Guide to Being Effective

ContingencyPl4n

Elite Pro Mapmaker
(ATTENTION: THIS IS LONG)
::Introduction::
By The ContingencyPl4n.

Playing Fallen Empire: Legions effectively is quite an undertaking. Only through playing many, many hours can you hope to be a better player. This guide is my take on how to get better, and to help you do so.

Everything about a guide, ANY guide, is in some way biased. This one, other ones, every one. Many tell you how to play. Most of them revolve around the same concept, most of them have the same ideas, and most of my guide has the same ideas as them. You don't need to take this guide under any consideration, but its advised. (guides are usually created by decent players :))

First and foremost are positions. This game revolves around them. They help keep things simple and maintain teamwork easily. Using positions in this game has actually made me think differently in other games. It has helped me in those games as well. So in other words: This guide is going to teach using the same methods as others have conveyed and some things they haven't.

Being effective is the number one priority in a team game. If you are not doing something constructive; You are not helping. If you can change the game by just doing what you do, you are being effective. (Anti_Kryst can turn a game with his sniping for example).


Four things to know: These are the main things you should always take into consideration when trying to play better. (In my opinion)

Awareness: Being aware of whats going on is crucial to success. Awareness of game changes, positions, cappers, cap routes, defense, offense, allies, enemies, maps, hills... you name it, it most likely will need to be noticed. Not all of this at the same time. Depending on the position you should be aware of different things. Having this makes it easier to play as time goes on. It becomes second nature after a while.
Example: a Capper should be aware of enemy cappers, enemy defense, ally cappers, and routes. These are among the most important for them.
Aim: Aim deals with eveything. Not just dueling. Aiming a correct RJ, Aim for a chaser using a chaingun, for use of the sniper, and heck, aim with iOD, even aim for throwing the flag. This isn't "spray and pray". This game rewards the people that take the time to aim. (looking at you sniper). Although "SnP" has its uses, a person with better aim will cut them down quicker.
Example: Tossing a flag to an ally. Chasing with a chaingun, using instant overdrive to block a capper.
Flag Play: Aiming is primarily used for fighting, so kinda the opposite end of the spectrum is flag play. Not many of the public players use this. Playing in Capture the Flag one must know everything about it. Use of flag play is usually used between the team members but can be used with just ones self. This is just as important as aim. Learn it.
Example: Passing to an ally at base, or on a route, shooting it to yourself, picking up midfield with overdrive.
Communication: Probably the most important thing here. If you have this, you have a team, and if you have a team, you have a better chance of winning. If everyone is on the same page, it all works out. Communicating is key to success on every map. Use it as much as possible. (especially Ventrilo or Team Speak, but if you don't, get used to using key binds and typing fast.)
Example: "I'm on chase.", "I'm on a route.", "Incoming enemy sighted!"

These four ideas are key to playing. Get these down and you will be a better player!
Before we get into the bread and butter ill lay a few things out for reference.


::Loadouts:: (Subject to change with Legions: Overdrive)

Outrider: Low armor but high speed make this the armor for getting around: Quickly.
Chaser: Rocket Launcher and Chaingun. This class is widely used for capping and chasing. Having the ability to get around, combined with the rocket and chaingun give this some serious potential.
Stinger: Chaingun and Grenade. This class lacks a rocket to easily get around so its mostly used on smaller maps as a light offense. the chaingun gives them some staying power while the grenade gives them some punch.
Bomber: Rocket Launcher and Grenade Launcher. This class has serious destructive capabilites. A class designed for wanton destruction. They have the ability to get in and get out, but the staying power is a lot harder with no chaingun. Light offense and capping are good places to start.
Sniper: Laser Rifle MK. II and Chaingun. A very hard class to use effectively. No rocket to use the outriders speed makes it harder to be effective. You do have a chaingun but if someone has aim, your screwed. The only saving grace is if you do have aim, and can push through someone trying to kill you to hit the more important people, like cappers, with your hyped up rifle.


Raider: Decent armor and some good speed to boot. This armor is for the people that want to go the distance in almost any position.

