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==HTT piloting==
[[File:Srmemp.jpg|thumb|right|EMP Missile]]
Capturing bases is often harder than [[Cadet_II/Bomber|bombing]] because not only do you have to fire [[Missiles#SRM_-_Short_Range_Missiles|EMP missiles]] at the enemy base, you actually have to dock while its shields are down. Closing the distance gap between the point where you become eyed and the green door requires much more than just piloting talent, this lesson will explore the different skills you need to bring along to improve your chances for a successful [[HTT]] run.


===Introduction===


Romeo says about HTTs:
Bombing seems trivial when compared to how hard capturing bases is. After all, when you bomb, you have the support of your entire team (ideally) and usually bomb runs are conducted when one or both teams only have regular/enhanced tech to defend with. By comparison, HTT, being an end game research, you often have to contend with much improved late-game tech ([[Cadet_I/Abbreviations|Mk3]]) that makes it even easier for the enemy to find (increased detection range, ie. [[Scout#Mk_II_-_Advanced_scout|adv scouts]]) and kill you (improved damage/better ships). Capturing bases is not for the faint of heart, it can be one of the most thrilling missions you can carry out in Allegiance... you can single handedly turn the tide of the battle.


My HTT Run:
===Picking a Target===


My load out is 2 racks of EMP MISSILES and medium shield in my cargo. NOT LOADED UP. Make sure you have signature �general advancements� IE: Sig1 and Sig2 are researched. This gives me the lowest possible signature and insures maximum stealth capabilities.
While capturing enemy tech bases can be crippling to the enemy, sometimes it is better to go for the easier targets ([[Outpost|outposts]]) to increase the number of sectors you can launch from to attack theirs. Generally speaking, assuming all targets are equally easy to capture, your priority list will closely resemble a bomber's checklist on how to [[Cadet_II/Bomber#Picking_a_target|pick a target]], though you obviously won't be able to capture [[Teleport_receiver|teleport receivers]] or [[Refinery|refineries]] with your HTT since you need a green door to dock into.


Before I launch I look closely at the mini-map via F7 key. I plan my route and plot where I will attack from by viewing which is the clearest possible path to get into there sector. When I am planning, all I am planning for to start with is to get into the enemy sector. THAT’S IT. If I cant get in then I am useless in my HTT and wasting a nice chunk of my teams money. So to start with all you want to do is get into the sector safely and UNSPOTTED. You do not want to tip them off that you are there. The element of surprise is a bit more important with HTT as you don’t have cloak like with stealth bombers. (Except with BIOS of course)
===Purchasing the HTT===


Generally speaking, I will NOT approach an aleph straight on. I prefer to come at the aleph from the side or from behind the aleph. Whenever possible keep rocks between you and wherever you are heading, they provide some nice cover. IF I know FOR SURE the aleph is not mined, only then will I go in full speed. Remember you have your shields down and you are very vulnerable having only half the time to survive under fire should you be attacked or spotted by the enemy. The mines potentially laying in wait for you will do little damage if you go through slowly. (Just remember you do reveal that you’re there by going through minefields and setting the little mine explosions off while you are going through them.)
An HTT costs twice as much as a bomber so you want to make smart decisions with the faith/investment that your commander has placed on you. Even before HTT research becomes available, you should already have been [[Cadet_I/Probing|probing]] and [[Cadet_I/Deprobing|deprobing]] various routes that you might take to capture enemy bases. This exercise will give you a feel for detection ranges of the bases you intend to capture when you approximate your HTT's [[Signature|signature]] as closely as you can with your scout's loadout (try no shields + dumbfires ARMED).


If I am going to come through the aleph “unsure” of mines I will generally go pretty slowly. So whether you go in hot or cautious, make sure you know where you are going to retreat to for safety. (I usually come into the sector and IMMEDIATELY head behind the aleph or off to one side toward the outer edges of the grid on your F7 screen.
===Loading the HTT===


Once I am in I fly in F3 or command view. (As I do most of the time I’m in a HTT. enemy OR my home sectors.)
If you want to live on the edge, take one rack of EMP missiles and your medium shields (both in cargo). A safer loadout would be to take an extra rack of EMP missiles, in case your EMP missiles manage to miss the base (typically only 2 missiles needed to fully bring down the shields of any base). Having this extra rack, while optional, will also increase your mass and thus lower your acceleration which may be crucial if you were rammed head on by the defense and lost all your momentum. Having extra countermeasures really won't make a huge difference unless you are facing stealth fighters and even then your survival will mostly depend on your nans.
I am only in normal view when going through alephs, as well as on the last 2-4K of my run before I dock in the enemy base and and only when I’m lining up my ship to make my run. (Like when I'm trying to get the asteroid "centered" between my ship and the base I'm about to cap.(be wary of TP's and ref's you may not see. They could get you "eyed" too soon. Taking a stealthy scout can help with this.)


