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murka10
07-16-2007, 08:03 PM
The tormentor is an agile strogg aircraft with loads of firepower, it is usually in the wrong hands and get shot down quickly.
Tormentors armor can take only one tank shot, but it is so agile that you dont get hit often.

Controls:

_weaponext or _weapprev(default mouse wheel up/down) - Switch weapon
_weapon0(default "1") - Flare
_forward(default "w") - Increase altitude
_back(default "s") - Decrease altitude
_sprint(default left shift) - Forward
_speed(default "CTRL") - Backward
_moveleft(default "a") - rotate left (yaw)
_moveright(default "d") - rotate right (yaw)
mouse x axis - left/right (roll)
mouse y axis - nose up/down (pitch)

For those of us who are stuck with mouse and keyboard until full Joystick support is introduced I personally recommend a rebound version of the keys. It is all of course very personal and mainly depends on what you're used to play with, but at the very least I recommend rebinding your flare key to some key which is faster to press while flying.

ET:QW 4 Newbies (http://4newbies.planetwolfenstein.gamespy.com/ETQW/scripting.php#basicbind) has a good guide for binds and general scripting.

This is an example of how my config looks currently:
seta g_bind_context_hornet "stroggair"
seta bind "MOUSE2" "_weapnext" "" "stroggair"
seta bind "q" "_weapon0" "" "stroggair"
seta bind "e" "_forward" "" "stroggair"
seta bind "c" "_back" "" "stroggair"
seta bind "w" "_sprint" "" "stroggair"
seta bind "s" "_speed" "" "stroggair"


Good things:

firepower, strockets are very strong and combine a few plasma shots and you take down any vehicle/deployable with ease
agility, you can easily do loops and barrel rolls with this baby. if someone has a rocket in your arse, go through trees(be shure to dodge them)
fast respawn, it takes 30sec to respawn(or spawn in the beginning)


Bit annoying things:

very little armor, tank shot or rocket takes down with one blow
weak hyperblaster, maybe it should be removed as it is very hard to aim if someone flies.
mouse x axis is roll not yaw(maybe some like it, seems like it will be possible)


Tactical hints:

be close to an AIT or the strogg mothership, rockets aren't avoidable
when you get locked on start running, you can make time until your decoys recharge

Also, the closer you are to the source of a single lock-on rocket, the less effective the decoys are. You can decoy rockets fired by a single Soldier all day long if they are half-way across the map. Not against the Trojan though, as it fires twice as fast. And unless you are VERY close to an AIT (or a very convenient wall/hill), trying to escape deployable-launched rockets is next to impossible.
because of weak armor ONLY attack by suprise unless the enemy has very little armor
When you see a titan, make shure he doesn't see you, because the titan has zoomed view he can see much further

Always assume the tank is looking at you, because the way the game currently handles network level of detail, you won't see the turret looking your way till its too late. And yes, if hes firing in another direction you MAY be able to sneak up. But more often than not, a good tanker will hear you or see you on radar far before you can sneak up on them.

Add to that people on the ground can see you before you see them, making things doubly difficult

best firepower can be gained by strocket+2x plasma+strocket....
use the terrain, in sewers there are many bumps to seek cover, press "s" to get lower, this can be also used to dodge rockets but takes practice
strike hard and fast, shoot only a few shots, if the enemy is starting to search for you, run away and prepare for another attack
if you are under heavy fire, respawn (bind x kill) or bail out and press "f" to open a ball so you don't die. only bail out when you can do something on foot ex you are an agressor and you have some AVT-s, go plant a plasma there.
take down rocket artillery before they are used, if you see someone lock onto you(red beam) then run to the nearest AIT or the strogg mothership(it has an AIT)
use freelook(default CAPSLOCK) to aim the strockets onto a target like a deployable or a vehicle
tormentor is great when your teams defences near the EMP are down and someone is constructing it(be aware not to shoot unless nobody is there, dont shoot before they start, you might disable friendly mines this way)
be shure to have a joystick(or any other controller) nearby, you can change the sensitivity of every axial movement and this is good for doing loops and barrel rolls.
read this (http://community.enemyterritory.com/forums/showthread.php?t=2691) thread and try out your joystick(or use ex petals for fast movements). joystick support will be much better in the future.
When you face a tank head-to-head, start rolling left and right, they will see you accelerate and decelerate, and probably miss, but sometimes they just hold it in the center and shoot.
when fighting an anasi/tormentor with he other attack flyer, lock on using freelook, when the enemy is trying to turn around and always shoot plasma too, air spam wil eventually take some hp off him, if he has low hp, hop in the hyperblaster/mg(if you are alone in the vehicle) and finish him off.
if a tank is camping in the tunnel, ex defending the MCP, try to come from behind and shoot him, they will get the turret around too late, or die without knowing you are behind, but once the MCp is inside, you have barely any room for the tormentor, but the sleek body of the anasi would fit it better, so there is some advantage to an anasi when flying inside the tunnel.


if anyone has more hints and stuff to offer then post it here, ill be updating this post.

Jammydodger
07-16-2007, 10:00 PM
Great lowdown on the tormentor there, good job ;)

TTK-Bandit
07-16-2007, 11:20 PM
goddamn I want joystick support :(

CarbonFire
07-17-2007, 12:29 AM
Very nice write up murka. Well Done!

A few things to add:
When you see a titan, make shure he doesn't see you, because the titan has zoomed view he can see much further
Always assume the tank is looking at you, because the way the game currently handles network level of detail, you won't see the turret looking your way till its too late. And yes, if hes firing in another direction you MAY be able to sneak up. But more often than not, a good tanker will hear you or see you on radar far before you can sneak up on them.