Gunner: Rocket Launcher, Grenade Launcher, and Chaingun. Three weapons, decent armor, decent speed. This class is the go to for getting the job done, and then some.
Chainsaw: Chaingun MK. II and Rocket Launcher. The rocket launcher allows you to get around, but its the chaingun that does the dirty work. The wicked damage output that the chaingun does gives the player an advantage on the field. The rocket helps a lot, but thats only if you want to take your finger off the trigger...
Thrasher: Chaingun MK. II and Grenage Launcher. This class has some potential, but it is hard to effectively use on larger maps. With no rocket, this loadout needs smaller maps, used for LO, this class can do some serious punishment to those not wary of its effectiveness.
Rocketeer: Rocket MK. II and Chaingun. Pretty much a gimped version of the Chainsaw. The speed up does little to make it super effective. The amount you get for rocket ammo helps, though, for the people that spam them. (personal favorite though...)
Hornet: Laser Rifle and Rocket Launcher. A class reserved for those who have aim. (Just like its Outrider brother.) The major difference is the rocket launcher. It allows the user to get around the map with just as much ease as other classes. You only need a rediculous amount of accuracy with the rifle to be effective. Chasing and Sweeper are the main areas to try out here.
Rooster: Laser Rifle and Grenade Launcher. A class not used much. It cant get places. It doesnt have as good stopping power as other classes. Hard as hell to keep people at bay. If you do use it. Props from me to you. Go ahead and try using this loadout. I suggest sweeper on small maps. Not much need to move, and still decently effective.


Sentinel: Lots-o-Armor, slow but with Instant Overdrive. Used primarily for defense it does have the ability to go offense.

Charger: Rocket Launcher, Grenade Launcher, and Chaingun MK. II. A great defensive loadout for the dueler in us all. you can wreck people with the chaingun, and still do damage with the rocket and grenades.
Juggernought: Rocket Launcher MK. II, Grenade Launcher, and Chaingun. A loadout that is hampered a bit because of its catch: The Rocket Launcher MK. II. It doesn't get much attention because the speed up doesn't help much. Use it as you will.
Defender: Rocket Launcher, Grenade Launcher MK. II, and Chaingun. This class is the most used because of the grenade launcher. Unequaled in destructive potential; It lays waste to even the most dug in opposition. Defense, Offense, you name it. This class can do it, albit not as effective as raider or outrider, but damn impressive none the less.
 

ContingencyPl4n

Elite Pro Mapmaker
Positions of the game: The basics of becoming better, right here.

Something to be said for Positions first. These are the most used/most effective. You can make one up as you go, or think about it for a while. Just remember the four basics, and the fact that you need to be effective. Go to it!

::Offense::

Capper: Outrider and Raider with any class. (Sentinel has possibilities)
Cappers run 'routes' to try and grab the enemy flag at high speed and bring it home safely.

Awareness: Key to a cappers success, awareness helps a capper pull of clutch plays that can turn the tide of any game. They live their "legions life" moving around the map. They (and to an extent, chasers), are able to move through the map and still remain effective at their duty. A capper should be aware of what route he is on and the routes his fellow cappers-in-arms are on as well. He should also be aware of any enemy cappers that pass him, and inform his defense on the situation. A capper should also be aware of possible other routes as he moves. Just in case he needs to change course for any reason. Stand offs a capper should know where he is needed. Should he stay and defend or should he go on offense to return his flag?
Aim: A capper needs aim it 3 areas: Routes, Overdrive, and dueling. Routing has some serious aim instensive parts. The faster you go, the more you need to be on the ball. Overdrive needs aim as well. If a flag is popped midair, using overdrive can easily get you the flag and out of a dangerous situation. Being able to overdrive around obsticles and hitting the flag stand is another example. For obvious reasons dueling uses aim :p.
Flag Play: You are a capper. You need to deal with the flag is all sorts of ways (Hey now, keep it clean!). Getting the flag off the enemy stand and home is the most prominate of this skill. Not only that: Sometimes the enemy chaser will keep the flag in the field. If you can get the drop on him, you possibly can get the flag there. When stand offs occur a capper uses flag play on either side of the field. On defense a capper must be able to handle the flag with a HoF. Passing it back and forth when the HoF is low on health. The same idea applies when on offense. A capper must instead use his knowledge to get between an enemy capper and HoF to intercept the flag and get it home.
Communication: Cappers do a lot of communicating. They talk to other cappers as well as their defense on a regular basis. A capper is always on the move. That also means enemy cappers... When a capper is out on a route he should inform his defense of the incoming threat. It gives the defense a chance to get ready for the said capper. All cappers on a should always communicate. This allows them to coordinate their caps to effectively grab a flag and get home with it. Communication also allows for cappers to hit the flag stand mere meters from each other. This makes it hard for the defense to stop.