I continue flying my HTT to the outer portion of where the grid ends and the ‘black area starts. (Rarely does anyone probe or fly out in this area, unless they are up to no good just like you are.)
===Launching the HTT===
Once I reach the safety of the outer sector rim, I begin to locate the base I am about to capture. I will zoom in to see EXACTLY where the green door is. Next, I will take a look around the green door side of the base. Notice the rocks that are there. Which one is the closest to the base AND lined up with the green door? This is VERY important, because you are going to use that rock to hide from the enemy on your approach. If you hide behind the rock you will be hidden until under 3K away EASY.


With an HTT you want your approach to be as lined up with the green door as possible. If you are on too much of an angle YOU WILL bounce off and most likely be killed before the capture of that base. I look around and I find my rock. I then slowly plod along around the sector on the outer rim of the grid until I am behind the rock that is most lined up with the green door. I put the rock DIRECTLY in my approach path, keeping the rock between my ship and the base. If I can see the base in my line of sight, I am not in the right place and will be spotted.
The success or failure of your HTT run largely depends on your ability to be stealthy; so before you launch, double check that you do not have shields/missiles loaded AND that you won't be eyed on launch. If you can't trust your teamates, just launch a fig/int yourself and boost right back into base to check for eye. Take one last look at the sector you are about to enter and check to see if all your probes are still intact... if not, a scout may be in the sector actively deprobing and you might consider an alternate base to capture instead. If you can convince a teamate to fly ahead to look for uneyed probes, do so, as that should keep you from getting eyed by some random probe/scout. If you are going alone, avoid direct paths between alephs since these areas are likely to contain probes.


Once I have accomplished getting my HTT lined up with the green door side and have my rock between my ship and the base it is time to tell your team that you are going to cap there base. This way they can get into base and launch from the base you just captured and help protect it/keep it as most teams will try to re-cap it or they will launch in bombers and try to spoil the party by blowing the base up.
===Flying the HTT===


You need your team to be aware that you are capping the base and they are needed to help maintain it. Now once you start going stay in F7 for as long as you can so you can see other craft in the sector as they may appear once you come closer. You will have a better idea of where they are in relation to you and your line of approach. If they are in the way or they might end up in the way of your approach, its OK to abort and go set up again. Patience is HUGE when you HTT. The element of surprise cannot be compromised.
By now you should have entered their sector without eye. If you did get eyed, there's a good chance that they will send scouts after you so just start ripping out (rip time = 20 s) and try a different sector instead. Be patient and fly along the outskirts of the sector where there is the least chance of encountering enemy ships/probes until you have a direct line of sight to the green door of their base. It does not need to be on the plane, in fact, it's better if you can get to the green door at an angle off the plane.


Now for the fun part. You are heading for the rock that’s got you lined up with the green door and your SHIELDS are STILL down and so are your MISSILES. When you get about 700 or less from the rock THEN start to turn to go around it. You will get eyed before you actually get around the outside of the rock but you should be fine if you picked a decent rock and are within 2.5K or less from the base. AS SOON AS YOU GET EYE, raise your SHIELDS and load up them MISSILES. You are safe to fire at the base when about 1000 away and should get lock about 900. (Some people will argue that you can shoot at 1250 or whatever ... I see no need, 1K works JUST fine but experiment if you like)
====F3 and zoom====
As you navigate your HTT to avoid eye, use F3 ([[Command_view]]) to judge distances between objects of interest. More importantly, target the enemy base and zoom in to make sure you are facing their green door. This table[http://tinyurl.com/2uh6dw] will give you help you figure out the predetermined orientation of each base's green and red doors.


Fire all the MISSILES you can before you enter the green door. If the shields are not down you will NOT be allowed to enter the base. The shields MUST be down on the base for you to enter it. Once you are in the base make sure you know whether they are trying to Re-cap it from you, bomb it, or just launched in INTS or FIGS. If they are recapping, make sure you load your MISSILES and SHIELDS while you are still in base BEFORE you launch. If they are bombing it, you may want to launch in an INT or FIG to defend it, or you can switch bases quick and look for the next base you want to attack.
===Waiting for the right time to strike===


Hold position 5-6k away from the base to stay uneyed, minimize your ability to eye them by pointing your ship directly away from their base and look at the minimap for signs of possible distractions. This is where your [[Cadet_II/Situational_awareness|situational awareness]] comes into play.


