H O T A Strategy Contents: |
Specialist Info
Scout Armor
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SCOUT ARMOR:Use For mobility and Speed. It also is the only Armor that can pilot every vehicle in the Game. It is the only choice if you intend to be a sniper. To the best of my knowledge this is the only Armor that can carry the cloaking pack and Laser Rifle, but to use the Laser Rifle You have to have an Energy Pack. If you need rapid movement, and want to excel at high flying then this is the Armor you need. |
Assault Armor
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ASSAULT ARMOR: This is a Good all around rig, it is Strong enough to defend the Base, and fast enough to get sensors,and turrents out quickly.With this one You can carry all the pack's (Except the Cloak) and every weapon except the Laser rifle, and Motar. And ontop of all that it will let You pilot every Vehicle Except the Grav Cycle.
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Juggernault Armor
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JUGGERNAULT ARMOR: This one is a walking Land cruiser but It is very slow. Inside Buildings its King especially if its equiped with a Shield Pack, and Plenty of Ammo. It can carry any Weapon except the Laser, and all the packs(Except the Cloak). But out in the open the immobility of its movement make it highly suceptable to fast moving Scouts. This one cannot Pilot any Vehicles, and that really compounds the Slow movement.(It can Hitch rides tho) |
DEFENDER
DEFENDER: This Branch of the Battle Group should be Designated before the Battle, and there main consern should always be the Flag & Generators. They should have access to a Minimum of 5 Spider clamps and 3 Land Spikes,( if u see that we are down to the last 5 Spikes or Clamps, clear any use of these Device's with a Defender before placing one: any where other than Flag or Generator Defense). If You have not noticed it yet when You pick up a land spike or spider clamp You will see Max number that the Team has available, and How many have been used.
The reason they need them is Defense of the Flag, and Gens these must! take Priority over all other Defensive Measures. These Numbers allow 3 clamps for the Flag and 2 clamps for the Gens and well as a few land spikes for Base access point protection.
Defenders will be responsible for Early Warning and Motion sensor placement as well as Barrel Changes to Fixed turrent as needed.
They will be responsible for all repairs to the Base's Generators, Sensors, fixed Turrents, and portable sensors and Turrents. And while doing all this They still have to balance there time so as to not leave the Flag unatended.
They are a busy bunch, and they are the Back bone of any Offensive effort with out there constant Tweaking of the Base's Internal and Perimeter defenses we will have Little Chance of winning.
OFFENSE Division
OFFENSE: Main Objective is to cripple the Enemies Defense, and Defend the Perimeters of the Home Base.
They should also be ready to retrieve our Flag should the Enemy Break through the Defenses and take it. There Eye's should not wander to far from the Command Circuit, and they should be ready to Aide and Protect the Flag Capper at all times.
They should be looking for weak spots in out perimerter defense and adding Motion and early warning sensor's as required.
They have to be good with Bomber,s, assault tanks, and Mobil base deployment. They need to work Closely with each other, using Targeting lasers to aide there Fellow offense member in hitting there Objectives, and keep the front line supplied with inventory base's that have markers droped beside them so that other teammates may find them (Snipers,Cappers, and Saboteurs, as well as other Offensive players).
These are the Front line support, and there Arse is on the line at all times. There work is some of the Most flusterating in the game, and they are Damn well worthy of all the Praise you can give um.
CAPPER
CAPPER: He or She is the money maker the Point gatherer, the fastest most acurate, agile, Quick witted person on the team, and also probably the lowest pinger we have. They are most likely to die more than anyone, unless the Snipers, Saboteurs and Offensive members of the Team do a good Job of Pillage, destruction, and Demoralization of the Enemies Defensive Network. There Job is to jump into the heart of the Enemies base stare down the throat of at least 2 or 3 Juggernaults, dodge the fire from land spikes, Spider clamps,and disable enemy mines, grab the Enemies Flag, get out of there Base, then Dodge Motar fire, and out run other Capper equiped Enemy Scout's back to our base.
And Now after he gets there Hope that our Flag is Still there so that He can Cap it.
If its not he should pass the flag to a JuggerNault Defender, and do a quick heal and re Ammo. Then head back to the Jaws of Hell and get our Flag back. These Person's have to be good dude's or Dudesses, and great Players.
SNIPER
SNIPER: A lot of Tribes think there reduntant and Useless, But I would differ with that if You have enough people that You can aford a couple of persons to go out and snipe it confuse's the Enemy and normally the one who got Sniped comes running to get revenge. That's why I said a Couple of People For A Sniper to really be effective he needs a little back up. let the Sniper do his work , and have his buddy watch his back.
one thing it does is to make the Juggernaults get there heads back inside, the other is it makes every one jumpy during this confusion a Saboteur can easlly infiltrate a base using a cloak and a Capper has a much better chance of success when 2 or 3 of the Enemies base defenders are out looking for a sniper.(But like I said it still henges on the number of players You have on your Team, a Smaller Number means You can't aford the Man power to do this).
SABOTEUR
SABOTEUR: I like this one he has to be sneaky, and underhanded to get the Job done. and a Cloak pack with an Assasins gun is Most handy to get the Job done. Main Objective should be to take down the Enemies Generators, and after doing so he should place Mines on as many Inventory Station as Possible. Theres nothing I hate more than to repair the Gen's Jump on a Inventory station only to get Blown up by a Saboteurs Mine.It not only makes me mad, but it is Down right Humiliating.
But mainly if the Person is good enough he can Stay in the Enemy base for a long time, dealing Death from the back for every one that does not see him, and taking out the Generators as fast as they put um back up. This Sabotage is not only upsetting for the other team, its also very helpful for the Capper's and Offense.
Also a Saboteur does not have to be a Cloaked Assasin.
I have on occasion in Certain Maps managed to get My Self droped off a ship close enough to enter the Enemies base in Juggernault Armor. If ya get in the Gen room with this on and a Shield Pack its Hard to get ya out. For one thing once You take out the Gen's any one whos not Juggernault Aint gonna get to be one till there fixed, and Scouts in a close room are not much of a Match for a Juggernault and Shield pack.Just remember to check all the Dead ones for Heal pack and Ammo.
I know theres not much here right now, but keep checking back, and I'm sure it will get better
However I will eventually make this a members only page..
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