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A Guide to the Enforcer - Turbo Enforcer

Discussion in 'Strategy Discussion' started by oDDD, 19 Jun 2017.

  1. oDDD

    oDDD Member

    Joined:
    9 May 2017
    Messages:
    98
    Turbo Enforcer Guide

    Now I am by no means a pro. Merely having fun and success with my Enforcer build and decided to make a small guide for those looking into the Enforcer.

    Build: Mk4 Enforcer (current)

    RED
    Cannon (Crit% chance Perks)
    Sniper Cannon (Crit% chance perks)
    @ Mk5 Carronade (Dmg Perks 6x Projectiles)

    BLUE
    Turbo (% perks)
    Standard Shield (Armor Perks)

    YELLOW
    Overboost (Duration Perks)
    Tesla Shield (Duration Perks)
    @Mk5 Optional build 2x Tesla Shields no Overboost ( Personally I find Overboost a necessity if planning on going the Carronade route.)

    With crew training and perks I have 2300hp 20 Armor Defense 1.15 Base Speed. *note at mk5 you will lose some speed to carronade retrains.*

    What I have been calling a Turbo Enforcer is an all range tactician and ambush specialist. I will go into detail some tactics ive been using to really capitalize on the magnificient turret speed and moderate agility the Enforcer brings to the table, and how to utilize a small loadout of weapons in the middle tiers. Through 1000-2000 Infamy.

    -First off you have low damage high projectile speed cannons. I can easily average 4-6k dmg a match by keeping my reticle green and unleashing slugs. 7-10% Crit chance on Cannon is easy to achieve. And 30% Crit chance on Sniper is also easy to achieve with just rare perks and crew training. You need to know your maps and find your sniping spots and get to them fast. This by no means staying wide out in the open, but rather peeking in and out of corners.

    -Not many realize in the lower tiers that an enforcer has near instant acceleration forward or reverse, and nearly travels as fast in reverse. This leads to a great ability i like to call Juking, but is more well known as the Enforcer Dance. By simply moving slightly forward and backward you can avoid nearly all shells headed your way. Keep your self perpendicular to incoming fire and ready with overboost incase of heavy mortar fire.
    *A tesla shield can block a direct mortar shell. So if mortar fire is light, stay in center of fire and throw up a tesla shield. Can save multiple members of team from splash damage aswell*

    What types of roles should I be filling as an Enforcer?
    There are many, and an enforcer can fulfill a variety of holes a team may face.

    With this Turbo Enforcer i find myself bringing 4 Major roles to fill and provide to my Team.

    -Light Scouting/Team fire and shield support
    -Flanker/Finisher
    -Flank Defense/Anti Speeder
    -Tactical Distraction/Kiting


    I will go into these individually. Each are listed in the order of priority each should be used.
    Light scout and Team support being how you should begin every match.
    The Flanking category basically being on deck for whichever is needed at the time, But diverse enough that it needs two categories.
    A Tactical Distraction is always a gamble, but i have had games where i resort to it and have felt my team really take advantage of it and turn it around. These usually resort in death, but its what you do with it that counts.

    Light Scout/Team Support
    ---This is your primary function at the beginning minute(s) of any match.
    **READ YOUR GROUP** Have ALL shooters? or a Fixer? Stay with the group, dont overboost super far ahead just because you can.

    ---What you want todo is Check the Perimiters while your group travels. Try to spot flanking Speeders or Stragglers before the main exchange begins. If you spot the main group, form up with the shooters and fixer and provide point fire to group targets.

    ---Since your Enforcer can react quickly, take the small risk to zoom out to finish retreating targets when you can squeeze that last angle. Tesla shield helps here. I will cover this in more details in the Finisher section.

    ---Your projectiles are FAST and switching targets is easy with a fast turret. *KEEP ALL ANGLES COVERED* be aware of minimap and the red cursors around your ship. If a flanker shows up to the rear or sides, YOU ARE BEST EQUIPPED TO DISRUPT. This will be further covered in Flank Defense.

    ---Further into reading your group, have 2 speeders? If they seems to coordinate, you now want to play the middle man between the Shooters and Speeders. Able to assist a successful Speeder rush, or provide quick point fire for main Shooters.
    ---When providing supporting fire for a group use your tesla shield to protect heavy hitting shooters or fixers from infoming point fire or mortars when possible.

    Flanker/Finisher
    ---Use Flanking tactic when you notice certain situations. Mostly when you see a Shooter straying too far, or even a heavy mortar setup. Fire up overboost and get in their face, use that fast turret speed and circle strafe around them. Even cross right past them and get directly behind their turret, your fast turret will catch up way quicker then a shooter. All cannon types means little to no leading on fire, and rapid shots. Carronade further helps with slowing a ships speed and turret speed.

    ---This tactic works ideally on ships with 1500-2000 hp left.
    ***Use waves wisely, Overboost and advance towards your Flanking target behind the crest of waves when possible. ***

    ---Play the Finisher role when Supporting a group of Shooters and a severely damaged ship is escaping past a corner that no shooter could make the angle and the enemy only needs 1 or 2 shots. Tesla shield really helps get another shot or two off before having to retreat back.

    ---Finisher attempts should only be attempted if the target needs 1 maybe 2 or a Sniper Crit hit. While you can extend yourself further than most ships. You need to know your limits and not over extend. Use that shield to retreat after your finishing shots are lobbed.

    ---Remember Enforcer can travel in reverse nearly as fast and acceleration in reverse is near instant. So no having to swing the boat around just reverse back to cover after risking a finish.

