Maneuvers are used to gain a better angular position in relation to the opponent. BFM combines the fundamentals of aerodynamic flight and the geometry of pursuit, with the physics of managing the aircraft's energy-to-mass ratio, called its specific energy. Many of the tactics might be able to be adapted, and of course new ones created.Four P-40 Warhawks performing training maneuvers.īasic fighter maneuvers ( BFM) are tactical movements performed by fighter aircraft during air combat maneuvering (ACM, also called dogfighting), to gain a positional advantage over the opponent. Considering where other forces might come in, say if it's a 32v32, and position yourself accordingly, forcing the possible incoming force to see the one your fighting first. I mean the amount of variables would cause a need to write paragraphs, but I don't want to do that lol. So, theoretically, would it be advantageous to even split an 8 man into two groups and have one sprint (and popping enliven) around to the rear to attack the casters and healers, especially in a 16v16? Or say have your 8 man group join a battle in progress from the flank or rear? Generally your melee are going to be on the front of whatever group, casters and healers in the back. That I understand that many tactics, such as wedges and charges, are based on physical prowress, which in non existent here, but are the flanks and rear of a group still suceptable to exploitation? Unless you're a pre-made, you'll never win a Seal Rock match off combat merit alone. This kept all the combat in the caves, and most southern and beach nodes we were able to grab no-contest.Ī lot of people think Seal Rock is just RNG RNG RNG, and it is to an extent, but it's how you HANDLE and mitigate that RNG that matters. We did that, and a few more cave nodes popped in the next round. The other day I played a match where I told everyone to push the Adder caves and some people protested. You need to move your army to take control of areas before node spawns, you also want to try to keep the fighting away from your spawn. Even if you get pincered, the other 2 teams will usually bottle up at the begging of the ladder/bridge and no one will really be able to come up and attack you. The cave node on Seal Rock that has the big ladder/bridge leading up to it is one of the best points to hold. It's not uncommon to be knocked off of higher ground.Īlso terrain plays a big effect. People use cliffs and bridges to their tactical advantage, both offensively and defensively. Diving too deep could lead 10+ people focusing you and you'll most likely get exploded. Melee DPS have to kind of dance between the tank line and the back line, which is pretty hard to do with inexperienced players. Obviously all of the ranged characters and healers are going to be farther away than the tanks. Map movements are pretty crucial in Seal Rock, and there's always going to be a tankline and back line in games like this. Though for small scale combat you won't really see those lines develop, and fights boil down to coordinating your crowd control and target selection (also a huge boon in large scale combat, just much harder to pull off). Going head-to-head tends to lead to long drawn out engagements where the side with superior numbers/gear eventually wins out, but if you could get a small semi-coordinated group to swing around to the back line you could take down a far superior enemy by removing their back line before the front line could respond. Going head on ends up with the defending back line kiting the offensive front line while the defending front line harasses/kills them. The key to winning engagements was/is killing off their healers. In large scale PvP you will generally end up with a front line of melee DPS and tanks, and a back line of healers and ranged DPS. They work in large scale PvP, while I haven't done much PvP in FFXIV, I used pincer attacks and coordinated assaults to great effect in Warhammer Online.
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