Notes:
* is there an upcoming con push into a crucial enemy sector?
Try not to use Helium rocks for your approach. Miners show up at the worst times and will spoil your fun.(Dead Helium Rocks can be used less cautiously though as most miners wont return to a dead rock)
* is there a bomb run in progress?


It’s much better to have a NAN with you BUT make sure your Nan has his SHIELDS and MISSILES unloaded as well or the Nan will wreck your fun.
Your ability to communicate with your team will allow you to make the best of your surprise factor. The more enemy pilots are in disarray, attempting to defend multiple targets at the same time or if they are all out of position galving a base in a different sector, the fewer defenders will be available to launch from the base you are intending to capture. Better yet, coordinate with another teammate to capture a different target and you might end up with two stolen bases.


INTS can be fun to have for help. They can boost-ram you and get you to base VERY fast. (just watch out that you don’t get pushed into the green door before you lower the shields, or rammed off course by the well meaning INT pilot..........
====Using rocks to mask your approach.====
Unless the asteroid is 1k-1.5k in front of their green door, don't bother. Maneuvering around a rock will cause you to slow down and you need speed, lots of it.


Good Luck
====Bring at least one scout nan/pusher====
Having a good pusher able to get your speed to a consistent 100 m/s means you will get to the green door that much faster after you get eyed. Even higher speeds are possible given the right conditions ([[Belters]]/[[GigaCorp]]/[[Dreghklar_Empire]] due to their faction specific speed perks) and having an [[Interceptor]] pusher. The flip side of this is having too many people supporting you. Getting in position is a time consuming task so often, you will want to tell everyone that you won't need their help until you are in position. This way, half your team won't be held up on this run when they could be doing other useful things like probing. Additionally, it is much harder to coordinate a group of pilots than just one or two. Bad things happen when you have too many pilots involved... some might forget to unload missiles/shields, others might reveal their location by ejecting cargo, or worse, an eyed teamate could fly directly to you, revealing the vector to give away your location.


Also, research and read up on GA's (Global Attributes) and how they affect speed, damage, signature, etc.
====Know when you will be eyed====
The better you are at estimating when you are eyed, the more effective you will be at timing your runs so that they occur after their defense has launched elsewhere. If you start your run too far away or you misjudge your timing, the defense will have dealt with the distraction and be back in base ready to defend.
=====Bios HTTs=====
[[File:Bios-tt.jpg|thumb|left|Bios troop transport]]
[[Bios]] HTTs deserve special mention because with the right timing, you should be able to single handedly capture outposts. With heavy cloak 2 and sig2 GA, you should only be eyed < 700 from their green door. You can achieve this by making sure you attain maximum velocity by starting your run from at least 5k away. Then you need to know exactly at which distance you will be eyed and cloak [i]just[/i] before being detected (somewhere between 2.2k to 2.3k for outposts). Your [[Other_equipment|heavy cloak]] will give you a few more seconds to get closer to the green door undetected even as you mount your shields and EMP missiles.
{{clear}}
=====Rixian HTTs=====
[[File:Rix-tt.jpg|thumb|left|Rixian troop transport]]
[[Rixian_Unity|Rixian]] HTTs don't mount emp-missiles.  They mount an [[Weapons#Energy_weapons|ab gun]] and do half the damage of a bbr. Usually you use this for getting the shield down but it is also possible to kill bases.  It is a good tool to remove teleport receivers from the map, but you can also kill outposts if you accidentally fire on it for too long before docking.
{{clear}}
 
====Making your final approach====
As you speed closer towards the green door, keep a close watch on your distance readout on your HUD. If you are BIOS, cloak at the last possible moment before detection, wait for your signature to reach its lowest possible level, and then load your shields and missiles. Other factions using EMP missiles, you can raise your shields and load your missiles as soon as you get eye.
 
Fly as straight as you can, only making very minimal corrections if you absolutely must. You may turn slightly to avoid a direct head-on collision with a defender that can send your HTT flying backwards or you may try to dodge well placed proximity mines but remember, every adjustment you make will slow you down. It may be useful to learn how to dock on the first with different types of bases. Some are more challenging than others... you don't want to get caught bouncing off the green door multiple times after having wasted all your EMP missiles.
 
