Cadet I/Ships: Difference between revisions

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On the main page of the Academy is a link to descriptions of the main ships available in Allegiance. For this course we concentrated on scouts and touched upon Fighters and Interceptors. Some cores and factions have unique ships available. As you play them you will find it is easy to slip into most of them. As almost all of them have some basics going back to the original ship model. Example a Gunship is based upon a Bomber model.
The Academy hosts a page with descriptions of each ship [http://www.allegacademy.org/ships/ships.shtml here].  


Cadet II does go indepth on the use of Fighters, Interceptors, Stealth Ships, HTT, Bombers, Specialty Ships, turrets and Capital Ships.
===Small and Medium class ships===
Capital Ships


Ahh, "Cap Ships". Chances are on the newbie server with their unique game settings you have had the chance to fly a couple of them. First we need to point out very very few games actually get to the stage where Caps are used. With their expense most games don't reach that point. The few games that do have cap ships require us to give a few tips here. Unfortunately none of it is good news for you as a new player. In the intense larger games where you have teams with numerous veterans, it will be a very long shot that you be able to pilot one.
For Cadet I we concentrated on scouts and touched upon Fighters and Interceptors. Some [[cores]] and [[factions]] have unique ships available. As you play them you will find it is easy adapt to most of them, as almost all of them have the same basics going back to the original ship model. Example a Gunship is based upon a Bomber model - slow moving ship with turrets.


Your commander will probably only give out a Cap Ship to a recognized veteran player. BUT here is your chance to learn how a vet does it. Get on the ship as a turret gunner. Watch how the vet moves, what he does, how your other gunners shoot, etc. The only really important tip at this point is NOT to fire you weapon so your signature increases until you see your other gunners firing or the ships pilot orders you to attack a target. Many a cap ship run has been "eyed" by a newbie gunner testing out his weapon while sneaking in for an attack.
[[Cadet II]] does go indepth on the use of Fighters, Interceptors, Stealth Ships, HTT, Bombers, Specialty Ships, turrets and Capital Ships. We recommend taking it if you wish to learn how to use those ships well.


Don't give up hope. Keep doing the team oriented tasks the commander asks. Keep in communication with him on things he needs done. By doing so you will earn a "name" with him. Quite a few commanders will reward a player who has made an effort to do the mundane team tasks with a cap ship. Especially if you have flown for him before and he knows he could depend on you to perform a task. This is assuming they have the cash to put out extra cap ships. The game where only one cap ship is being sent out to end the game will still most likely go to the most experienced pilot on the team.
===Capital class ships===


Ahh, "Cap Ships". Chances are that you had a chance to fly them on the [[newbie server]], what with their high money settings. First we need to point out that very very few games actually reach the stage where Caps are used, mainly due to their high expense. The few games that do have cap ships are usually so intense that the commander will want to give the cap ship to a veteran player.


{{Nav2|Weaponry|Factions}}
BUT here is your chance to learn how a vet does it. Get on the ship as a turret gunner. Watch how the vet moves, what he does, how your other gunners shoot, etc. The only really important tip at this point is to NOT fire you weapon until you see your other gunners firing or the ship's pilot orders you to attack a target. Many a cap ship run has been "eyed" while it was sneaking around by a newbie gunner "testing" his weapon.
 
Don't give up hope. Keep doing the team oriented tasks the commander asks. Keep in communication with him on things he needs done. By doing so you will earn a "name" with him. Quite a few commanders will reward a player with a cap ship specifically for doing mundane team tasks. Especially if you have flown for him before and he knows he can depend on you to perform a task. This is assuming they have the cash to put out extra cap ships. The game where only one cap ship is being sent out to end the game will still most likely go to the most experienced pilot on the team.
 
{{Tip|Flying most classes of capship is a bit like flying a bbr - you are big, slow, depend on your turrets to kill things for you, and the entire enemy team is trying to kill you. So get a bit of practice with a bbr first!}}
 
 
{{Nav2|Weaponry|Deprobing}}

Revision as of 21:53, 12 February 2009

Cadet I · Week Three Index · Edit

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← Weaponry Deprobing →

Ships


The Academy hosts a page with descriptions of each ship here.

Small and Medium class ships

For Cadet I we concentrated on scouts and touched upon Fighters and Interceptors. Some cores and factions have unique ships available. As you play them you will find it is easy adapt to most of them, as almost all of them have the same basics going back to the original ship model. Example a Gunship is based upon a Bomber model - slow moving ship with turrets.

Cadet II does go indepth on the use of Fighters, Interceptors, Stealth Ships, HTT, Bombers, Specialty Ships, turrets and Capital Ships. We recommend taking it if you wish to learn how to use those ships well.

Capital class ships

Ahh, "Cap Ships". Chances are that you had a chance to fly them on the newbie server, what with their high money settings. First we need to point out that very very few games actually reach the stage where Caps are used, mainly due to their high expense. The few games that do have cap ships are usually so intense that the commander will want to give the cap ship to a veteran player.

BUT here is your chance to learn how a vet does it. Get on the ship as a turret gunner. Watch how the vet moves, what he does, how your other gunners shoot, etc. The only really important tip at this point is to NOT fire you weapon until you see your other gunners firing or the ship's pilot orders you to attack a target. Many a cap ship run has been "eyed" while it was sneaking around by a newbie gunner "testing" his weapon.

Don't give up hope. Keep doing the team oriented tasks the commander asks. Keep in communication with him on things he needs done. By doing so you will earn a "name" with him. Quite a few commanders will reward a player with a cap ship specifically for doing mundane team tasks. Especially if you have flown for him before and he knows he can depend on you to perform a task. This is assuming they have the cash to put out extra cap ships. The game where only one cap ship is being sent out to end the game will still most likely go to the most experienced pilot on the team.


Idea.png
Tip: Flying most classes of capship is a bit like flying a bbr - you are big, slow, depend on your turrets to kill things for you, and the entire enemy team is trying to kill you. So get a bit of practice with a bbr first!


← Weaponry Deprobing →