Add to that people on the ground can see you before you see them, making things doubly difficult :eek:

if you are under heavy fire, bail out and press "f" to open a ball so you don't die.Meh, screw that. Vehicle spawn so fast, and the penalty for death is so small, this is not that big of deal. Sure, you could bail it out and foot it to the nearest battle, but I've found the Tormentor acts as a much bigger threat on the battlefield than any one infantry (unless you're right next to the objective, and your infantry presence is urgently needed). If you're concerned about letting the enemy get XP from killing you, you could always bind the respawn key to something easily reachable :p

Also, the closer you are to the source of a single lock-on rocket, the less effective the decoys are. You can decoy rockets fired by a single Soldier all day long if they are half-way across the map. Not against the Trojan though, as it fires twice as fast. And unless you are VERY close to an AIT (or a very convenient wall/hill), trying to escape deployable-launched rockets is next to impossible.

- weak hyperblaster, maybe it should be removed as it is very hard to aim if someone flies.
- mouse x axis is roll not yaw(maybe some like it, seems like it will be possible)
Agree on the 2nd seat...not only is it entirely useless (given the fragility of the Tormentor and weakness/inability to be accurate while moving), but when you have a second person in the Tormentor, it doesn't "Turn Off" when you land. This leads to the annoying problem of watching the Tormentor float away and crash when you land to repair it :rolleyes:

About the control scheme....yeah, its a bit different, but it does work if you get used to it. If you approach it like its own entity, rather than a flight simulator, you're much better off.

pad in sewers is hard to reach without an icarus(can use vehicle drops but they take time)
Thats why you spawn in the back....there's almost always a free Icarus back there :dance:

Rawrness
07-17-2007, 12:55 AM
For those of us who are stuck with mouse and keyboard until full Joystick support is introduced I personally recommend a rebound version of the keys. It is all of course very personal and mainly depends on what you're used to play with, but at the very least I recommend rebinding your flare key to some key which is faster to press while flying.

ET:QW 4 Newbies (http://4newbies.planetwolfenstein.gamespy.com/ETQW/scripting.php#basicbind) has a good guide for binds and general scripting. Some of the relevant commands to aircarft:
_weaponext or _weapprev - Switch weapon
_weapon0 - Flare
_forward - Increase altitude
_back - Decrease altitude
_sprint - Forward
_speed - Backward

This is an example of how my config looks currently:
seta g_bind_context_hornet "stroggair"
seta bind "MOUSE2" "_weapnext" "" "stroggair"
seta bind "q" "_weapon0" "" "stroggair"
seta bind "e" "_forward" "" "stroggair"
seta bind "c" "_back" "" "stroggair"
seta bind "w" "_sprint" "" "stroggair"
seta bind "s" "_speed" "" "stroggair"

`danny
07-17-2007, 02:53 AM
One of the cons should be lack of joystick support then hehe

murka10
07-17-2007, 12:28 PM
i didn't even know about backward, ill give a controls section there as many dont know how to take off, they press shift and get on their nose.

Rawrness
07-17-2007, 04:52 PM
_speed(default "???") - Backward

_speed is walk, which by default is bound to "x" if I remember correctly. :)

murka10
07-17-2007, 05:10 PM
isnt x default for prone? :O
edit: ctrl is default for speed...

Rawrness
07-17-2007, 05:42 PM
isnt x default for prone? :O
edit: ctrl is default for speed...

Ah, you're probably right, it must have been me who rebound CTRL to crouch and then changed x to walk.

Biscuit
07-17-2007, 05:47 PM
Need quicker radar lock with the strockets..........similar to the obliterator lock..

Szakalot
07-17-2007, 06:27 PM
ill post my tips i originally posted on the default feedback forum :

This is only my personal opinion based on some good tormentor-flying experience. U may, and most likely have, a different opinion on how to steer this insect like killing machine. Thats way its called a forum and not a massive blog site. Hope u find any of it usefull. This is based on mouse&keyboard experience.

Things to do first :
turn ON advanced flying controls. It is absolutely essential.
Bind - preferably using "context" (an explanation can be found here :

http://4newbies.planetwolfenstein.gamespy.com/ETQW/scripting.php

Bind the following commands in any way that makes it comfortable for u to use them :
freelook ( _tophat )
decoy using ( _weapon0 )
switching weapons ( _weapnext )
U will use those a lot and u need to do it fast.

Turn off the cockpit if u do not like it, i fly with it because i know what way my vehicle is heading (not me - the vehicle) .

General tips :

-pick constructor class

-encourage some1 to become a gunner : this is fairly underestimated task : it can become powerfull and not only in shooting infantry.

-keep an eye out for anti-vehicle turrets. Those can be fairly deadly - it is possible to escape spamming decoys and flying fast (using sprint), but they will stop u from killin whoever is ur target.

-decide what is ur mission, what are u going to concentrate on : what turns ur boat? hunting tanks and trojans? or killing infantry? or destroying deployables? I personally find tank-hunting the most satisfying experience because its very dangerous - but ill get to that.

-use freelook to help u aiming - especially if u are not detected by the enemy yet, or ur shooting a sitting target : a deployable or a tank. Dont bother to lock on, it takes far to much time.

-help ur team defend the emp : if u hear some1 is constructing the emp, help ur team defend it, a strocket and some plasma cannon shots can save the day

-and the most important : SWITCH WEAPONS WHILE FIRING. Im not sure about the names (since it seems odd) but for me a "strocket" is the more powerful missile that has a slow rate of fire and the "plasma cannon" can fire multiple shots in few seconds but takes more time to reload the whole barrage. The best way to use ur on board weapons is to fire on big missile (strocket) switch weapons , fire two smaller ones, and switch again : and repeat. This way u will obtain the maximum firepower avaible for tormentor.

Tactics against a specific enemy :

-rocket launcher soldier : this can be very annoying. The biggest problem is to find the enemy, soldiers usually hide behind trees and bushes, and u do not have time to fly around finding one enemy. The best way to find them is to become an easy target. Fly high, overlook the battlefield and look for a rocket trace , from rockets that fire at u. If u keep ur distance the decoys will save ur life, this way u can determine where is the enemy - its very easy from now on, just fly nearby and shot some missiles.

