Alright, Anti. You got this, you had to get it out on paper sometime, now's the time.
Bb-bu-but, it's so looong~
Shut up, AND GET TO WORK. You have the laptop ready, you can do this.
Alright, mom~
I'm your more mature alter ego, NOT YOUR MOM. Now go! Write the thing!
Alright. Let's get started(DO NOT READ the above interaction, for the LOVE OF GOD)
*This will be a multi-part series, stay tuned to this thread until this message disappears*
So, evasion. It has never been a standardized, exact science, mainly because of how messy the entire concept of evasion is. Now, evasion is a rather odd thing. Map awareness is class specific. Shooting is pretty generalized, situational awareness can be built up as well as taught. But evasion? Nah. Evasion is an art. It is a combination of every single craft in the game. Wave manipulation, weapon readouts, damage forensics, map and situational awareness, these are the skill factors you need. Natural factors you also need are a clear, undistracted head, reflexes, nerves, and good evasion gear.
A good evasion specialist will be in a situation where, when his mind is not processing aim, he'll be unhittable. As I am right now, I pride myself over that one thing. I'm pretty damn good at evasion. I've been running from people for the majority of my career, and I have made tons of mistakes. But I digress.
Alrighty, let's get to it. First off, let me say that I'm going to be classifying evasion. Evasion can be classed into two main categories:-
1. Direct evasion
This type of evasion uses YOUR gear, as in your yellow items, for evasive maneuvers. This sort of evasion is what all but two ships in the game are capable of, and to a major extent, are able to consistently apply.
2. Indirect evasion
This type of evasion is highly advanced and can be pulled off without yellow items. A rare sight indeed, it is usually dismissed as bad luck on part of the person making the shot.
Starting off, direct evasion. With the exception fo frost, every single item in your yellow deck has to power to evade something or the other, and each one of them has their pros and cons. Let's start:
- Nitro
Nitro is a strong oneslot that is the most widely used and acknowledged evasion item. Unfortunately for nitro users, it is also the most misunderstood. See, nitro is USELESS if the shot has already been fired for people in most countries. Sniper shots take less time to reach you than your PING for crying out loud! So, I'll start off with the very basics of using nitro as a piece of evasion gear, moving on to the more advanced aspects of it.
The basics: Nitro is pretty simple to use if you're evading torps or mortars. Or even blast cannons and explosive cannons at long range for that matter. However, if you're here, reading this, you know of this. So without wasting your time, I'll move on to the semi-pro level of using nitro.
The semi-pro level: Now this is where things get, let's say, a little wierd. Nitro is truly usable if you can "read" your opponent's attack. Note that, since I'm not talking about dueling with nitro, I'm not going into the intricacies of baiting a shot. I'm talking about when being able to "mindread" your opponent and being able to nitro when they're just about to release(or pull, but hey, game controls) the trigger. To do this, you must have an uncanny "sixth sense" that allows you to pinpoint the moment that your opponent's going to shoot on. How do you build that sense? Well, you can start training your brain to read minds by simply fighting a random dude in a custom, WITHOUT SHOOTING HIM. As you progress, you'll find out the following things:
- Your opponent is predictable. They have a rhythm that they follow, a loop which they're comfortable in.
- Your opponent is an emotional person. Nobody is a robot. And the more you piss them off, the more predictable they become.
- Your opponent is human. They're bound to trip up if you keep hacking at their confidence for long enough.
And with that knowledge, you've opened up your frontiers to encompass the semi-pro level. Find out your opponent's rotation, test them and tease it out of them, preferably over the course of three shots. Then, simultaneously if possible, figure out their "switches". What makes them shoot? Do they panickingly spam the fire button till their global cooldown ends? Do they fire after a little contemplation? Do they wait for the opportunity? You'll learn that because of the third factor. And at that point, you're ready.
You have all of your opponent's cards in the palm of your hand. At this point, your opponent might as well be the environment to you: Predictable, and plannable, with switches you can manipulate them with. You can understand when they'll fire before they even do. To new players, I KNOW you have that instinct to run an instant before the shot is fired at you. It isn't a mystic power , it's your brain involuntarily telling you. It's your reflexes working overtime to help you press the attack. USE IT. THAT is the essence of nitro usage in the semi-pro level.
Pro-level: And now we touch on what CAN be done while using nitro. You can do a lot of very difficult stuff with enough practice. Speeders can get into the hitbox of the opponent with the precise knowledge of how much of a distance the nitro can carry them. Speeders and enforcers can press into and attack with torpedoes incoming if they know how to skim an enemy torpedo's trail, this completely throws off a torp user's rhythm. Fixers can get into pulse distance, and while turning 180, they can pulse+nitro away before anyone even has the time to process their entry. Nitro can be used to form a thrust vector that can rapidly push you in a direction that seems completely unnatural to your opponent, a super dangerous ability especially on the enfo and interceptor. And even all of this would only scratch the surface of pro-level nitro usage to be honest with you guys.
That's nitro for you guys, stay tuned for moar!
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