Difference between revisions of "Combat"

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(Raid Transports)
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* Tries to target foreign transports and stop an invasion. Good against Engage and Retreat, weak against Rush and Formation protects transports.
 
* Tries to target foreign transports and stop an invasion. Good against Engage and Retreat, weak against Rush and Formation protects transports.
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* Greyed out if no transports on the other side
  
 
= Defense =
 
= Defense =

Revision as of 14:30, 1 February 2020

Intro

  • For their destiny to explore Scouts are turned to easier 'Escape' as other ships.

Attacking

No Target selected

  • with 'no target selected' you will go into the combat, try to return fire and as well, try to ESCAPE

Primary Target

  • Your main target > to disable choose ONLY RETURN FIRE

Secondary Target

  • Your secondary target > to disable choose ONLY RETURN FIRE

Engage

  • Engage order is good against Rush and Formation but weak with Retreat and Raid transports.

Rush

  • Rushing orders might block Retreat and good against Raid transports. It is weak against Formation and Engage.

Raid Transports

  • Tries to target foreign transports and stop an invasion. Good against Engage and Retreat, weak against Rush and Formation protects transports.
  • Greyed out if no transports on the other side

Defense

Combat Formation

  • Formation reduces damage to own transports from a Raid and good against Rush. It is weak against Retreat and Engage.

Hail

  • Hail will avoid combat if the other ships hail or retreat.

Retreat

  • Scouts often retreat without combat. It is good against Formation and Engage but weak against Rush and Raid.

Image

Backup

see