- anti-vehicle turrets : the best way is to pick them off from a distance. Determine its position (which is relatively easy), and come from a long way, 2 strockets disable it, but its worth destroying it completely so it will not be repaired that easy.

- trojans : one of the biggest threats. A good trojan driver can make ur life a nightmare. However this APC AA mobile turret is vulnerable, two strockets and some plasma cannon shots is enough to take it down. The best way to kill it is to make hit&run tactic. First, shot one strocket but make sure it hits the target completely - than run away (which is probably encouraged by the "missile lock" warning). If ur damaged land somewhere and repair. Now u only need to shot it once with a strocket and a few times with plasma cannon - its worth risking taking some damage. Fly near it, dont bother that much on dodging (after all its a "who-kill-who first" game) U can decoy one of his missiles and sustain the damage of the second one, within that time u should be able to land some hits and destroy it.

- tanks : if the tank driver is an experienced player u will have a really hard time to take him down. The biggest problem is the one shot one kill tank barrel capability. U just cant afford it to kill u, however there are things that will help u survive.

Although a tank can shot even with high angles it will never be able to shoot straight up. So one tactic to dispose of a tank is to :
-get a gunner
-fly over the tank
-spam the tank with the hyperblaster.
It is fairly easy although u have to keep an eye out, because the tank will most likely try to move into a position in which it can fire at u.
The other thing u can do is to force the tank to aim around, because it has a narrow view angle u can fly in circles and catch it from behind. Few quick shots and keep dancing, after some time u can destroy the tank this way.
The last but not least, tactic that is fairly effective is to make a hit&run. U need to unleash all the power u got - that is most likely 2 strocket and 2 plasma cannon shots, very quickly and run away before it can target u. Then u need to hide a bit, and surprise is from other side. Ur biggest advantage is the speed and agility of the tormentor, u need to keep moving. Floating in one place can be very dangerous.
These are only examples, sometimes u need to improvise and adapt to the always changing battle. Combining those tactics, as for example catching it from behind and then floating for a moment so that the gunner can hit it to can be very deadly.
A thing worth noting is that some drivers tend to switch to minigun thinking they will quickly dispose of u. It is hard to pilot the thing while being shot at with a minigun but do not fly away. This is ur best chance to kill the enginner, one well-aimed rocket and its done.

Hope anyone will find it useful, dont stand back and fly some too - this can be surprisingly satisfying.

NecroDawg
07-19-2007, 04:18 AM
use freelook(default CAPSLOCK) to aim the strockets onto a target like a deployable or a vehicle
.

i try it, and it does nothing... Can you aim the missile while it is flying? before you fire? using free look i cant seem to be able to do anything to it.

murka10
07-19-2007, 12:16 PM
well to use it you need to have a strocket selected(if you see strocket and hyperblaster then strocket is hyperblaster, funny bug)
you can lock on to a target or just target something like a deployable to shoot there.

Hakuryu
07-19-2007, 09:04 PM
I dunno about joystick support. I tried using a PS2 type controller and a MS Sidewinder, and neither type gave any real benefits.

The only thing a joystick helps with is doing barrel rolls and loops, but it is extremely hard to hit targets when using a joystick. I'm sticking with the mouse.

CarbonFire
07-20-2007, 07:08 AM
Honestly, after getting a better handle on the Tormentor controls, as seeing how to both attack and run away effectively (well, at least somewhat effectively ;) ), I can't honestly understand how a joystick would even work for the flyers. Maybe the Bumblebees will respond better to that control, but in the Tormentor, you move/spin/flip just too fast to really justify using a joystick.

But hey, if you want to use one, thats fine, I hope SD provides support for it. It'll make you easier to shoot down at least :D

SlippytheWeasel
07-20-2007, 08:49 AM
I find that the scoped sniper rifle can take out the Tormentor in about 6 hits or less, and the driver has very little clue on where you are, except direction, based on the hit indicator.

Plus, you have outstanding range with the scoped sniper rifle. Get in the right spot, and you can take out a Tormentor just about anywhere it's flying.

http://www.youtube.com/watch?v=Rau-oPBxu20


Slippy

murka10
07-20-2007, 11:27 AM
that was some nawbish flying xD, if i get hit by sniper i start extreme manuvering and figure out what is a good sniping pos where the shot came, you do 3hits then you eat my strocket, some snipers are on very strange positions so i dont find them but i run away behind cover for repairs and do more searching.
also i have found that being covert with railgun is effective, put a teleport, if someone snipes you, bail out and shoot him, tele back and continiue the rampage.

Sambsu
07-20-2007, 02:53 PM
If I'm sniping I don't usually bother shooting at tormentor because infantry is my 1st priority. I mean not 6 times in a row anyway.

murka10
07-20-2007, 05:28 PM
today i finally got decent exp, over 300 vehicle exp which means lvl 4 vehicles, one guy shot me with sniper 10 times, i laughed at him.
some piccies for proof eh? okay

btw i aint a corporal, its some bug.

k3g
07-20-2007, 07:00 PM
Awesome thread, now I'm motivated to try out the Tormentor again. Maybe I can get the controls rebound to something resembling my old Descent binds.

murka10
07-20-2007, 09:52 PM
wmonder if a triple loop is possible, boosting at the right time and you can make double easy without hitting the ground, more of a fancy thing but really helps against rockets too xD, makes time.

Szakalot
07-21-2007, 03:39 PM
there are better ways against rockets, hiding behind a hill among the best.

Haklin
07-22-2007, 11:14 AM
great thread. i've seen a skilled tormentor player completely destroy GDF attempts in building the EMP for 10+ mins each round..

Szakalot
07-22-2007, 11:19 AM
that would me MrKnife tormentor incarnate with legendary skills who people WOW all the time. or me:D

murka10
07-22-2007, 01:58 PM
i have also supressed emp guys, its good to kill many of them when strogg defences have failed, i have done 5 kills with one strocket, but 10min, shurely work of mrknife.