Light Offense, LO: Many loadouts in raider armor, but a few in outrider as well.
LO tries to distract and cause confusion at the enemy base. Clearing the way for the cappers to grab.

Awareness: Light Offense has a "wider" range of things to be aware of then other positions. Mostly that you need to acknowledge most of the field. Not just a certain part of it. Not only do you need to be aware of your cappers coming in to clear for them; You also have to watch the enemy cappers and make sure you can get off an e-grab if it calls for it. Being aware of the enemy defense is key too. Knowing who to take on and who to leave be can be crucial. Should you hit the HoF, or is the chaser a bigger threat? Awareness for an LO is possibly the most thought intensive compared to other positions because of thigns like this.
Aim: Light Offenses main priority is to clear the enemies stand and to distract the enemy in general. Aim isnt as important as one would think. Yes, you need it to kill peoplem, but causing wide spread mayhem and mischief is more important; Being a thorn in their side. Using splash weapons are a good idea. The chaingun gives staying power, but dueling to much can hamper the cappers getting the flag. As you are not aware(!) of the surrounding situations at hand.
Flag Play: Flag play is not really needed much for an LO. Using the same ideas of the chaser, you can get the job done effectively (returns). The only other thing that could seen as being useful is grabbing the flag off the stand when the HoF is down/distracted and tossing it midair for a friendly capper.
Communication: LO relies on cappers to do their job, so he can do his. Listening to cappers, and talking to them on occation. Communicating between the cappers and LO is important to keeping the stand clear, allowing for a clean grab at the enemy flag. LO also communicates with the chasers getting the flag back, and really just what the chaser does on stand-offs.
 

ContingencyPl4n

Elite Pro Mapmaker
::Defense::

Heavy on Flag, HoF: Sentinel Class with any loadout.
HoFs stay around the flagstand and try to block and occationally duel the enemy offense.

Awareness: A HoF needs to be aware of all relative angles of attack, The most used routes, and allies with the flag that are hurt, among others. You need to have a large amount of this skill. There are so many angles for a capper to come in its mind blowing. Don't let it cease your exploration of the position. With a team behind you, it gets easier.
Aim: Your aim comes in handy for three things: iOD, Stand Offs, and flag play. Using instant overdrive to effectively block cappers as they come in on routes requires some good timing and aim. As you practice and play, you get better and can sometimes get two cappers caught in your wake. Stand offs require dueling people. No suprise here. Flag play is required seeing as how you usually end up with the flag.
Flag Play: You handle the flag. Yours and theirs. For your own flag you should shoot it and control it when it is off the stand. It is your charge, your duty. Dealing with the enemy flag you toss between teamates and keep it away from the enemy. You shoot it, get it in the air, and iOD it into your hands.
Communication: Hear is something that is really needed. You, as stated, deal with the flag. So communication with the team is a top priority. Your allies on defense will usually inform you of any threats that are heading towards the base, or ones that will soon do so. On stand offs holding the flag and needing a pass is a common occurance. Speaking when needing help is something you NEED to do. Always talk, always communicate.

Chase: Any loadout in Outrider and Raider.
Chasers vigilantely watch the field from their base and try to run down the enemies that grab the flag.

