星云:战舰指挥官 NEBULOUS: Fleet Command

星云:战舰指挥官 NEBULOUS: Fleet Command

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"Hemlock is Washed" - Mixed Missile Axford
   
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9 月 21 日 下午 8:46
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"Hemlock is Washed" - Mixed Missile Axford

描述
Role: Ambush - Fire Support - Cap Defense

Difficulty: INTERMEDIATE

Similar playstyle to TF Hemlock starter, but featuring exclusively S3H for all your OSP-destroying needs. Designed around making substantial impact in all aspects of the game to make the lives of every player on your team individually easier.

THE MISSILES:

Use Apollo-A/B Antilights in pairs for natyub, fishing/probing defenses, or to clean out cap defense assets like MMTs or ruttles camping points for your caps player. Can be used in groups of 4 for respectable chip damage against monitors or liners.

Use Apollo A/B/C in groups of 6 for big chunk damage against monitor blobs, liners, or ocellos. NOTE: Against Ocellos, missiles will need to each end of path further (>4km) from their targets. The staging stagger of the missiles combined with their stacked jamming means you can reliably get missiles in vs auroramaxxed ocellos, but all missiles need to acquire before they start staging to prevent "dripfeeding" missiles to the auroras. Against liners and monitors where softkill is a larger concern, it can be more beneficial to path missiles in closer to the formations, sacrificing salvo clumping to give the enemy less time to react since they have little chance of shooting your missiles down without an ocello nearby.

Use Ares missiles in a group of 3 to kill monitors, or in groups of 6 to kill Ocellos. Ares missiles may be used against liners as well but should not be dumped unless the liner is an extremely urgent kill or you have verified that there are not remaining MNs or CCs in your game you should hold your missiles for. NOTE: Ares are hot launched for more precise salvo timing and potential ability to get missiles in against ocellos armed with sarissas at close range. Be mindful of your ship's angle when firing, and be wary of the rear VLS especially when firing at targets on your nose because the missiles tend to take a diagonal upwards path from the rear VLS. Ample clearance is important when firing these.

PLAYSTYLE:

You can do your thing with your missiles from most locations on most maps, so you can often best maximize your value by playing in positions where you can watch a cap with your beam and take load off your caps player so they can dedicate more attention to other points. Keep watch over the map and pay close attention to what both your team and the enemy team are doing. You are not a CLN, you can't just start spamming missiles attempting to solo kill the enemy team on your own.

You get best value when your missiles are timed with other things happening on the map. 6 Apollos landing on the enemy 450LNs mid fight with your frontline will turn the engagement into a blowout for your team. Drawing the attention of a monitor ball and deleting 80% of their assets with Ares salvos will take immense pressure off the rest of your teammates so they can take space with less fear of counterattack. A sneakily pathed pair of antilights can cripple that MMT that's been watching the opponent's natural just in time for your caps player to attempt a backcap. You are a support asset, and every decision should be viewed through the lens of "What is the best thing I can do to make my teammates' lives easier?"

WARNING: This ship has no PD. None. Not a singular defender or rebound or anything. Against missiles you rely on your chaff and floodlight to decoy anything coming your way, you must simply aura-tank shortstops and the like that come your way if you can't see them and set up chaff in time. And against CMD, well, you shouldn't have been there to begin with. Your first and most important defense against missiles in this fleet is to never be a convenient target to shoot at in the first place (either through the enemy not knowing where you are, frequent repositioning, or you not being the priority target at a given time).

In short: Position like a budget beamstone, be sneaky, keep watch over a point if possible, and all the while watch the map for when things are about to happen. Harass, poke, and chip away at the enemy at every turn, and incinerate heavily armored frontline that gets overeager to push with your HEKP and beam.