====Firing EMP Missiles====
For the factions that use EMP Missiles, you will get 3 missiles/rack. As mentioned previously you should either bring one or two racks... bringing more will just slow your acceleration unecessarily and increases your chances of failure. Some care should be taken when you fire these missiles because having to reload may be a very costly mistake. Two missiles ought to bring down all the shields, hold on to the last missile of the rack and fire it [i]just[/i] before you enter to be absolutely sure. Focus is the key, don't target your nans or the enemies boosting at you or the wrong base... wait for lock and fire away.
 
===Planning ahead===
If you were successful in capturing a base and there is no danger of a recapture by the enemy, check if there are any teleport receivers near your new base that you may need to camp and kill before the enemy rips in a bomb run. Additionally, if you fully planned out your HTT run, you would have also taken into account your next target to capture. By taking advantage of the confusion created by the base capture and perhaps the fact that a few defenders are still floating home in pods, you can very realistically relaunch your HTT immediately to capture yet another base. Timing is everything, so encourage your teammates to stop [[Common_mistakes|dming]] and support your new run. Executed perfectly, you can hop from sector to sector, capturing all the enemies bases in rapid succession.

Revision as of 22:08, 30 June 2010

HTT piloting

EMP Missile

Capturing bases is often harder than bombing because not only do you have to fire EMP missiles at the enemy base, you actually have to dock while its shields are down. Closing the distance gap between the point where you become eyed and the green door requires much more than just piloting talent, this lesson will explore the different skills you need to bring along to improve your chances for a successful HTT run.

Introduction

Bombing seems trivial when compared to how hard capturing bases is. After all, when you bomb, you have the support of your entire team (ideally) and usually bomb runs are conducted when one or both teams only have regular/enhanced tech to defend with. By comparison, HTT, being an end game research, you often have to contend with much improved late-game tech (Mk3) that makes it even easier for the enemy to find (increased detection range, ie. adv scouts) and kill you (improved damage/better ships). Capturing bases is not for the faint of heart, it can be one of the most thrilling missions you can carry out in Allegiance... you can single handedly turn the tide of the battle.

Picking a Target

While capturing enemy tech bases can be crippling to the enemy, sometimes it is better to go for the easier targets (outposts) to increase the number of sectors you can launch from to attack theirs. Generally speaking, assuming all targets are equally easy to capture, your priority list will closely resemble a bomber's checklist on how to pick a target, though you obviously won't be able to capture teleport receivers or refineries with your HTT since you need a green door to dock into.

Purchasing the HTT

An HTT costs twice as much as a bomber so you want to make smart decisions with the faith/investment that your commander has placed on you. Even before HTT research becomes available, you should already have been probing and deprobing various routes that you might take to capture enemy bases. This exercise will give you a feel for detection ranges of the bases you intend to capture when you approximate your HTT's signature as closely as you can with your scout's loadout (try no shields + dumbfires ARMED).

Loading the HTT

If you want to live on the edge, take one rack of EMP missiles and your medium shields (both in cargo). A safer loadout would be to take an extra rack of EMP missiles, in case your EMP missiles manage to miss the base (typically only 2 missiles needed to fully bring down the shields of any base). Having this extra rack, while optional, will also increase your mass and thus lower your acceleration which may be crucial if you were rammed head on by the defense and lost all your momentum. Having extra countermeasures really won't make a huge difference unless you are facing stealth fighters and even then your survival will mostly depend on your nans.

Launching the HTT

The success or failure of your HTT run largely depends on your ability to be stealthy; so before you launch, double check that you do not have shields/missiles loaded AND that you won't be eyed on launch. If you can't trust your teamates, just launch a fig/int yourself and boost right back into base to check for eye. Take one last look at the sector you are about to enter and check to see if all your probes are still intact... if not, a scout may be in the sector actively deprobing and you might consider an alternate base to capture instead. If you can convince a teamate to fly ahead to look for uneyed probes, do so, as that should keep you from getting eyed by some random probe/scout. If you are going alone, avoid direct paths between alephs since these areas are likely to contain probes.

Flying the HTT

By now you should have entered their sector without eye. If you did get eyed, there's a good chance that they will send scouts after you so just start ripping out (rip time = 20 s) and try a different sector instead. Be patient and fly along the outskirts of the sector where there is the least chance of encountering enemy ships/probes until you have a direct line of sight to the green door of their base. It does not need to be on the plane, in fact, it's better if you can get to the green door at an angle off the plane.

F3 and zoom

As you navigate your HTT to avoid eye, use F3 (Command_view) to judge distances between objects of interest. More importantly, target the enemy base and zoom in to make sure you are facing their green door. This table[1] will give you help you figure out the predetermined orientation of each base's green and red doors.

