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Attacking at Stardock
https://mail.black-squirrel.com/viewtopic.php?f=13&t=32029
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Author:  Spectre [ Mon Aug 08, 2011 7:04 pm ]
Post subject:  Attacking at Stardock

I am looking for suggestions for attacking a red player who keeps popping in and out of Stardock. He does it so fast and frequent I would imagine it is part of a script.

I have both Swath and TWXProxy. I am guessing I need to either use a macro or burst to get him. The problem is with other ships parked there his is not always at the top of the attack list when trying to attack him, so he's usually gone by the time I initate an attack.

Any suggestions?

Author:  LoneStar [ Mon Aug 08, 2011 7:31 pm ]
Post subject:  Re: Attacking at Stardock

yep. if there's no empty ships sitting at Dock, buy a cheap ship and get to the attack prompt on the empty ship. then do something like this:

Attack Your Corp [1]'s unmanned *** Life Source *** (223,354-20) (Y/N) [N]?

..if there's, for example, 20 empty ships, you need to lock onto the last ship --so the 20th ship. ...then load a script like this:
Code:
setvar $PLAYER "Lonestar"
setvar $FIGWAVE 25000
settextlinetrigger   lifts :lifts ($PLAYER & " lifts")
pause
:lifts
send "n y " & $FIGWAVE & "* * "


You should check the player-lifts msg to make sure I have the Case propper. Also. The $PLAYER needs to be exact (just copy it from the CLV or who's online).

If you keep missing, then you'll need to goto the next step.. which I'll keep a secret --the walls have ears :) ...but PM me and I'll tell you 8)

Author:  Singularity [ Mon Aug 08, 2011 7:32 pm ]
Post subject:  Re: Attacking at Stardock

You need to figure out the average timing between his warp in and his warp off, offset by some ping number, and then start attacking then (factoring in the ships at dock). This, if you do it right, can get you exactly 1 attack (maybe 2, if he doesn't macro it, or if the timings are looser) if the timings are right. There's no way a simple lift trigger will catch most scripts (altho that depends on timings, too, now).

Whether that 1 attack is enough to kill him, that's a big question. Many times I have my scripts set to detect such an attack, then set to either stop or retaliate. In some edits, it doesn't matter, since you can't possibly kill someone in less than 3 attacks.

You can also try blowing dock and seeing whether or not his script is vulnerable to that. This is also something you can try timing, too.

Author:  Spectre [ Mon Aug 08, 2011 7:38 pm ]
Post subject:  Re: Attacking at Stardock

I'll give it a try tommorow when the player is on. I'll setup the scenario on my own TWGS tonight and practice it.

Thanks...

Author:  Promethius [ Mon Aug 08, 2011 10:34 pm ]
Post subject:  Re: Attacking at Stardock

Probably coming in through the backdoor. If your ship has an IG, ptorp under his fig and wait with an autokill. If not, sit adjacent and dtorp or photon under, limp, retreat and ptorp on the limp hit.

Author:  Vid Kid [ Tue Aug 09, 2011 5:04 am ]
Post subject:  Re: Attacking at Stardock

Prom has the best idea .. he is a red so he doesn't jump right into dock .. best way is to stop him out from where he comes in from .. and kill him there with less ships to interfere.

Otherwise you are just trying for a hit in fed or dock ...
The only way to do those is to buffer and spin a loop of attacks.
But if its a beefy ship .. one wave just wont do it .. and if he sees it , he stops coming in or sets you up for some surprises.

Author:  mob [ Tue Aug 09, 2011 9:30 pm ]
Post subject:  Re: Attacking at Stardock

Not sure who it was, I think LS that clued me in to using a while loop. It works, got to be careful with any type of dock script though. Easy to hang someone up while running one.

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