Go Back   Tactical Gamer > Other Multiplayer Games > Game Forum Archives > Dystopia > Dystopia - Tactics and Map Discussions

Dystopia - Tactics and Map Discussions Dicussion about Dystopia tactics, strategy and maps.

Reply
 
Thread Tools
Old 01-19-2006, 02:46 PM   #1 (permalink)
 
Zephyr's Avatar
 
Join Date: Apr 2004
Age: 21
Posts: 1,687
Tournaments Joined: 0
Tournaments Won: 0
Post Light Class Strategy

This thread is for discussing meatspace strategy with the Dystopia Light Class.
-----
What are the advantages/disadvantages of being this class?

How many of this class should a team have at any given time?

What is their ideal role in offensive situations?

What is their ideal role in defensive situations?

What implant + weapon combinations are ideal for this class?

How can this class interact with teammates of the same class?

How can this class interact with teammates of a different class?
-----
Feel free to answer any number of these questions.

-Zephyr
__________________
You were once like the newbie who needed a hand from above and TacticalGamer gave you it.

You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer.

Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline.

Everyone should be assumed mature until proven otherwise.

We are no clan.
We are not a single game.
We are mature, intelligent, and cooperative individuals.
We are TacticalGamer, a community above and beyond its name.
Zephyr is offline   Reply With Quote
Old 01-19-2006, 04:20 PM   #2 (permalink)
 
Join Date: Jan 2006
Location: Montreal, Quebec
Posts: 15
Tournaments Joined: 0
Tournaments Won: 0
Re: Light Class Strategy

I figured since I'm more experienced with the light armor than the other two, I'd take the time and fill out all the questions for this class in my own opinion. I'm sure others' opinions will differ, therefore please add information, and don't hesitate to correct me.

What are the advantages/disadvantages of being this class?
The obvious traits of this armor are portrayed in the name. Light. With only 75 health and very little armor, its not made for 1 on 1 firefights. It can pack the most implants, and its the only class that can stealth.

How many of this class should a team have at any given time?
I strongly believe that the number of lights should change per objective. If you're assaulting a spawn point, say middle span in vaccine, you're going to want 1 or 2 lights to go in after heavies and mediums, for hacking purposes. Other objectives, for example the data storage in fortress, would require more lights; not only for stealthing in, but for hacking.

What is their ideal role in offensive situations?
As offense, they have great weapons, great mobility, and stealth. Tack on some leg boosters with stealth for a great effect. Greatest(in my opinion) class for capping.

What is their ideal role in defensive situations?
Early detection. No, not what you think. I'll use fortress as an example. Say those punks get the firewall down, most of the heavies should switch to lights for 2 reasons: cyberspace defense and the dreaded "EMP the enemy deckers" tactic. Of course renegade lights with bolts or shotguns and stealth is a great tactic to slow down people, as it makes them get thermal goggles and waste energy. Also in the TG server, with FF being on, thermal goggles make it hard to distinguish between friend and foe, so you raise the chance of enemy TKing.

What implant + weapon combinations are ideal for this class?
Oh man, the possibilities are endless. I mostly use a datajack/thermals with stealth/sound suppresion/SCS. It honestly depends on what your role is.

How can this class interact with teammates of the same class?
Raiding cyberspace, stealthing into objective points. EMPing deckers. If you get 2 lights stealthed in the reactor room in fortress before the enemy can even spawn, slashing the glass and even the reactor takes no time.

How can this class interact with teammates of a different class?
Well, as I said before, light means light. If you're decking and trying to take the enemy spawn with only another light or two, a few grenades or a spider will quickly show you up. Now, if a heavy were standing right at the door, and/or if a medium was on defense with a mediplant, it might buy you that extra bit of time.

Finally, I believe the most important thing for a light is communication. If you hack the turrets and your team doesnt know, you did nothing. If you're slashing the reactor and know one knows to back you up, you did nothing(well unless the enemy team is REALLY slow).

And that's my opinion right there, let me know what you think, I'd love the feedback.
Jake Armitage is offline   Reply With Quote
Old 01-19-2006, 04:31 PM   #3 (permalink)
 
DeGreatSaiyaman's Avatar
 
Join Date: Jan 2006
Location: Texas
Posts: 84
Tournaments Joined: 0
Tournaments Won: 0
Re: Light Class Strategy

Well, lights are my favorite class, so I'll try this.

