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Hoth Siege


cayqel

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Okay, so are the AT-ST and the Rebel Turrets usable or just bots? It's seems like sometimes the AT-ST can be really dumb (ie, wasting time on rebels instead of shooting rockets at the generator), while other times it just tears through the first part of the level. That leads me to believe that some times it gets controled by good players some time by idiots. However, I have never been able use them, so that leads me to believe they are bots.

 

With the turrets I just thought those would be cool to use, so I was wondering if they were.

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Lol about the death traps part. ; )

 

The one on the right side can be used to harass people who are slow to advance their AT-ST and get a few points destroying it surprisingly quickly.

 

Yeah, it's a shame you can't use the turrets in the same way! Techs can "repair" them if they're damaged (but not fully destroyed) to keep them pouring firepower on the Imps.

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Originally posted by cayqel

It's seems like sometimes the AT-ST can be really dumb (ie, wasting time on rebels instead of shooting rockets at the generator), while other times it just tears through the first part of the level. That leads me to believe that some times it gets controled by good players some time by idiots.

 

Yep...that's down to bad players, I'm afraid. Although, to be fair, if the supporting Imp team is not doing their job keeping the Rebels off the AT-ST driver's back, then sometimes you have to resort to a bit of stomping around. I've had to do that on occasion, when some of my team simply remained over by the crates by the big door, and tried to take pot-shots with an E-11 blaster - while I had Demp shots and rockets pounding me from behind. Utterly ridiculous.

 

The AT-ST is vulnerable to five different types of attacks...

 

1. Demp shots

2. Rockets

3. Heavy repeater Secondary

4. Lightsaber

5. Det packs/Mines

 

So it's the job of the rest of the team to protect the AT-ST from all of those kinds of attacks.

 

Team work is absolutely essential for Siege, and the players for each class need to have a good understanding of their particular role - and how they can assist their team mates. And a good mix of classes on each team is better.

 

If I see that my team needs a particular class for a certain situation...I'll suicide and rejoin as that class to get that particular job done. Not every player is willing to do that, and sometimes are more interested in their personal score...rather than having their team win the match... I don't care if I have a minus score at the end, as long as the team wins.

 

And while I'm talking strategy... :D

 

A good team combo is an Assault with a Tech (especially in the Desert map)...because the Tech can keep healing the Assault guy, and repair the stations, while the Assault guy protects both the stations and his partner.

 

I have to shake my head sadly when I see a Tech heading out to try and tackle the enemy forces alone - or an Assault guy heads out on a lone gun mission leaving the Tech vulnerable. It's suicide.

 

And, of course, the other problem is that many Techs simply don't realise they can heal team-mates, or drop ammo. I've had that happen a few times...

 

A Dirty Harry quote seems appropriate here... "A man's got to know his limitations." And that's true of Siege. You have to know what you can do, and how you are vulnerable for each class. But more importantly...your team has to know that as well, and give you the appropriate support.

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I joined seige one time and my entire team were techies. I got no clue how they got up to the arena part on the dessert map, but then they all start attacking the rothgar with demps, other trying fists. My point is seige is only fun if your team knows what its doing. Otherwise its just pointless.

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Originally posted by Comm539

My point is seige is only fun if your team knows what its doing. Otherwise its just pointless.

 

Yep...you got that right. I've seen a couple of 'Jedi' on my rebel team decide to go off and duel with the Rancor...and one was on a Swoop bike trying to 'joust' with it.

 

Meanwhile, I was left alone to try and grab droid parts.

 

Not fun. :/

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The AT-ST can also be harmed by melee attacks, believe it or not, but it's not very useful. Heh...

 

 

The other big problem is having Heavy Weapons that don't have Tech Support.. they run out of rockets fast and end up being useless against the walker....

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I must admit, I've been having just a little difficulty with figuring out what the optimum role for the Jedi is in either the Hoth or Desert maps. Though it's obvious that having good teamwork with a strategy is essential, how to accomplish that is not obvious at all - it's much more complicated than CTF teams.

 

Caveat... I should add that I'm one of those players who *gulp* only uses a saber and rarely if ever picks up a gun or explosive unless absolutely necessary (or to keep others from grabbing them). So obviously, I tend to only play the Jedi class in Siege. Also since my area of non-Siege expertise is in Saberstaff and Light Force powers, I tend to lean toward only those Jedi who use the staff, or the Healer/Cultist Tech class in Korriban. Call me crazy...

 

As a side note... one thing I've been trying lately is to actually limit my force powers in FFA and the other non-Siege modes to those of the types I like to play in Siege (Jedi Guardian and Marauder in Hoth/Desert, and Warrior, Healer, Mauler, and Cultist in Korriban), so that I can get used to not having maxxed out Jedi powers in several areas. It's not easy getting used to the inherent limitations for balance purposes applied to Siege.

 

Hopefully Strategic Academy will eventually have an article on the strategic and team based strategies inherent to the different maps... nudge, nudge, wink, wink.

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Basically, time when you suicide. The respwans come after so many seconds, so if you have the gameclock switched to one, only suicide if you know you'll respwan in like 3 secs.

Jedi are crucial on hoth for the actual objectives. Especially opening the bridge and retrieving the access codes.