Curlydave
07-26-2007, 05:12 PM
Here's some tips

1: You generally need to be close to level with your target, because of the very limited free-aim range. If you have to point downwards, you will start moving forward. This can be countered to an extent by holding down the walk button for reverse thrusters, but will not work if you're too far above your target. In general, reverse thrusters are a great way to stabilize the vehicle.

2: Unless a tank is distracted by something else, do not engage it. Instead, wait until it is killed and take it out on the pad. You will probably get killed by directly engaging it.

3:Get behind enemy lines and take out their deployables and vehicles during the EMP constructor stage. Forward spawn, and GDF base

4:If you're locked onto with rocket artillary, fly to the ground and bail out. They're your single biggest thread. (Tanks will be more of a problem, but only because they're more common) Make destroying rocket sites your #1 priority.

5: Strockets will curve over obstacles when locked on. This is a good way to take out enemy deployables, including AVTs when the GDF has the spillway spawn from the tormenter pad. If you have a clear shot on a slow-moving or stationary target, don't bother with the lock on and just use the strocket + 2plasma barrage.

7: Don't be an arroggant prick. For whatever reason, people who use the tormentor tend to be one.

The tormenter has tremendous potential, and will rack up points extremely fast, even if you don't kill much with it. As long as you're airborne, you will distract several of the enemy team members, and probably most of their armor and artillary. Chances are, the enemy tank will focus on the tormenter and only the tormenter. If your cyclops is also on the tank, it's easy to take it out. Most GDF players will make killing a tormenter their # priority. If they don't, their deployables (and sometimes teammates) won't last very long.

murka10
07-30-2007, 12:31 PM
if you are near an AIT or the strogg mothership don't bail out, rockets get destroyed and you can continiue killing, after lock-on see if they are rockets by running away and decoying, if they dont get decoyed then go to an AIT, they dont travel fast and you have time

engaging tank with full hp is hard, but the tormentor has short respawn and you dont have to worry much, if you dont engage it, he will, you have to take chances if he is shooting you. only way to make the tank miss is to barrel roll all the way, iv never been hit that way.

Szakalot
07-31-2007, 08:36 AM
Here's some tips
2: Unless a tank is distracted by something else, do not engage it. Instead, wait until it is killed and take it out on the pad. You will probably get killed by directly engaging it.

3:Get behind enemy lines and take out their deployables and vehicles during the EMP constructor stage. Forward spawn, and GDF base


I think ur the kind of guy that whores stats a lot. No point in destroying a tank when no one is using it in GDF base since its a waste of time, it will respawn quickly anyway. Sure u will get load of xp but, not only i do not find that very funny but u could help ur team instead. Taking out deployables is a good thing but do not make it ur only job. It needs to be balanced. Take those turrets and stuff when its pretty calm and help ur team when GDF are assualting. And atacking tanks is a priority, u get lots of xp, its fun and very hard - the best way to self-improve with tormentor.

Zeldor
07-31-2007, 02:39 PM
Szakalot:

I think that you don't get any xp anyway for destroying vehicles in base.

murka10
07-31-2007, 04:42 PM
hmm, dint i post anything saying that here, i could have sworn i told it. maybe was fp forums.
you dont get exp for vehicles that haven't been used.

Zeldor
07-31-2007, 05:08 PM
murka10:

I am sure you did in another topic :)

Curlydave
07-31-2007, 05:10 PM
I think ur the kind of guy that whores stats a lot. No point in destroying a tank when no one is using it in GDF base since its a waste of time, it will respawn quickly anyway. Sure u will get load of xp but, not only i do not find that very funny but u could help ur team instead. Taking out deployables is a good thing but do not make it ur only job. It needs to be balanced. Take those turrets and stuff when its pretty calm and help ur team when GDF are assualting. And atacking tanks is a priority, u get lots of xp, its fun and very hard - the best way to self-improve with tormentor.

The point in destroying it on the pad is to keep their tank from attacking your team - it has a long respawn time. Alternatively, damaging it severely can be even better.

As for taking out tanks in the tormenter, it's really easy to team up with someone else on your team in a cyclops, hog, desecrator or with a rocket launcher and take out the tank, but attacking it alone is very difficult. A tank cannot deal with the tormenter and something else at the same time.

CarbonFire
07-31-2007, 06:15 PM
The point in destroying it on the pad is to keep their tank from attacking your team - it has a long respawn time. Alternatively, damaging it severely can be even better.

As for taking out tanks in the tormenter, it's really easy to team up with someone else on your team in a cyclops, hog, desecrator or with a rocket launcher and take out the tank, but attacking it alone is very difficult. A tank cannot deal with the tormenter and something else at the same time.
Best Anti-Tank (infantry) Combo:
Tormentor + Infiltrator w/EMP nades

Runner up:
Tormentor + Oppressor w/Plasma Mortar

Any of the vehicles will definitely help as well, but a well placed EMP or Plasma Mortar barrage can work over an embattled tank faster than just about anything, especially if he doesn't have infantry backup. But generally, I find good tankers tend to have good infantry backup with either a second engineer deploying AVT or AIT, or a soldier with a RL. Either way, the team with the most backup will generally prevail in a Tormentor vs Titan fight.

And you CAN solo kill a Titan with the Tormentor. Its not easy, especially against good tankers that use the terrain to their advantage, but its definitely doable.

And even though the tank has a longer than normal respawn time, it doesn't help your team THAT much to just suppress that one vehicle. Picking off approaching infantry, taking out deployables and generally making the GDF's life miserable is worth quite a bit.

murka10
07-31-2007, 07:17 PM
the titan barely has any respawn time like all other vehicles.

Cerci
08-04-2007, 04:25 PM
Anyone else absolutely loving the tormentor on the new map? So much space to move, makes hit 'n runs extremely effective. Dogfighting seems to be a lot of fun too, it's like a whole game in itself.

You can be a serious pain for the MCC if you make sure you're airborne the second the bridge is built. While most people fall back to the strogg side of the tunnel, you can really slow things down for GDF by keeping the bridge ablaze with plasma and strockets.