Advantages of the light class include the obvious ones such as
-Ability to deck (Along with mediums.)
-Speed
-Ability to cloak
-Large implant capacity
One of my favorite things to do as a light is turn on my cloak to get close and start beating heavies with my katana while running circles around them to avoid getting hit. I can usually do this and successfully take down the heavy about 75% of the time I try it.
Now, I can't really say much about implant strategies for the light, because the only combo I really ever use is CyberDeck/Cortex Bomb/Stealth/SCS.
This has proven to be an extremely good combination for me. The SCS is a good combination with any implant, and having it with cyberdeck is vital.
(edit) Another advantage for lights is their small respawn time. If you need people as meatshields or just to be decoys, lights are the way to go. These guys don't take nearly as long to respawn as their medium or heavy counterparts.
Plus, these guys have EMPs. Need a decker down? EMP. Need to get past a couple of heavies? Cloak and EMP.
Even when you're not completely effective with an EMP, it often causes the enemy team to panic. ("Oh god, I'm emped... I just know they're going to get a stealther and katana me...")

Disadvantages of lights are
-Health/armor
-weak weapons (The shotgun is the only one I can use, and it still takes 4 point blanc shots to take down a medium. Heavies I find easier to kill as they are larger, lumbering targets.)
-A lot of people seem to use lights. This takes away from mediums and heavies, which are equally necessary for victory.

A team should normally have the same amount of lights as heavies. There are times, however, when there need to be more lights. The airlock in vaccine is the first thing that comes to mind. If you are on the punks, it would be wise to have a bunch of lights with stealth to maybe get one or two alive to the core room. Of course, you still need several heavies to take the hits and maybe a medium or two with mediplants to heal the damage caused by getting into the airlock.

Ideal roles in offensive situations are as stealthers to get past defenses, such as the airlock in vaccine or the data room/firewall room in fortress.
Lights are also the best choice to use Leg Boosters to get into the vent system on Silo.

If I have left out anything (which I know I have) or something I've said is wrong, feel free to correct me or add anything.


EDIT: Psh, Jake beat me to it.
__________________


Quote:
Originally Posted by kormendi
Required reading is your friend.

Last edited by DeGreatSaiyaman; 01-19-2006 at 04:55 PM.
DeGreatSaiyaman is offline   Reply With Quote
Old 01-19-2006, 04:35 PM   #4 (permalink)
 
snakebyte's Avatar
 
Join Date: Jan 2006
Location: west virginia, usa
Age: 19
Posts: 15
Tournaments Joined: 0
Tournaments Won: 0
Re: Light Class Strategy

What are the advantages/disadvantages of being this class?
advantages: can make stealthing into enemy base and make decking a breeze. extremely fast and fairly well armed. can use EMP grenades. Has the biggest possible loadout for implants.
disadvantages: low health. sometimes targetted by enemies for decking reasons.

How many of this class should a team have at any given time?
2-3 for meatspace situations. 3-4 for cyber situations

What is their ideal role in offensive situations?
capturing cyberspace objectives. assination attacks on one enemy ( i.e. deckers or a gaurdian heavy). My personal favorite- decoys and stalling enemy plans.

What is their ideal role in defensive situations?
defending cyberspace. assination attacks. stalling enemy. sniping(LR , and sometimes boltgun).

What implant + weapon combinations are ideal for this class?
almost always SCS. thermals+LR for sniping(my favorite). boltgun+stealth for assination attempts. shotgun for any basic combat, and non combatant deckers

How can this class interact with teammates of the same class?
2 stealthers as a decoy and 1 goes for the objective usually works well. a team of SCS deckers is almost unstoppable. 2 LR lights works very well also. any combo of multiple lights versus 1 enemy usually ends well.

How can this class interact with teammates of a different class?
the light class is the perfect scout/spy for all teams. with the use of the cyber cameras and stealth abilities, you can tell you team all enemy positions. a light can also be very usefull for getting in that "final hit" to a enemy your team mate has failed to bring down.

all in all the Light is my choice most of the time, only topped for my love of the GL medium.....
__________________


snakebyte is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
Heavy Class Strategy Zephyr Dystopia - Tactics and Map Discussions 3 01-19-2006 06:46 PM
Class Strategy Guides all in one place! Adrielle World of Warcraft - Tactics, Strategies, & Resources 0 01-02-2006 11:04 PM
Light Strategy Zephyr Dystopia - General Discussion 3 11-29-2005 10:36 AM



» Log in
User Name:

Password:

Not a member yet?
Register Now!
» Advertisement



All times are GMT -4. The time now is 05:48 PM.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved