General Hints and Advice

A place to read up on hints and tips for playing Savage
barney_3d
Posts: 326
Joined: 08 Jan 2009 12:44

Re: General Hints and Advice

Post by barney_3d » 06 Mar 2009 10:35

Thollmigul wrote:How can you get away quickly with a distrupter while sniping? Sorry but I found it ridicilous. Discussing these kind of things make no sense at all. You play in "that" moment and you do what's necessary at that time.

It's not about temper at all tbh. There's no need to make images like these, that's what I'm saying. And that's about my opinion, that's about stating the facts from my side. No beyond it. Nothing related to temper. If you want to be good in game, you just play, play, play and decide what to do in that moment.
you actually do something to arrive before that moment, and playing in a solid team formation will make you last longer in game and will allow you to do more damage.

Also the disrupters and getaway thing: 1 lego, two preds running at it, throw 3 disrupters they either back off or get at least some damage to their HP making your chances of fighting them off a lot bigger.

XR is about squad based playing with teams, officers working together. For NSL we also need to work together in teams.

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Thollmigul
Posts: 732
Joined: 12 Jan 2009 20:27

Re: General Hints and Advice

Post by Thollmigul » 08 Mar 2009 23:06

Aight man, thanks for the pro advices.

barney_3d
Posts: 326
Joined: 08 Jan 2009 12:44

Re: General Hints and Advice

Post by barney_3d » 09 Mar 2009 18:46

Glad I could help :D

Storm
Posts: 644
Joined: 08 Jan 2009 10:05

Re: General Hints and Advice

Post by Storm » 10 May 2009 20:38

I also don't understand the sniper with disruptors. That unit's gonna cost you a bundle. It never gets gold, because anything it kills is too far away, and you can't reloc to prevent dying and loss of gold.

I never really found charts particularly useful. You're overanalysing things. The important thing I think, is to keep flexible during a game. Co-op strategy games are supposed to be dynamic. You have to make do with what you have.

Playing in team formation might be useful though. But I'm thinking more about tactics than equipment. Though I think humans should always have a relocator. Like beasts should always have frenzy. It increases mobility at minimum costs. That counts for a lot in a dynamic game.

About team tactics. We should try organising squads. I think some tactics will help. Like combining ranged (coil/tempest) and melee (flux/rabid).

When I look at successful teams. I never see people trying to fit into a predetermined plan, I see a flexible plan that makes good use of peoples individual talents.

Storm
Posts: 644
Joined: 08 Jan 2009 10:05

Re: General Hints and Advice

Post by Storm » 10 May 2009 20:39

By the way. I think all our players should read the Art of War.

Download it. Read it. Failure to understand it, means failure in Savage. I kid you not. :)

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CarniWhore
Site Admin
Posts: 1689
Joined: 08 Jan 2009 22:11

Re: General Hints and Advice

Post by CarniWhore » 10 May 2009 22:19

Storm wrote:By the way. I think all our players should read the Art of War.

Download it. Read it. Failure to understand it, means failure in Savage. I kid you not. :)
OMGZ, can't you just summarise it, way too long :)

Oh, and one tip which has probably been mentioned already. Supporting a good melee player as beast, one goes with rabid the other with surge/blaze to counter the human block. Tried it a few times and it's surprising how well it works with just a unit of 2.

Storm
Posts: 644
Joined: 08 Jan 2009 10:05

Re: General Hints and Advice

Post by Storm » 11 May 2009 14:08

CarniWhore wrote:OMGZ, can't you just summarise it, way too long :)
"All warfare is based on deception."

Still. It's a good read. :)

Rave

Re: General Hints and Advice

Post by Rave » 11 May 2009 19:42

I think human a melee needs a pulse. But then again, I don't take beasties into account :)

Storm
Posts: 644
Joined: 08 Jan 2009 10:05

Re: General Hints and Advice

Post by Storm » 12 May 2009 08:17

Flux is faster switching and easier aim against fast moving targets. Also. It can't be interfered with by shocks or storm shields. Hence, I prefer it in melee. Another disadvantage of pulse, if you shoot it really close, you also splash yourself. :)

Lately, I like using coils in melee. That makes for good fun. But you need fast twitch-aim for that. Can't afford careful aim.

Rave

Re: General Hints and Advice

Post by Rave » 12 May 2009 09:51

Storm wrote: Another disadvantage of pulse, if you shoot it really close, you also splash yourself. :)
Only if you don't aim. :p
If you do aim you can hit the ground behind your enemy, thus pass the block. It's terribly easy to blockwhore a fluxgun empty.

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