Rawrness
08-04-2007, 08:06 PM
Anyone else absolutely loving the tormentor on the new map? So much space to move, makes hit 'n runs extremely effective. Dogfighting seems to be a lot of fun too, it's like a whole game in itself.

You can be a serious pain for the MCC if you make sure you're airborne the second the bridge is built. While most people fall back to the strogg side of the tunnel, you can really slow things down for GDF by keeping the bridge ablaze with plasma and strockets.

Indeed, the Tormentor is a lot more useful and fun to fly in Valley, though I find two things dissapointing about Valley. First, the rather low flying roof, engines stalling when flying over a hill isn't fun, and second that you generally don't get a lot of time to fly the Anasi as GDF, something that also reduces the amount of dogfighting.

By the way, was there any changes to the Tormentor in Beta 2? It seems to be easier to control and the weapons appear to be able to fire more frequently?

Edit: I've uploaded a few Tormentor movies (http://rattyx.se/Tormentor).

beta
08-06-2007, 09:31 AM
Yea, that 60 foot glass ceiling sux.

murka10
08-18-2007, 01:26 PM
added a few lines of hints in the first post.

Cerci
09-07-2007, 03:29 PM
Has anyone figured out the logic behind the Anansi's LAWs? I mean, they either fire from the left wing or the right wing, but it doesn't seem to alternate.. sometimes it'll fire from the left first, then left again, then right.. other times right left right left etc. It's kind of annoying not knowing, makes it quite hard to line up dumbfire shots on tormentors, and is especially annoying if you're hovering just behind a tree expecting the LAW to leave from the left wing, but instead it goes from the right and explodes on the tree right in front of you ¬_¬

Szakalot
09-07-2007, 11:56 PM
Has anyone figured out the logic behind the Anansi's LAWs? I mean, they either fire from the left wing or the right wing, but it doesn't seem to alternate.. sometimes it'll fire from the left first, then left again, then right.. other times right left right left etc. It's kind of annoying not knowing, makes it quite hard to line up dumbfire shots on tormentors, and is especially annoying if you're hovering just behind a tree expecting the LAW to leave from the left wing, but instead it goes from the right and explodes on the tree right in front of you ¬_¬

disagree, its always right/left/right/left pattern. From what ive seen at least. Dont know how it starts after jumping in i think first shot is either random or left side. And from what ive experienced, switching to rockets and firing them is a part of the law pattern. So if u shoot left LAW and switch to rockets, fire 3 rockets than ur next LAW will still be left side. Ill go testing right away to confirm my claims.

EDIT: i just checked it. Nothing is wrong with the left/right/left/right pattern. Above all LAW and ROCKET patterns are independant and memorised. After u spawn first LAW is the left LAW. than no matter what u do ur next LAW will be fired from the right side. Same applies to rockets. Its worth noting however that while in motion u can fall victim to eye illusion, cant call it in eng but that would explains why it SEEMS its fired from the other side.
@Cerzi :
go to 3rd person for a moment, u will hopefully see im right:)

Maybe ur experiencing bugs, but i encountered nothing similar. And when dogfightings u can fire one LAW wherever while running/dodging/whatever to see what ur next LAW will be, and adjust aim accordingly. Maybe ill make a seperate anansi thread with some help from other anansi flyers, perhaps?:)

Cerci
09-08-2007, 03:14 AM
You're probably right, I didn't test that extensively but I got a bit pissed after I killed myself expecting the LAW to come out the other side, so I spent a few minutes flying around in circles spamming it (which the server raised their collective eyebrow at) and seemed to be getting a pretty random pattern.. Might have just been lag though. Or maybe my Anansi was defective, it's happened before y'know (those times I've lost a dogfight or been beaten in any way, defective......)

Yeah, go ahead and make a different thread, the anansi is a totally different beast to the tormentor. I might have a few tricks videos to upload if I can be bothered, was bored earlier and did some pretty sexy high-speed low-altitude flying ;)

murka10
09-09-2007, 02:00 PM
actually memorizing where the next shot comes is very important, iv had times when i missed due to my misremembering of the pattern status :(
also tormentor has this left/right pattern too.

Szakalot
09-09-2007, 08:02 PM
maybe, but its irrevelant to aiming, its almost from the midle so i dont consider it a problem.

murka10
09-10-2007, 02:47 PM
going directly nose to nose you must know what wing to use, that little knowlage sometimes help, but as in a fast paced game, its really not very important.

DeathDealer
09-10-2007, 09:42 PM
Feels like the tormentor handles slightly different in the demo.
After unkeying the accelerate button, it doesn't glide as far ?
Could be my imagination.

Szakalot
09-10-2007, 11:36 PM
i agree, im not sure what are the differences though. It feels slower, more hover-like.

DeathDealer
09-11-2007, 06:52 AM
It definitely feels "easier" to fly.

I noticed also if you switch to the gun turret, you don't immediately lose altitude like you used to. I kind of like the way it handled in beta 2 better than demo. Oh well.

murka10
09-11-2007, 06:29 PM
yep the tormentor feels like a glove in my hand now, only when the legs hit the ground they get me spinning, the anansi has an advantage with its sleek body and no unneeded antennas.
just need to find an experienced anansi pilot inside the bunch of newbies that came with the demo.

DeathDealer
09-12-2007, 08:10 PM
I realized I forgot to turn on advanced flight controls. Feels much better.

