be attacking your teammates rather than capping their home beacons and you can attack them from behind as soon as you're done mopping up the midrangers.
Note that flanking will rarely work on an actual organized clan as their situational awareness is usually much higher than randoms.
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Post by WE034 on Jan 6, 2017 21:28:47 GMT -5
In the art of maneuver warfare, a tactic called the hammer and anvil is common. A fixed firing point or base of fire is established to fix an enemy in place and to draw attention n fire. It contains sustained fire with staying power. This is the anvil. A mobile element, preferably high speed with significant punch, uses cover and concealment to pass to the side or flank of the enemy element, hopefully unnoticed or disregarded, that is fixed by the anvil. This is the hammer. Upon achieving a superior firing point on the enemy's vulnerable flank, the hammer strikes with a determined fulisade while advancing if able. The final result desired is to bring effective fires on the enemy, driving them into the critical fires of the base, or reduce the enemy position in crossfire. In game example; on Canyon, a mag gep goes guns silent while going off axis of advance to center, behind the buildings and terrain, arriving at an assault position perpendicular to the artillery support bots of the red team. Then opens up to reduce them, or draw fire. Or to pull enemy assault element from advancing on center beacon. en.m.wikipedia.org/wiki/Hammer_and_anvil
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Post by sochilli (Saltesers) on Jan 7, 2017 3:32:25 GMT -5
In the art of maneuver warfare, a tactic called the hammer and anvil is common. A fixed firing point or base of fire is established to fix an enemy in place and to draw attention n fire. It contains sustained fire with staying power. This is the anvil. A mobile element, preferably high speed with significant punch, uses cover and concealment to pass to the side or flank of the enemy element, hopefully unnoticed or disregarded, that is fixed by the anvil. This is the hammer. Upon achieving a superior firing point on the enemy's vulnerable flank, the hammer strikes with a determined fulisade while advancing if able. The final result desired is to bring effective fires on the enemy, driving them into the critical fires of the base, or reduce the enemy position in crossfire. In game example; on Canyon, a mag gep goes guns silent while going off axis of advance to center, behind the buildings and terrain, arriving at an assault position perpendicular to the artillery support bots of the red team. Then opens up to reduce them, or draw fire. Or to pull enemy assault element from advancing on center beacon. en.m.wikipedia.org/wiki/Hammer_and_anvil*sees military like symbols* *squints*
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Post by elttaes on Jan 7, 2017 3:53:20 GMT -5
Look where a blue is firing, move around to fire at the same target from the side.
Bonus points for looking for reds so that you aren't flanked in turn.
Alternatively, find a place (like center beacon) that reds are likely to line up and fire on. Circle around out of sight and hit them from the side. Definitely watch that you aren't flanked by their spawn zone.
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Post by Deadalready on Jan 7, 2017 8:50:22 GMT -5
Unless you're in a light bot, trying to do the long way round a map isn't necessarily opportunity effective. It would take some extremely blind enemies to not notice you're taking the longest route towards them. Given the amount of time needed to finally reach them it's likely you'll simply get focused down if you're unlucky.
My personal definition of flanking is attacking from angles enemies aren't expecting. Or in a team situation hitting one enemy from two different angles. In a team fight I try to pay attention to the angle my team is hitting someone, then positioning in a direction that will force enemies to turn in order to face me or my allies. Due to turn speed it can be extremely difficult to fight two enemies simultaneously shooting at you as well as disorientating.
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Post by Prowler on Jan 7, 2017 9:24:28 GMT -5
Effective flanking is a team effort. Well explained above here.
Bypassing a shield is something different. You have to use homing weapons like the hydra. Lock on the target but aim well off to the side of the target box. The missiles will curve towards the target and hit it in the "flank".
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Post by Trogon on Jan 9, 2017 10:01:00 GMT -5
Sometimes flanking by trying to work around the side of a map to take a side beacon or set up anther angle of attack "fails" from the perspective that I don't achieve my primary objective, but succeeds because one or two (or sometimes even three or four) reds notice me and come after me. This can sometimes be just as productive as it diverts the reds' attention and allows my team, assuming they're alert enough and not just camping, to press an advantage somewhere else.
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Post by SlowReflexes on Jan 9, 2017 10:14:09 GMT -5
Sometimes flanking by trying to work around the side of a map to take a side beacon or set up anther angle of attack "fails" from the perspective that I don't achieve my primary objective, but succeeds because one or two (or sometimes even three or four) reds notice me and come after me. This can sometimes be just as productive as it diverts the reds' attention and allows my team, assuming they're alert enough and not just camping, to press an advantage somewhere else. Yep, sometimes just stretching the field helps your team. If the enemy has center and their whole team is set up in good firing positions (good players can set up some incredible set piece fixed defenses just from memory) to defend it, your team will get slaughtered just pounding away trying to retake center. Someone should go wide. If they don't notice, you get a side beacon and a flanking position to start chipping away at their defenses. If they see you and redeploy, that throws them into chaos that your team can take advantage of. Even more so if they overreact. Like football - if a team is loading up to stop one thing, you don't counter that by doing that one thing more and harder. You hit them where they've left themselves weak. They load up the box, you go down field, etc.
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Post by lephturn on Jan 9, 2017 15:42:42 GMT -5
My plan in a Cossack early game is to take side beacons and get to the enemy's home beacon and die. Hopefully taking a few of them with me first. If I can take their home beacon and get a kill or two I'll eject if nobody is shooting at me, but most times I'll get some attention. Pulling 2-4 reds off to the side of their own spawn is very effective if your team has any sort of a clue and pushes center. This is most effective when I find a good piece of cover to corner shoot around where I can often hold off and kill 1 or 2, sometimes more. If I get swarmed and squished far away from the front lines I get to respawn in something fast and hopefully get back tot he center before they do. Sure sometimes I guess wrong about where to go and get pwned... but that's why I have a 5th slot.
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Pbartender
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Post by Pbartender on Jan 9, 2017 16:15:35 GMT -5
If I can take their home beacon and get a kill or two I'll eject if nobody is shooting at me... At that point, I'll often make a suicide run at their center line, hopping around in circles... Hopefully, confusing and distracting them enough for my team to get an advantage, before I pop and respawn.
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Post by lephturn on Jan 9, 2017 16:34:17 GMT -5
If I can take their home beacon and get a kill or two I'll eject if nobody is shooting at me... At that point, I'll often make a suicide run at their center line, hopping around in circles... Hopefully, confusing and distracting them enough for my team to get an advantage, before I pop and respawn. Agreed - it depends on how close to reds I am. If they've ignored me and rushed center while I took their home beacon it's a matter of how long it will take to get their attention. If it's more than about 10 seconds I'll eject and grab a knifer.
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