Waiting for the right time to strike

Hold position 5-6k away from the base to stay uneyed, minimize your ability to eye them by pointing your ship directly away from their base and look at the minimap for signs of possible distractions. This is where your situational awareness comes into play.

  • is there an upcoming con push into a crucial enemy sector?
  • is there a bomb run in progress?

Your ability to communicate with your team will allow you to make the best of your surprise factor. The more enemy pilots are in disarray, attempting to defend multiple targets at the same time or if they are all out of position galving a base in a different sector, the fewer defenders will be available to launch from the base you are intending to capture. Better yet, coordinate with another teammate to capture a different target and you might end up with two stolen bases.

Using rocks to mask your approach.

Unless the asteroid is 1k-1.5k in front of their green door, don't bother. Maneuvering around a rock will cause you to slow down and you need speed, lots of it.

Bring at least one scout nan/pusher

Having a good pusher able to get your speed to a consistent 100 m/s means you will get to the green door that much faster after you get eyed. Even higher speeds are possible given the right conditions (Belters/GigaCorp/Dreghklar_Empire due to their faction specific speed perks) and having an Interceptor pusher. The flip side of this is having too many people supporting you. Getting in position is a time consuming task so often, you will want to tell everyone that you won't need their help until you are in position. This way, half your team won't be held up on this run when they could be doing other useful things like probing. Additionally, it is much harder to coordinate a group of pilots than just one or two. Bad things happen when you have too many pilots involved... some might forget to unload missiles/shields, others might reveal their location by ejecting cargo, or worse, an eyed teamate could fly directly to you, revealing the vector to give away your location.

Know when you will be eyed

The better you are at estimating when you are eyed, the more effective you will be at timing your runs so that they occur after their defense has launched elsewhere. If you start your run too far away or you misjudge your timing, the defense will have dealt with the distraction and be back in base ready to defend.

Bios HTTs
Bios troop transport

Bios HTTs deserve special mention because with the right timing, you should be able to single handedly capture outposts. With heavy cloak 2 and sig2 GA, you should only be eyed < 700 from their green door. You can achieve this by making sure you attain maximum velocity by starting your run from at least 5k away. Then you need to know exactly at which distance you will be eyed and cloak [i]just[/i] before being detected (somewhere between 2.2k to 2.3k for outposts). Your heavy cloak will give you a few more seconds to get closer to the green door undetected even as you mount your shields and EMP missiles.

Rixian HTTs
Rixian troop transport

Rixian HTTs don't mount emp-missiles. They mount an ab gun and do half the damage of a bbr. Usually you use this for getting the shield down but it is also possible to kill bases. It is a good tool to remove teleport receivers from the map, but you can also kill outposts if you accidentally fire on it for too long before docking.

Making your final approach

As you speed closer towards the green door, keep a close watch on your distance readout on your HUD. If you are BIOS, cloak at the last possible moment before detection, wait for your signature to reach its lowest possible level, and then load your shields and missiles. Other factions using EMP missiles, you can raise your shields and load your missiles as soon as you get eye.

Fly as straight as you can, only making very minimal corrections if you absolutely must. You may turn slightly to avoid a direct head-on collision with a defender that can send your HTT flying backwards or you may try to dodge well placed proximity mines but remember, every adjustment you make will slow you down. It may be useful to learn how to dock on the first with different types of bases. Some are more challenging than others... you don't want to get caught bouncing off the green door multiple times after having wasted all your EMP missiles.

Firing EMP Missiles

For the factions that use EMP Missiles, you will get 3 missiles/rack. As mentioned previously you should either bring one or two racks... bringing more will just slow your acceleration unecessarily and increases your chances of failure. Some care should be taken when you fire these missiles because having to reload may be a very costly mistake. Two missiles ought to bring down all the shields, hold on to the last missile of the rack and fire it [i]just[/i] before you enter to be absolutely sure. Focus is the key, don't target your nans or the enemies boosting at you or the wrong base... wait for lock and fire away.

Planning ahead

If you were successful in capturing a base and there is no danger of a recapture by the enemy, check if there are any teleport receivers near your new base that you may need to camp and kill before the enemy rips in a bomb run. Additionally, if you fully planned out your HTT run, you would have also taken into account your next target to capture. By taking advantage of the confusion created by the base capture and perhaps the fact that a few defenders are still floating home in pods, you can very realistically relaunch your HTT immediately to capture yet another base. Timing is everything, so encourage your teammates to stop dming and support your new run. Executed perfectly, you can hop from sector to sector, capturing all the enemies bases in rapid succession.