Washow
09-13-2007, 12:19 AM
haha now that demo came out, every server i go is filled with really really new people..

it's so easy to get 500++ xp.. i'm flying like madman preventing engineers from building the bridge for like 10 mins.. heh

btw binding really helps.. the default keys for decoys and stuff really suck imo

Washow
09-13-2007, 05:42 AM
okay i really need help now.. lol thought my autoexec would work..

anyway, this is my autoexec.cfg

seta g_bind_context_anansi "flyer"
seta g_bind_context_hornet "flyer"
seta bind "mouse2" "_weapnext" "" "flyer"
seta bind "space" "_weapon0" "" "flyer"
seta bind "z" "toggle g_showvehiclecockpits 0 1" "" "flyer"

right now, it does not work AT ALL
i've also tried to change the m_helicopteryaw and pitch to 1 from -0.22 but whenever i run the game, that value goes back to -0.22

what did i do wrong? thanks

EDIT: okay whenever i run the game after changing config files in /base, it goes back to default.. how do i change that? i of course unchecked read-only but it goes back whenever i run the game... wth??

reyalp
09-13-2007, 06:21 AM
you don't use seta with bind.
it should look like

seta g_bind_context_anansi "flyer"
seta g_bind_context_hornet "flyer"
bind "mouse2" "_weapnext" "" "flyer"
bind "space" "_weapon0" "" "flyer"
bind "z" "toggle g_showvehiclecockpits 0 1" "" "flyer"


Also, for contexts to work, you probably have to put the autoexec.cfg in sdnet\<yourprofilename>\base instead of the main base directory.

murka10
09-13-2007, 02:19 PM
the helicopter yaw and pitch are only allowed for a small change, it would make it cheating.... but mouse software already have this, too bad i cant do nothing like that, and i bought a brand new mx revo...

Washow
09-13-2007, 10:18 PM
heh thanks.. i've had my autoexec.cfg in my main base folder and been complaining how it doesn't work LOL

anyway now it works perfectly.. also i've found out that if you copy things from main etqwconfig file and modify it and paste it into your autoexec, you can change it say changing pitch and yaw to 1 instead of 0.022 which make things super fast..

btw wth? i just played couple round and got out of the game to change something in my autoexec and apparently it's gone! weird thing is, all my binding still works

weird

GorkerMorker
09-25-2007, 07:49 PM
I love the hyperblaster! I frequently swith seats to give a spawnpoint a bullet rain, before crawling back from to the steer.

I can totally imagine an ugly oppressor crawling trough a small space to mount the hyperblaster, shoot a bit, see a heading tree, crawl it's way back, get his back pins stuck on a cable or something and manages to get his left feet just in time to the poke to avoid the tree.

That would be soo strogg.

murka10
09-26-2007, 02:20 PM
stroggs dont change seats, they just switch their hand on flying controls from gunner controls.

and its actually more useful to use the hyperblaster as a gunner, switching is sorta useless, you might get shot on(you cant do anything, not even shoot decoys in time)

anyway, 2days, 2days :)

Powerbladder2.5
09-27-2007, 12:39 AM
would I be right in saying that when you use the context line in cfg relating to say anasi that these binds are for the anasi only and dont effect you binds for say soldier meaning you can set like a mini cfg for each class or vehicle?

using standard menu binds seems to run me out of keys for all the different classes

Sublim3
09-27-2007, 12:40 AM
would I be right in saying that when you use the context line in cfg relating to say anasi that these binds are for the anasi only and dont effect you binds for say soldier meaning you can set like a mini cfg for each class or vehicle?

Yes.

Context binds allow you to make a single key do different things depending on what class/vehicle you are.

DeathDealer
09-30-2007, 11:23 PM
I see this thread has had some posts deleted that related to the beta. No matter.

I was posting to say I noticed a huge difference in the way the tormentor handles. I like it better before. It seems too "easy" now. :oppressor:

Ashen-Shugar
09-30-2007, 11:32 PM
anaisai flys much easier i can tell

DeathDealer
09-30-2007, 11:49 PM
anaisai flys much easier i can tell

Haven't tried it yet, it's probably like the tormentor. I liked the steeper learning curve of the flying vehicles. Feels like it's got an auto pilot now, even with advanced flight controls enabled.

Toughbeard
10-01-2007, 10:44 AM
Hi,

I find it very hard (well impossible actually) to fly. I want to change the mouse to look around. plus I dont see any buttons for strafing with the flyers...

the only reason I use th flyers is to get somewhere quickly.. then just bail out... For me with those standart controls they are useless.

In every game I place a AVT which renders them useless.

So if someone has a solution for controls for these flyers I would appreciate. That is modifying the mouseaxis as well.

have fun..

Beezelburg
10-01-2007, 09:09 PM
Personally I don't see the point on going a Tormentor as I can take them down with 1 shot whenever I wish... lock on, wait wait a second after they set off decoys then fire... easy peasy!

Sure Tormentors are good when you have 2 crew and they are dead fun to fly but otherwise I leave them be...

Szakalot
10-01-2007, 09:10 PM
Hi,

I find it very hard (well impossible actually) to fly. I want to change the mouse to look around. plus I dont see any buttons for strafing with the flyers...

the only reason I use th flyers is to get somewhere quickly.. then just bail out... For me with those standart controls they are useless.

In every game I place a AVT which renders them useless.

So if someone has a solution for controls for these flyers I would appreciate. That is modifying the mouseaxis as well.

have fun..

you cant modify the axis as of yet. And one AVT wont stop any flyer that knows what they are doing. Without support that is. Try to experiment with the controls a bit, get used to them. Its hard to fly that is true, but no tormentor pilot here got leet with one week of flying. It requires lots of determination but has a great payback.

Beezelburg
10-01-2007, 09:17 PM
Personally I think its good practice one a bot game... then you can practice your areal acrobatics with next to no opposition... then once you've got the hang of things start flying them in multiplayer games... simple

Herbert_West
10-03-2007, 01:37 PM
Anansi feels a bit sluggish. And Tormentor may be made out of carboard and pop like a baloon when hit, but in skilled hands it is the meanest killing machine there is. Check out dommafia's vid (http://www.youtube.com/watch?v=92M6mSNkQoM&mode=related&search=).
True enough, flying is challenging in etqw, but once you get a grip on it, you'll fall in love with the unprecedented degree of controll it gives you. I know i did.
And one avt isn't enough to clear the sky, especially when the pilot has advanced flares, which aren't difficult to get!

superfreakkkyy
10-03-2007, 10:21 PM
Whenever I'm on the Tormentor in Valley, MCP never seem to move ;)

xWhiteMousex
10-05-2007, 07:24 AM
Using sniper on a tormentor is more effective than the rocket launcher / trojan.

