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Guerilla Tactics Tutorial
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Systemic Anomaly

Joined: Dec 9, 2005
Messages: 1667
Location: Amidst polymer and steel...
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Hyperjump
Use this to your advantage. Blindly jumping doesn't do you very well, as you can't exactly control how far you'll go or where you'll land. Not only that, you'll oftentimes get accused of running away. Use the Alt+J method and you can easily use your scroll wheel to look at the surrounding structures and find a good, close place to jump to.

Vs Hyperjump
If you've damaged a participant in the herd, you will most likely find that they've jumped away from you. Use their contrails to your advantage if they're low on health and you desperately want to collect your CQ. If you jump within a couple seconds of them jumping and maintain your locked target, you will not lose them. You'll be able to land near by. Rinse and repeat if they're overly cautious. They'll eventually want to sit to regain that health.

Hotbar
Keep your tactics on the lower hotbar and your attacks on the upper one, using shift+# to switch if you have more than ten abilities you think you'll be using. See reasons below.

Tactics
I set my tactics as 1-5 on the lower hotbar (#20) so as to keep from having to move my mouse pointer around and constantly click. Because of this, I can use CTRL+4 to activate block and get some extra evasion out of my bubble. This is exceptionally good for blocking as well. If the roots and freefires are from gunmen, use hyperdodge. If they're coming from spies, use hyperdefense. You should be able to use this in conjunction with your Hyperjump to keep them guessing as to where you'll be heading next. Lead them in circles and eventually some of them will lose track or interest.

These are the tactics I use with my Rifleman loadout when the zerg is in full effect. It provides a decent level of defense when you're outnumbered and enables me to avoid the /youneverfightalone whine. If you're careful about the adversary's opportunities in comparison to your own, you'll know when to bug out and when to stand your ground. With these tactics you'd be amazed at how many level 50's you can kill while they stand comfortably around their friends.

If anyone would like to add their own guerilla tactics, please feel free.



Vindicator

Joined: Sep 1, 2005
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I'd actually think that having your tactics on the top hotbar would be more beneficial since you can switch to block, grab, etc on a whim. It's excellent for duels as well since you can often get their shield down on the first try and keep yours up.



Systemic Anomaly

Joined: Dec 9, 2005
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Trayen1 wrote:
I'd actually think that having your tactics on the top hotbar would be more beneficial since you can switch to block, grab, etc on a whim. It's excellent for duels as well since you can often get their shield down on the first try and keep yours up.
CTR+# will activate the abilities on the lower bar. Hence the reason for keeping them on a lower, fixed hotbar (20).

The top bar switches with SHIFT+# commands, so you can still use the 1-0 and easily switch from hotbars 1, 2, 3, 4, 5, etc. using SHIFT+#. This allows you to setup self-buffs like your defensive Awakened, Mobius, Prison Mentality, etc. on one hotbar and easily go between it and your specials without ever losing your Tactics. For example, I use SHIFT+2, then 2, then SHIFT+3 back to my abilities when I need to activate Hyper-Speed. I also keep Desperation and the Resistance Awakened abilities on my lower one, so that I can always activate them regardless of what's going on in my top hotbar.

This allows me to stay moving while activating abilities, or speak in area chat while not missing a beat.



Ascendent Logic

Joined: Mar 16, 2006
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The lower hotbars switch on CRTL + SHIFT + 1-10


And lately I thought of Marcoing the 4 tactics Speed, Power, Grab and Block onto keys so I can have 4 additional spaces on my hotbar. I have yet to try out if that works.



Systemic Anomaly

Joined: Dec 9, 2005
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GoDGiVeR wrote:
The lower hotbars switch on CRTL + SHIFT + 1-10


And lately I thought of Marcoing the 4 tactics Speed, Power, Grab and Block onto keys so I can have 4 additional spaces on my hotbar. I have yet to try out if that works.
They used to be bound to the arrows. I'm not sure if you could bind Tactics to keys anymore, as I think that was disabled. You'd still need four macros for the tactics, which is just as effective (ineffective?) as having the four colored buttons on your hotbar.

Additionally, before multi-on-one interlock was removed you were able to switch targets using TAB or C. You could still only use an attack on one at a time, blocking the others, but in this way you could concentrate all firepower on the Super Star Destroyer. I found out about this command only a couple of weeks prior to CR2, but to my knowledge nobody else was aware of this.



Ascendent Logic

Joined: Mar 16, 2006
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Zerotolerance wrote:
GoDGiVeR wrote:
The lower hotbars switch on CRTL + SHIFT + 1-10


And lately I thought of Marcoing the 4 tactics Speed, Power, Grab and Block onto keys so I can have 4 additional spaces on my hotbar. I have yet to try out if that works.
They used to be bound to the arrows. I'm not sure if you could bind Tactics to keys anymore, as I think that was disabled. You'd still need four macros for the tactics, which is just as effective (ineffective?) as having the four colored buttons on your hotbar.


Those Macros would be on unused hotbars. And Macros can be activated by keys if you name it like a key (e.g. /Macro a /ac It's the A key Macro ftwSMILEY



Systemic Anomaly

Joined: Dec 20, 2005
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Useful command to keep in mind: /who, lets you see often how many additional reds there are in stealth.

/macro r /range;
/macro l /leanwallloop; // system chat silent equivalent to /point

I always have my tactics 1-4, depending on the load I'll put block on 5 or Ctrl + 1, that way I can be useful and change tactics while using the mouse to click things while using ADSW to move.

One suggestion I have though is: keep interlock abilities on the second hotbar. That way you can put things you need to be able to do while moving on your first hotbar. Maneuverability is key when fighting against numbers, if you stand still and pause to do something it can be troublesome.

When it comes to chasing, always let them think they got away. Let them go into a building or something to "heal up." Once they think they got away and start to heal, then chase again using /r and /l. I find that when they start casting their shield again is the ideal time to jump in and re-interlock them (just before it finishes): they hit the icon for Evade Combat and go into a state immediately assuming their shield is up again, and don't quite have the "OMG JUMP AWAY" reflex that would normally occur.



Ascendent Logic

Joined: Mar 16, 2006
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Bayamo wrote:

/macro l /leanwallloop; // system chat silent equivalent to /point

./tsuj is your friend.



Jacked Out

Joined: Dec 27, 2006
Messages: 6256
Location: The Real World This is how MxO ends: Not with a bang but a whimper
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I would prefer having my tactics binded to the arrow keys, allowing more slots open to me. Macroing to keys sound's interesting tho' I'll have to look into it.


Perceptive Mind

Joined: Mar 14, 2006
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Bayamo wrote:
/macro r /range;
/macro l /leanwallloop; // system chat silent equivalent to /point



hmm... I tried that... my keys won't bind. There's just a macro named "r" which gives me the range to my target when I click on, but nothing happens when I hit the "r"-key...

Any suggestions?

Cheers,
Anuk



Mainframe Invader

Joined: Dec 19, 2006
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Nice.... sticky?



Jacked Out

Joined: Aug 29, 2005
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I have a gamers mouse so I have target hyperjump on one of the buttons. I also have instead ctrl+space using "f" to HJ and you actually can be precice to where to land to certain extent. I have yet to macro my tactics, but I am quick enough with the mouse so...
I have hotekys using IL and free fire so I dont need to use the mouse for that. I also often use a changed hotkey to target attacker which proves useful when u get sniped from "nowhere".
 
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