Tesla shields on an enfo mk6 are an amazing gamechanger. You can literally use them for EVERYTHING. I'm gonna be talking about some basic tesla play, as I call it. Moves that help newbies get used to the mk6 in no time. Please note that I'm not even pretending to be a pro TS user, and feel free to comment on my posts.
Setup:-
As a basic TS user, your setup is likely to be an epic+a rare. Either way, there will usally one strong shield and one weak shield. My advice, as of this new update, is to use all HP on one and all duration on the other. Which one to use HP on?
Well, if you're more of a
brawler , I suggest HP on both. That, or HP on the stronger shield and duration on the weaker one. Because you're a brawler, you need to tank down a LOT more than a ranger/dancer enfo. So the weaker shield will simply
sustain you in those long sniper duels where you need to close down on your opponent and when you get within knifing range, start up your stronger bulletproof shield, and let 'em have it!
If you're a
sniper who plays from across the map, I suggest
duration on both. Snipers don't have much bite to them, but make sure you stay the hell away from excannon range most of the time.
If you're a
dancer/ranger , I suggest the "
parryblade ". Strong shield on all duration, weak shield on all HP. You want to have both shields capable of handling blast shots at the very least, because you're gonna be beating down yellows who are ON POINT with their accuracy,
BUT can make the mistake of thinking that a ranger is a brawler, expecting a weak shield and a strong shield instead of both strong shields.
Example: My setup rn:-
View attachment 19497
Duration^^
View attachment 19500
HP^^
View attachment 19499
Full setup^^
Now that we've covered the gear section, let's move on to tactics. I'll discuss tactics based on the context of the battle. Also, I'll only be talking about the
ranger style since that is what I'm experienced with.
1. Fixerless teams:
At the start of the battle, as a ranger, you're gonna want to find that perfect "perch " from where you can move fast, advance, retreat or dance. You might run into snipers. It is better to have the automatic reflex of throwing up your duration shield the moment YOU spot the first enemy. This protects you from sniper fire which may otherwise easily take you out of play at the very start of the fight.
Now when the battle breaks out. You're gonna see mortar fire and firebombs and all sorts of attacks. However. The most important thing is to remember that you should NOT overreach. Now I know a lot of us like to protect teammates from gunfire. But remember to NOT reach out to a position where you're far from a "perch" and cannot defend yourself when your shields go down. Overreaching is a MAJOR mistake that you should learn to detect and correct at the earliest.
Again, when protecting teammates, make sure you're not biting off more than you can chew. For example. If you have a full HP defender you're trying to protect, and he's drawing aggro, do NOT try to shield him if a bunch of bertas are heading towards him and, at the same time, he's in firing range of excannons from the enemy . You'll lose both your shields and about 40-50% of your HP for good measure, at the advantage of saving that defender about 20% of his total HP count. Oh yeah, also...
You can stack up shields . Stacking shields has its own set of rules and logic.
For one, do NOT stack shields when you know both of them are gonna go down . You'll be left with NO defence and enemies bearing down on you. Better to take the second hit and erect your second shield when running.
Next, WHEN to use WHICH shield . This depends on whether you're advancing or retreating.
If you're advancing , you HAVE to activate your duration shield first, then erect your HP shield. That way, if your HP shield breaks, your duration shield will take more shots. Why? Because IF you use your duration shield above your HP one, and the duration shield breaks in two shots, the HP shield is only gonna have enough duration to stop ONE shot, leaving you exposed. However, if you do what I say, your HP shield will take two shots, and you can stop two more shots before your duration pops. Without a healer supporting you, the difference of one shot can be gamechanging.
If you're retreating , pop your HP shield first, get stunned, tank a hit, then pop the duration. It will give you more sustain and more openings to retaliate while you run for your life
Next, duelling. Duelling with a TS is all about bluffs. Always try to show off your weaker shield. This will lure your opponent into a false sense of "This is EZ". Hide the fact that you even HAVE two shields if possible. Turn the tables when they least expect it. For example, when facing down a flare ex speeder, don't engage your HP shield. Engage your duration shield at the VERY LAST moment when the flare is shot. Tank the ex shot if possible. Engage the HP shield when you're confident you're at your last weapon rotation against the target.
Assassination: Don't do it, and if you do, use the shield formation of the "advance" move.
Finally, saving teammates. Use HP for this job, PLEASE. Your teammate may be smart and retreat, but YOU will be stuck against a target where you'll want to retreat too. So use HP for selfdefence as much as possible.
As a reference, here's my pentakill video(self advertizing lol)
VIDEO
2. Teams with fixers:-
Okay. You can take shots here. But make sure you follow and protect your fixer(s). And make sure your team follows. Anyway, when scouting, weapons out. If you get shot by something heavy, your fixer will help(determine whether said fixer is nonselfish, semiselfish or selfish first. You don't wanna hold back a combatant thinking he/she is support). BUT DO NOT GET HIT BY DoT(damage over time). If you see a napalm, a flare, a firebomb, BLOCK IT. At all costs. DoT is BAD. A single shot from an excannon is better than a single flare, because if you get hit by the flare, you should ideally stay out of the battlefield for it's entire duration. Your fixer CAN'T FIX STUPID. Don't barge into battle if you get hit by a flare, that's the surest way I know of to get yourself killed(AND your fixer for good measure).
You are A VANGUARD if you have a fixer on you. You're a monster that can take down multiple enemies by himself. Use advancing moves, be bold. But NEVER EVER forget to look at how your fixer is doing. If your fixer is fixing someone else, it's a bad idea to expend your TSes.
If your fixer gets hit by a DoT. Stand on him. Fire up your TSes. Guard him with YOUR SHIP if you have to. THE ONLY EXPENDABLE FIXER IS A STUPID ONE. Fixers in general are NOT stupid. If they're taking fire, they have a good reason for it. You have to defend them. But ensure you're not interfering with their job. Which reminds me...
You can bodyblock an enemy fixer's heal target. Your TS is like a lightsaber. It cuts through repair boxes . Also the fixer can never have target acquisition if there's an enfo with a TS on, blocking the view. You indirectly deal DAMAGE for every heal you prevent. Remember that.
Also, the effective radius of the TS is same as that of a mine. You can use the TS as a measuring tape when traversing minefields
For example:-
VIDEO
Well, not an enforcer play, but this is the gist of how mine measurement is done
So yeah. That was it. But there will be more if all the experienced enfo pilots on the Bay could help me!
Happy bubbling!
Also, sorry for the long post, but this was as much as I could compress it while staying comprehensive.
Click to expand...