You have extreme range, you do really decent damage, and there is no way the tormentor can outmaneuver your shots or use decoys to avoid it.

If you want to be a real a$$, you situate yourself somewhat to the far rear of the enemy line, and shoot at the tormentor as it's heading into battle. Most times they come limping back towards the safety of their rear line, only to eat two or three sniper shots in the face, which is enough to ruin their day.

If there is a really active tormentor pilot on the map, I employ the above tactic to keep him grounded, or at the very least, off our troops. There's a time for sniping, a time for disguises and a time for anti-air.

Also, if you are using a trojan or rocket launcher infantry, remember that the Tormenter doesn't get a lock-on warning until the rocket/missile is fired.

I've tested this by locking onto tormentors for a long time, without them dropping decoys or going evasive.

What's the point of not firing once you get a lock-on? Wait until they come close, then fire.. since that gives them about 0.2 seconds to drop decoys, which basically means they're dead before the decoy is out.

Firing rocket launcher at tormentors at long range is a waste of ammo. Wait for that "in the face" shot.

Herbert_West
10-05-2007, 10:22 AM
Shh!! This isn't the "Anti-Tormentor thread", quite the contrary ;-)

But yes, focused sniper fire, possibly from someone who's not in my radar coverage is dangerous. Also, this damn APC Trojan thing reloads missiles to quickly to be healthy for you :p

xWhiteMousex
10-05-2007, 10:56 AM
You should pay heed to the Anti-Tormentor ideas and use it to improve your own Tormentor flying accordingly ^.^

murka10
10-05-2007, 01:23 PM
well, i eat the anti-tormentor tactics and counter them.
i now hope i get the friggin game soon, have visited 4 stores already. part two om my search continiues today.

the tormentor is prolly the best way to stop the MCP, only a few strockets plus some tasty plasma on top of it and the MCP is smoking.

id advise snipers stay on the ground and not on top of mountains, a mountain-sniper is easy picking, as thats the first place i look for them.

pwned
10-12-2007, 08:32 AM
umm what is freelook? what does it do?

Beermachine
10-12-2007, 10:05 AM
Great tips in this thread. Just curious, is changing yaw and pitch settings allowable in ranked servers? If so, what is the maximum allowed before being outside cvar limits for the tormentor and anansi?

pucker
12-08-2007, 07:57 PM
i also would like more info on freelook if anyone wants to provide.

Leethal
12-08-2007, 11:05 PM
freelook does while pressing, if you move the mouse, you move the recticle for aiming, thus, you aim the rockets freely , without moving the ship.


I got a tip on Air Dogfights - When you have the tormentor, your rockets have a much greater turning angle than the Anansi, so using freelook to lock on to an anansi passing by you, especially if it's comming lower, even better. Decoys get fired below, so a rocket from above will still hit it. with the turning speed of the strocket, you can get the anansi on the back while facing it forward.

apoc_warlord
12-09-2007, 09:19 PM
I personally love the tormentor, its so manuverable, i only ever die from sniper fire and the occasional close rocket soldier, but in a dogfight its strockets speed makes it inferior to the anasia as their LAW moves much faster and is very hard to dodge, to a point where i have killed dom a few times in 1 on 1s in the air (only as anasia, he would destroy me when im in tormentor). IMO the tormentor is much better to take out anything on the ground, whereas anasia rules the skys.

Leethal
12-09-2007, 10:38 PM
i think not. the anansi is better in terms of reaction time. it's the assault rifle.

the tormentor's plasma cannon blows up mid-air. not good for bombing, since you're close to the ground just to shoot, and thus very vulnerable.
The only thing it has is the turning speed and blast radius of the strockets.

Shiv
12-10-2007, 09:27 AM
swapping to outside view and using freelook also enables you to do a full sweep all around the vehicle very quickly to find out where enemy aircraft are :)

DreAdeDcoRpSE
12-11-2007, 07:54 AM
I personally love the tormentor, its so manuverable, i only ever die from sniper fire and the occasional close rocket soldier, but in a dogfight its strockets speed makes it inferior to the anasia as their LAW moves much faster and is very hard to dodge, to a point where i have killed dom a few times in 1 on 1s in the air (only as anasia, he would destroy me when im in tormentor). IMO the tormentor is much better to take out anything on the ground, whereas anasia rules the skys.

i think not. the anansi is better in terms of reaction time. it's the assault rifle.

the tormentor's plasma cannon blows up mid-air. not good for bombing, since you're close to the ground just to shoot, and thus very vulnerable.
The only thing it has is the turning speed and blast radius of the strockets.

Your both right, I spent allot of time in the tormentor and I found that the tormentor is ver maneuverable, But so is the Anansi if put in the right hands. Yes the Anansi is not as fast as the tormentor in the maneuvers but what it lacks in that area it makes up in its fire power. The anansi compared the tormentor I feel are in 2 different categories. Here is my list of there pro's and con's.

Anansi:

Pro's

Rockets/Law's never stop till they are stopped, unlimited range.
Higher rate of fire for better spread of the rockets
Law's and rockets in air flight is much much faster then the tormentors
Reverse thrust is more of an air break.


Con's

Slower maneuverability
Takes more time to get up to top speed
Law's take longer to recharge



Tormentor

Pro's

Better maneuverability
Faster recharge rate on the Strockets
Gets to speed faster


Con's

Strockets Move much slower through the air
Less amount of secondary weapon before charge is depleted, Less of a spread.
Weapons have a set range unlike the Anansi
Reverse thrust is worse then the Anansi
Legs and the shape of the tormentor hinders place's it can go unlike the Anansi


Over all, in Air to Air, the tormentor hold little chance of winning if the pilots are equal pilots. But If the Tormentor Pilot is better then the Anansi, then the tormentor should be able to out maneuver the Anansi and take it down.