Awareness: When you are not on the move, you are looking around, or fighting. If you are fighting (which is usually the SaHs position) you still need to be aware of enemies that are incoming. For a HoF, you as a chaser are his/hers eyes and ears. He relys on you to keep him up to date and possibly help him/her in blocking the harder to see routes that happen to be used. When you drop a capper in-field with the flag you should always look around and pay attention to everything. Sneaky cappers can pop out from no where to pick it back up.
Aim: This is used for killing more then anything. Aiming your shots/Chaingun allows you to tak down a capper/enemy quicker, obviously. There really isn't much to say here that I haven't said before. Use it to kill and to keep the flag away from enemies.
Flag Play: For a chaser, flag play revolves around getting it home, and keeping it "live". The flag will eventally get back to the enemy base and a stand off will occur. When this does, its your time to shine, kill, kill, drop flag, get it home, wash, rinse, repeat. Ok maybe not that easy, but when the flag is being thrown about, get inbetween passes and intercept the flag; as an example. Keeping the flag live means keeping it in the field when you drop a capper. Returning it at the last possible second so that the enemy cannot easily emergency grab (e-grab) it.
Communication: Chasers will always communicate when at home. Like I stated before. You are the eyes and ears for the HoF. Inform him of immanent threats so that he can be ready when the time comes. Don't focus on the one target though. Chances are, another is incoming a few seconds away. When you try returning the flag on offense, it wont be just you, so you will have back up. talking with them to return the flag is important. It makes it easier :p. When the flag is held live by you. Talking with the cappers and defense allows you to know when to return it.

Stay at Home, SaH: Loadouts in raider and sentinel.
SaHs try to keep the base clean of lingering threats such as LO, and HO. When thats done, they help out the other players.

Awareness: SaHs awareness is really just who is at base that needs to be delt with. On stand-offs they may need to be aware of the flag carrier and his/hers other teamates for help. Not much goes into this part unless you are more of a hybrid position player. Now if the SaH dominates the enemies offense. Then he can scan the field with the chaser, and help out in other areas untill a threat arrives.
Aim: Having aim makes you kill faster. This is an aim intensive position. In other situations you need aim, but the SaHs job is so focused that they really are not needed. (Flag passing can be done between the other two players.)
Flag Play: Not much here for a SaH. The only times this would be handy is when another teamate goes down during a stand-off and needs the flag picked up/passed right away.
Communication: Although communication is not really needed for the SaH. He should still mention threats and listen to his teamates. When the LO is down, helping whenever possible on other things; Such as calling out incoming threats/cappers, and possibly taking the flag for a quick HoF respawn.
 

ContingencyPl4n

Elite Pro Mapmaker
::Odd ball Positions::

Heavy Offense, HO: Any heavy loadout.
HOs are just a bigger counterpart to LO. It is played differently, but still the same concept.

Awareness: HO is really played like LO with this part. Clear the stand when a caper comes in, but instead of a grenade or rocket, you can use a cluster >:). Stand- offs are a lot easier for an HO as the iOD can screw up many plans and passes.
Aim: again, the same as LO, but with a difference. The iOD makes it easier to toss the flag into the air and have a capper catch it. (If only there were style points.)
Flag Play: This position plays out so much like the LO that not much is needed to be said. Stand-offs, get between passes and get that flag back.
Communication: Just like LO. Use this as much as possible. Keep things up to date, and give out the most useful information you can on the enemy defense.

Sweeper: Hornet loadout.
(FIRST OFF: Anti_Kryst knows this more then I do!)The Sweeper finds the best places mid-field to try and block enemie cappers and to snipe the enemy offense often.