I think they're more of an escort on dessert though.

 

On hoth (on a pub sderver) I respwan as tech, jedi, assault and you can basically complete the objectives single handedly as long as the opposition are as equally disorganised (just hope that your team at least tries to dool some guy stupid enough to follow them).

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Originally posted by Comm539

Jedi are crucial on hoth for the actual objectives. Especially opening the bridge and retrieving the access codes.

I think they're more of an escort on dessert though.

 

Yep...I'd agree with that. :) In fact, I was going to post that as a response until I saw your post. :D

 

The Jedi may be 'weak' but they are faster than a lot of the other players - and of course can use Force Jump to get them places a little faster in Hoth. You can also push back rockets/TDs etc., using Force Push, if you're good at that sort of thing. I saw a Jedi jump on top of the AT-ST and push a couple of rockets away, once.

 

But yes...Jedi are ideal candidates for unlocking the bridge controls, and getting the access codes to their destination. But they can't do it alone, and need a good gunner to watch their back and delay the enemy.

 

In the Desert map, a dark jedi can Force Grip a gunner, and thereby hinder their attacks. An Assault guy with portable canon up is a stationary target too, and vulnerable to lightsaber attacks.

 

A light Jedi can provide support to keep enemies off their team-mates. Oft-times I need someone to watch my back when I'm using the portable canon to drill through the wall, for example. Also...they can act as scouts by jumping on top of buildings to keep an eye on enemy movements - in a similar way to the enemy Scout class (Boba-Fett-alikes). Providing diversionary tactics to keep the enemy off the Assault guys trying to destroy the stations, or attack the gates, is pretty much essential.

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Hmmm... thanks StormHammer. Those are some excellent insights.

 

So if I get this right... basically anything that protects or supports those working toward the objective, or which creates a diversion to keep enemy troops occupied, depending on which is most important at any given time, would be a good role for a jedi character to take...? And then some key objectives on Hoth are necessary for the Jedi to accomplish...

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Originally posted by Stormhammer:

I have to shake my head sadly when I see a Tech heading out to try and tackle the enemy forces alone - or an Assault guy heads out on a lone gun mission leaving the Tech vulnerable. It's suicide.

 

 

Dunno , once I managed to keep a team at bay practically on my own as a tech, it was on the Hoth map in the second hangar (with the turrets on the ceiling) and I had to defend the elevator, I managed to put down all imperial oncomers with secondary fire of the DEMP, after a while they all switched to dark Jedi and I still managed to hold them off for a fair bit with my good ol Jawa gun ^.^ Although I am more comfortabel when I have allies helping me >.>

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Hopefully Strategic Academy will eventually have an article on the strategic and team based strategies inherent to the different maps... nudge, nudge, wink, wink.

 

Yeah, I'm working on it, and it's going to be looooooooong with lots of comments by people posted, so that's why it's taking so long. ; )

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  • 2 weeks later...

Sorry if this seems 'noobish' to some of you more advanced players, but I have two questions regarding siege mode and controls thereof. First of all, how does a tech do tech-specific functions? I know picking locks is easy enough, and I guess repairing stuff works the same way, but how do you refill health and ammo? Second question, how do you changed the clocks display? I've seen it counting up sometimes, counting down sometimes... Is there are button to control that?

 

Thanks for any help.

 

-Mr116

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As far as I know you can't change the clock's display (not without making a mod or something).

 

You can display a regular (non-game specific) timer if you want to, but I forget the cvar for that.

 

Tech's "repair" and "heal" stuff just like they "hack."

 

Go up to the object or player in question and hold down "use" (they will probably need to be standing still). You'll hear a sound as you're healing/fixing.

 

Note that only certain objects can be repaired. For example on Siege Korriban you can't fix the beam projectors or gates (sorry). On the other maps you can't repair Heavy Blaster Cannons or Automated Turrets once they are completely destroyed (only when they are damage).

 

You also can't repair the "walls" on Siege Desert either.

 

If you see a health bar on something you can repair/heal it usually, with the above exceptions.

 

All techs can "heal" teammates by "using" them (same as you would repair) except for the Light Jedi Tech (Jedi Healer) on Korriban. She uses Team Heal instead which works just like it does in other team games.

 

When a Tech "heals" by using, they also gradually give the person ammo, so just hold the key down longer and you'll slowly build up their ammo supply. Simply hitting "use" when nobody is touching you will cause an Ammo Dispenser "Ammo Battery" to fly out of you (there's a status bar showing how long it takes for the next one to appear) and if that is picked up (by friend or foe) it gives a certain ammount of ammo.

 

All this (and more!) is covered on my site btw, so I suggest you check it out!

 

http://strategy.jediknight.net/jka/siege_items.shtml

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"Second question, how do you changed the clocks display? I've seen it counting up sometimes, counting down sometimes... Is there are button to control that?"

 

You don't. Team 1 has 20 minutes (default) to beat the map in. Team 2 must beat team 1's time, so it'll count down from whatever time it took team 1 to complete (or 20 minutes if they didn't complete).

 

The winner of siege is the team with the lowest completion time.

 

I'll post some jedi tips for Hoth later maybe :)

 

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