Overall, Do I feel the Anansi and the Tormentor are a equal fight if they were facing off as is. No, I feel that the Tormentor lacks the overall fire power to beat the Anansi. Only thing I feel should be done is Speed up the flight speed of the strockets/plasma cannon, Set a range limit on the Anansi's Law's/Rockets.

I know some might say that the Strocket is more powerful then the Law. I say then make the Law more powerful. Doesn't matter, the Law/Strocket is going to take down and Anansi/Tormentor in 1 shot anyways.

ixyc
12-25-2007, 11:06 PM
Anansi:

Pro's

Rockets/Law's never stop till they are stopped, unlimited range.
Higher rate of fire for better spread of the rockets
Law's and rockets in air flight is much much faster then the tormentors
Reverse thrust is more of an air break.


Con's

Slower maneuverability
Takes more time to get up to top speed
Law's take longer to recharge



Tormentor

Pro's

Better maneuverability
Faster recharge rate on the Strockets
Gets to speed faster


Con's

Strockets Move much slower through the air
Less amount of secondary weapon before charge is depleted, Less of a spread.
Weapons have a set range unlike the Anansi
Reverse thrust is worse then the Anansi
Legs and the shape of the tormentor hinders place's it can go unlike the Anansi


Over all, in Air to Air, the tormentor hold little chance of winning if the pilots are equal pilots. But If the Tormentor Pilot is better then the Anansi, then the tormentor should be able to out maneuver the Anansi and take it down.

Overall, Do I feel the Anansi and the Tormentor are a equal fight if they were facing off as is. No, I feel that the Tormentor lacks the overall fire power to beat the Anansi. Only thing I feel should be done is Speed up the flight speed of the strockets/plasma cannon, Set a range limit on the Anansi's Law's/Rockets.



I cannot agree with you more.

Still, Tormentor has to fight with Anansi. Do you guys have some good strategies to fight back?

Currently, what I do is NOT spinning in the air with Anansi because the turn rate of Tormentor is too slow. I usually get shot first if I turn around with a good Anansi pilot. Instead, I will try to accelerate and keep him a distance if I didn't get him in the first direct encounter. Because Tormentor can accelerate faster than Anansi, I can keep the distance not too close. When a Tormentor reaches highest speed, it can turn around MUCH MUCH faster. Now, I will do a 180 trun and spam some strocket/plasma canons, if he followed behind me and I was lucky, one plasma canon might hit him. I just keep doing these until I die or he die. That wastes a lot of time.

Any better strategies?

PhotonScatter
12-25-2007, 11:35 PM
Yay for dogfighting. Well, lately I've been flying the Tormentor a lot, and I'd have to say, get good at dumbfiring.

Dumbfiring was a skill I picked up for the Anansi dogfights, and in the Tormentor, since the Strocket is slower, you have to learn to lead more. If you can do that, you can beat 90% of the pilots you fly against. No matter what flier you take.

Tormentor Tricks:
1. If you are good at maneuvering, stay out of the Anansi's view. You can have all day to lock on if that's your cup of tea.

2. Learn to maintain your lock for at least 1 Strocket recycle time. Done properly, a 'double-lock' as my clannies have termed it, is deadly.

3. Use the superior speed of the tormentor. It's faster for a reason. Sitting on the air brake is bad, because that's the Anansi's fight. It also has superior drifting ability, so learn to do that.

Watch Corpse's videos. Stop by the !!!theXclamation Colosseum!!! Most of the time it's set up for dogfights, and the pass is dogfights.

ixyc
12-26-2007, 12:49 AM
2. Learn to maintain your lock for at least 1 Strocket recycle time. Done properly, a 'double-lock' as my clannies have termed it, is deadly.



Thanks for your tips.

I found 'double-lock' doesn't always work if following a full speed Anansi. Some guys can out-decoy two or three continuous Strocket lock-ons depending on their speed and reward. Strocket is too damn slow.

I also found the Strocket will go a big circle rather hit Anansi directly when locking-on at very close range and two flying at different direction. What stupid it is! Is this due to anti-lag? My ping is usually 80-100.

PhotonScatter
12-26-2007, 08:46 AM
It's because the Strockets have a set turning radius. If you fire and miss from point blank range, it physically cannot change directions fast enough. If you dumbfire though, and don't lock on, you avoid this problem :D. Up close, don't lock, unless you are in a position for the Strocket to go straight to the Anansi, e.g. while leading him as well.

DreAdeDcoRpSE
12-26-2007, 12:49 PM
I find with the tormentor, the best place to get a lock on is above the Anansi looking down, even if they fire there decoys, it does no justice for reasons that the decoys are fired from below the Anansi and your strocket is coming from the top. But overall the best tip to take out an Anansi is come from behind or above and make sure they dont know you are there. Once they know you are there, then try to dumbfire them or get out and run towards an AVT or a guy on your team with the oblivelator.

Other then that, the Anansi has the clear advantage in a heads up deal. But again, it will also really go towards the skill level of the pilot's. A new Anansi pilot stands no chance agienst a skilled tormentor pilot. but pilots of equal skill has the clear advantage towards the Anansi with its firerate/spread, and the speed at which the rockets/Laws fly at, and the distance they fly. Latley I been doing self sacrafise while in the tormentor, this week alone I have stoped about 6 Hammers with the tormentor, 1 I actually parked over the hammer and took out the hammer along with 6 guys and disabled 2 deployables that all were near the hammer. I didn't get credit for the kills but it was able to mess up the GDF team long enough for the rest of my team to complete the final objective.

Also, with the tormentor, if your just about dead, and you have an Anansi on your tail, I been doing sharp turns to turn around and fly right next to the Anansi and have a vehicle explosion take them out. Yes I die but so does the Anansi which will buy my team a few seconds with out the Anansi breathing down there throats. Little things like that does help.