Awareness: Sweepers have the disadvantage of needing to pay attention to both sides of the field. They need to help the defense defend and help the offense when applicable. Singling out the right targets and focusing on them, and being aware of everything else needed is quite hard. (trust me, ive tried :p)
Aim: This position needs aim probably more then anything else. The sniper is your primary weapon for kills. you may come under fire when out in the field, so aim during intense situations is a high priority. You actually don't do much with the flag, so you can focus more on aiming the right shots.
Flag Play: You are usually hovering somewhere midfield so helping cappers get home uses this. If they need a pick up you can be there quickly to get it. Other then that your primary goal is getting your flag dropped; like a chaser from mid field. There are situations that come up where you may need flag play (as stated) but it is not a highly sought skill when it comes to your shots.
Communication: This actually can depend on the person. A Sweeper can do his job effectively enough without talking to people. A silent workhorse in midfield trying to make plays and help the team out. You can talk to people about incoming threats, but usually the chaser should have it. Don't shut yourself out though. You help the defense, so if they call for a snipe on a pesky LO, it would be a good idea to fallow through with it.

Positions and positioning in game are the basics(and basis) on how to play Fallen Empire: Legions the most effectively. Becoming effective makes you a better player, and makes your team have the ability to accomplish a multitude of tasks that the game requires. These positions are (as stated) the most used (except for the odd ball positions.). Getting to know these are a great place to start, but not necessary to become better, or have fun. Good luck on what ever you do/ come up with, and hope it gets noticed!

::Team Basics::

Games for pick-ups and competition (at this time) revolve around 7 versus 7. So having a team of more then 7 active players is key. Ten is usually a good number if all memebers are constantly active.

The Layout: Positions used.
2x Capper
2x Light Offense
1x Chase
1x Stay at Home
1x Heavy on Flag.

This layout is the most "cookie-cutter" team line-up ever. It is where teams should start, and after adapting to better play styles, should be a fall back if all else fails. Keeping this all the way through the teams history as the main strategy will get old, and easily beaten by better, more adaptable players. Keep this in mind, but expand when you can.

-The 2 cappers are enough to get the job done, but only with 2 good Light Offense at the enemies base. The two cappers should be communicating with each other, and the LO. This keeps the offense in line, and able bodied.

-The defense has their hands full. The offense has 2 people in each position. The defense has only one. One HoF, one Chase, one Stay at Home. Each person has a specific task, but if eveyone does well, you can easily back up the other defensive positions.

A team that can bring more then just this team layout to a table will be more effective and adaptable to whatever the enemy has cooked up for their strategy. Try things out in practice to see how things pan out, and what seems most fun to you.

(Ill add more later to this guide)
 

Hoyz

New Member
I really do hope that the sniper rifle is switched back into the old version
As for the new one? no one ever uses them which deems them to be generally useless (sniper shot < rocket 1 direct hit)
 

Unknown

Private Tester
Wow! I only skimmed it, but I think I got the gist of it. It seems very thorough, and it looks like you put a lot of effort into it, and pretty much covered everything. Very nice!
 

Mots0311

Member
I like the sweeper position ( although up until now I didnt know it was called "sweeper"). Its very effective and fun. Once I figured out the route of enemys approaching I could slow them down or throw them off course making it harder for them to generate speed and take flag. Same if they get the flag and head back to their base, head them off and try and slow them down so chasers can catch up. FUN.
 

Falcon

Private Tester
Great article. I would love to see an expansion of the Team Strategies sections, but you nailed the Basic Strategies part.
 

Dacil

Member
as expected from conting hahah a nice guide but I'm a find out what works best for me on my own kind of person...but again nice guide
 

Piggeh

Puzzlemaster
Read it all, and seriously, props for making this. This needs to be stickied/pinned so newbloods/teapots can read this.
I got better when I realized my role and stuck to it. The teapots want to be everywhere, but ultimately, you end up missing all the action and being...ineffective.
Nice job Tingency :D
 

Volt Cruelerz

Legions Developer
Well, its just that there have been threads like this in the past (that I read when I was a teapot), and while this is more extensive than the others, those extra details can be picked up on through play...
 

aus.hsp

Private Tester
Anyway.... :L
Kudos to Tingency for a great thread. Very helpful!

Oh, and Volt please take it easy on the posts... it's very odd that you have 120+ in the first week...

Let's stay on topic people :)
 
Top