    Flank Defense/Anti Speeder
    ---Enforcers are natural Speeder hunters. Keep in mind the slower turret of speeders. You can cross them and swing your turret quicker than they can. And follow quick enough to keep them off any intended targets. Fast projectiles means easier hits against speeders. Low armor means Carro hits its hardest. Sniper crits just obliterate speeders.

    ---Flank defense is huge, if you notice a flanker, immediately swing your turret and engage. DO NOT LET A FLANKER POUND ON YOUR TEAM. Immediately engage, this forces them to retreat or deal with you. Get in their face and circle, with locked target. With your fast turret you are best equipped to thwart a flank, and should be the first todo so.

    ---Minimap awareness and ship indicator awareness are key at all times.

    Tactical Distraction/Kiting
    ---Kiting players away from a group or merely getting 3 guns pointed away from your shooter group can make a huge impact on a game.

    ---Distractions can easily be performed without suicide. Locking a target. Overboosting than driving a fast circle out in the open can help draw fire as well as kite a player out in the open while easily dodging projectiles and mortars. Driving a fast tight circle means a leading shot will usually fall wide of your circle. Ending the circle back where you began cover. This tactic works best on maps with low waves. Locking a target allows you to fire 3 shots while performing the distraction.

    ---On the times where you are forced out in the open by a wall of mortars. Distracting while retreating can help. Since when you have a clear path, you have enough speed to steer clear of mortar and projectile fire by serpentine maneuvers. The more shots that miss you are less shots hitting your team. Use that agility when it helps.

    Overall i believe the Fast turret speed of the enforcer is key to its versatility. Learning to capitalize on it and utilize it are what can make an Enforcer great. It can really be the ship that can turn the tide on stalmates or flanks. The Turbo Enforcer is definately a reactionary boat set in support fire mode primarily. You finish those who got burst down in health quickly or those trying to escape. As well as the surprise flanks and flanking defense. The Enforcer truly fills all reactionary roles a team needs at any moment.
     
    Last edited: 21 Jun 2017
    Joey who, Jdm7, Clintastic and 6 others like this.
  2. JustinBeaver

    JustinBeaver Member

    Joined:
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    Am I able to play an effective enforcer without an overboost/nitro?
     
  3. Debora Meltrozo

    Debora Meltrozo New Member

    Joined:
    23 May 2017
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    28
    What do you think of using bandage instead of small shield? I find it useful because many times my team doesn't have a fixer, and I even when I'm sniping from a safe spot, I get hit, being able to get some of that health back by my own feels priceless specially on long matches...
     
  4. oDDD

    oDDD Member

    Joined:
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    Bandage is definitely suitable. With some crew training and 2 perks i have 20 armor with my shield. So i use shield for extra Defense.
     
    TheAntiSnipe and Debora Meltrozo like this.
  5. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    It was nice of you to write all that stuff about enforcers! Keep at it, my main man!
     
  6. Kitterini

    Kitterini Well-Known Member

    Joined:
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    Nice guide.

    A minor nitpic - Using hp perks in your shield (any shield) beats +defense at the moment.
     
  7. wallcolmx

    wallcolmx Member

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    25 May 2017
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    nice

    i also notice that among the ships enforcers have the highest turrent rotation speed and can have yellow and blue slots

    might well level up my enforcer aside from may main defender
     
  8. oDDD

    oDDD Member

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    Yes as the guide says, the fast turret speed is really the aspect of the Boat that needs to and should be capitalized on the most.
     
  9. wallcolmx

    wallcolmx Member

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    can u post your enforcer? i have mine at mk2 how much it would cost to be on mk3 and mk 4? and what lvl restriction

    currently im on 24 can it be on mk4?
     
  10. oDDD

    oDDD Member

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    Mk2 is extremely low for a lvl24 captain. Yes i believe at lvl24 you can go all the way to mk4 with enforcer. Lvl28 is mk5. You need to save gold and mk up badly.
     
  11. oDDD

    oDDD Member

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    Im sure you could. Its all about playstyle. I like speed but the speeder is too fast for me and i hate its slow turret. The mix of speed and turret speed was perfect for me. 1.15 base speed and a decent overboost and i can keep decent pace with speeders when needed.
     
  12. Winkleberry5

    Winkleberry5 Active Member

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    Ummmm sounds good! :confused:
     
  13. mar5hmello

    mar5hmello Member

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    Location:
    Los Angeles, California
    Thanks for the post. I play Enforcer as well. Just curious how you got your base speed to 1.15?
     
  14. BasedCarpen

    BasedCarpen Well-Known Member

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    You can look up Porthos videos on YouTube on how to play Enforcer, very informative
     
  15. disorder

    disorder Active Member

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    I Ve 1,14 speed, turbo rare t3 with 3 perk green. 0,83 base speed
     
  16. SAØS!N

    SAØS!N Member

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    Occupation:
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    Great Read!
    I'm currently playing mk4 Speeder with mixed luck, what you said about turret speed is really true when in close combat, speeder takes too long to re-adjust.
    & had no idea about Tesla shield blocking Mortars ._.
    Still need to figure how to play Enforcer as its mk3 atm, this guide will help me practice.
    I have an Epic RailGun that is sorta Love/Hate atm, too many disruptive Waves, but considering the distance Overboost can allow for, is R.G too slow?
     
  17. disorder

    disorder Active Member

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    rail gun take 2 slot, so not the best for enforcer, perhaps nice for speeder...but the damage of rg is function of distance : better damage at long range.
     

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