Author Topic: My experience with The Misfits  (Read 3718 times)

Offline DrakoNeko

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My experience with The Misfits
« on: June 03, 2015, 05:17:58 AM »
(Original text was worth 5 A4 pages. I resumed it)
Before joining Foe Hammer I was with the misfits. I was an active recruited and when TheAngryPacifist went 'this game started to bore me, I'll go play something else' and stopped playing I was the one telling everyone what was going on.

Regardless of that I've had a nice experience by being in a high rank on a big fleet (I helped it grow that much too), and by playing together with as many players as to fill four quintets.

I've noticed several differences between the way AngryPacifist directed his fleet when in battle and the way foe hammer does. I believe I can help the fleet improve, so I'd like to share my experience:


There was this particular night, in which after getting a number of players on teamspeak, the misfits decided to go all out against human homeworld (by then, current PVP Sandbox was Open Space 1.0 and was where everyone was playing). So we spammed galaxy chat on how we where going to blast human homeworld and then called upon our forces to meet there.
Imagine 2 fully manned quintets and a trio followed by four solos against a swarm of enemy players (I think there was about six non mft quintets defending the human homeworld). Odds wherent in our favour, but coordination and organization was:
In teamspeak, people where trying to keep chat noise at a minimum, so science officers could provide the enemy frequency loud and clear, and our fleet admiral could organize the attack.
We went all out: every quintet (including the trio) picked a target and engaged. As for the solos, we called who we where supporting and proceeded.
It didnt take long before the first enemy casualties (ships respawned) where caused, and one of the captains called out for repairs (instead of warping out they just went really far). I was in my udu solo, had a wingman of my own, our admiral called upon us to cover the fleeing ship as it repairs itself, and so we did: between the two of us we took out a enemy quintet that was pursuing our ally. Not long after the Jonh Paul Jones (our flagship) asked for help: it had three quintets chasing it and hull was dropping fast. The four solos came in its aid while the trio and the remaining quintet held the remaining enemies at bay.
"Fire on [insert ship name]" our admiral on board the JPJ calls
"Frequency Echo" his science officer adds a few seconds after.
A rain of lasers and torpedos hit the enemy, destroying it within seconds.
"Now target the [insert second ship name here]" the admiral says.
"Frequency Bravo" is heard and the attack starts.
"Hull critical" the Engineer on board the jpj interrupts as the second target is destroyed.
The JPJ does a final scan before using a long jump: "Freq Charlie", and its just us, solos, against a quintet foolish enough not to modulate its frequency.
"Good job guys. Drako, you and [cant remember] break off and help the other quintet"
I cant remember what he ordered the other two, my order was clear and I was to comply.
The battle raged for two hours. The defenders took several casualties. We lost by much 2 quintets and three solos (all from a player foolish enough to go on his own several times).

The only times I've been playing in several (as in, more than one) ships with foe hammer members there's a number of things that I see lacking. It feels like the fleet works pretty much on a "everyone on its own" basis, where every ship communicates with its own crew -only- instead of working as a squad.

I've seen first hand the power of a well organized squad. Even a single Science-capable ship followed by a number of solos is something to be afraid off if properly organized.

So, here are some tips I'd like to propose (having in consideration some features that wherent available back then):


Usage of teamspeak over voicecomm, and if able, usage of both at the same time.

Voicecomm, as amazing as it might be, still doesnt compares to the sound quality provided on teamspeak. This is why I consider it better for squad or fleet operations. If you're able, keep your ship-related info (like letting know your captain of the hull damage or ordering power distribution, or info like that) on the in-game voicecomm, so teamspeak can be used only for squad operations.

Designation and usage of flagships/squad leaders
It is clear to me that the "Foe Hammer" is our flagship, as it is the ship that teeth plays. However, before launching into battle, it would be good if squad leaders are designated. Per example, if you're flying your solo and a quintet from your own fleet shows up, request him to be your squad leader. If ships of the same size meet, arrange on a squad leader. And follow his/her instructions. Likewise if you're the squad leader, do give instructions to your squad. Many players make the mistake of attacking different ships. For anyone who has played an RTS, it is clear that focusing fire is crucial: a dead enemy cant shot back, and you'll kill a enemy army faster if you focus fire than if you go each your separate way.

Calling out frequency loud and clear
This is either captain or science job (depending on the ship, the squad and how things are arranged)
Giving the enemy shield info to your squad allows them to cause even more damage to the enemy. I've had a hard time in Foe Hammer trying to support quintets and having them keeping the enemy frequency to themselves. If you tell your wingman/squad member the frequency, it is likely to better assist you, and together you can destroy the enemy faster.
It is equally important to make it clear. Remember there's often noise in the channel, even in teamspeak, the voices of other players make it hard to understand a single letter. Using whole names solves this issue: Alpha for A, Bravo for B, Charlie is C, Delta is D, Echo for E. This makes understanding you more easily (and works marvels as well when you're providing that info to your tact). It is important to mention who's that frequency belongs to (mainly when there are many of our quintets in a same area). Sometimes its hard to tell who is calling the frequency and what ship does that freq belongs to.

Help other members and play together whenever able
One way of practicing all I mentioned here is by playing together. If you see a FHF member running a ship, why not try to follow him in your own ship instead of joining his ship? This way not only we get to practice playing as a fleet (instead of playing as random dudes), we also let people from outside the fleet get to know us, and they might get to ask in (which ultimately is up to teeth to deem if they're worthy or not).

That would be all for now. I hope this helps the fleet to become better as a team.
Hope to see you all soon in the battlefield. I'm always eager to be someone's wingman and or to teamplay, so you can count on me ;)

Offline teeth_03

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Re: My experience with The Misfits
« Reply #1 on: June 03, 2015, 05:54:41 AM »
Good write up :)

The main issue that I face is getting everyone together. I normally have to spend a lot of brain power just to get people to play together, that its hard to keep things organized. Its also not often that we have enough players on to man multiple ships to need organization like this, which is the primary reason why you don't see it much.

This may change however once we are able to play a game mode that actually matters. Capture Wars will change things for the better, and give us more purpose, which will in turn require more communication.

One last note, I also frequently play with people not in the fleet, and some of them don't know what they are doing. Its hard to have a serious game when you have to train someone on the spot on how Engineering works, like that happened this past Monday.

Don't worry, we will aspire to get more organized, making Conungi a Captain was the first step in making 'squads', if we ever have more than 10 people on, then we can continue to promote and let others have their own ships or fighter squadrons.