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Wulfram II
By Bernt Habermeier, aka Slurpy [rev 1.1]
Manual by Tinkerbell
Introduction

In a place and time far away from where we are today, two intergalactic forces fight for control over a few strategic planets. In large antigravity hovertanks battle lines are being drawn. A commander controls mammoth spaceships orbiting far above the battlefield. New temporary military bases are being built as the enemy is destroying old ones. The goal? Complete annihilation of the enemy. Welcome to Wulfram II; Welcome to the struggle of your life.

Overview

Wulfram is a game of first person hovertank combat and honest tactical strategy, all set in a light science fiction setting of violent planetary colonization. Like many artistic endeavors, it is far simpler to play Wulfram than it seems when explained on paper. Hopefully this introduction will provide enough of a reference for you to discover the full richness of the game on your own.

Two warring factions (called the Crimson Federation and the Azure Alliance, or more simply, the red team and the blue team) arrive at a disputed planet. Each side is provided with a minimal base, and then you, and every other player, get a tank or scout built for you to control. Both of these units are built by repair pads, and whoever destroys all the enemy tanks, scouts, and the repair pads that let them build more, wins the game.

When you first enter a game, you will be required to select a team and then (after your vehicle is built) select a repair pad to enter from. Repair pads are represented on the entry map by small mounds with flags. The little moving dots are players in either tanks or scouts. You can choose which type of vehicle you want from the display on the upper left. Each has their own advantages.

Once you've enter the game, the display will shift to a first person view from within your vehicle. A small miniature map is available in the bottom right, and short range radar is at the bottom left. Tank health is represented by a green bar in the upper left and fuel (or energy) by a yellow bar in top right. Basic turning and aiming is performed by the mouse. The 'w' 'a' 's' and 'd' keys act as movement and strafing keys, 'q' and 'z' adjust your altitude (which affects speed and ground clearance), and the keys '0' through '9' on the number pad will select your speed. Tanks are also capable of jumping by pressing the 'j' key.

A speed of '7' provides maximum movement at no energy cost. Lower speeds allow energy to be recovered when moving while higher speeds will drain it.

Both vehicles come equipped with an autocannon which is fired by pressing the left mouse button. Tanks also have a pulse cannon which is fired by pressing the keyboard '1' or the right mouse button. The pulse shells it fires are slow, long range, and heavy hitting. For scouts, a repair beam is installed which locks on to targets. It charges up by harming enemy vehicles and can heal friendly units (both vehicles and base units).

Targeting is accessible by a variety of keys. To target enemy tanks, press 't'. To find a refuel pad press 'f'. Likewise, 'r' will target a repair pad. Pressing 'alt' and a targeting key will target the opposite team. (i.e. 'alt-t' will target friendly tanks) Also useful is 'i' for incoming hunter missles and 'u' for targeting whatever you are currently aiming at. Targeting an object will help you hit when using your autocannon and is required to fire the homing Hunter missles. Pressing a targeting key will target the closest object. Pressing it again will target the next closest, and so on. Pressing '`' will clear any targeting.

The big map is available by pressing the 'm' key. Press it again to return to the view from your vehicle. Targets may be selected from the large map and will stay when you return to the first person view. The large map is a great place to add stored targets.

The 'Esc' key will take you to a menu which includes control options and help on which key does what.

Damage will be repaired slowly over time, or quickly by landing on a repair pad. Fuel will replenish over time at a faster rate than damage is repaired, or very quickly by landing on a refuel pad. refuel pads also allow you to arm your vehicle with various additional weapons, such as damaging piercers, disorienting thumpers, homing hunters for missles, and more unique items such as mines, caltrops, flares, and even a maser!

You will also recover fuel and health faster if you land and the effect is also greater if you are near a friendly power cell.

Only tanks can carry cargo and the uplink. Cargo is dropped from supply ships and appears in cargo boxes on the ground. Driving over it will pick it up. Enemy cargo can be unlocked by landing on a repair pad.

The ',' will drop cargo you've picked up and the '.' key will deploy it. You may need to raise your altitude to drop or deploy the cargo. (Remember 'q' and 'z')

Repair pads, refuel pads, and the flak turrets, gun turrets, and missile launchers that protect them, are all powered by power cells and cannot be deployed without one nearby.
Units which lose their power cell become neutral and belong to whoever places a new power cell near them first.
darklights are self powered and cloak areas from radar.

Skypumps allow the movement of supply ships, which is where all this cargo is falling from in the first place. One skypump will let a supply ship move into a square (as indicated by a dark square on the map) and two will eventually warp in another ship. You may have up to three ships. The new one will arrive after the warp glimpse and warp push have occured, as long as you keep two skypumps in the square. A square with two is refered to as double pumped and is shown as a thicker, brighter square on the map.

Besides providing supplies, SupplyShips can also perform OrbitalStrikes which will devestate enemy ground targets and can destroy enemy SupplyShips when they are positioned next to, and outnumber, the enemy ships.

Producing supplies and moving both take time, and timing is important. From the timing of attacks, to ship movement, from supply ordering to cargo deployment, proper timing and coordination of actions with your team can win the day.

All orders to the ships are handled by picking up (press 'l' to target it) and installing (with the deploy '.' key) a device called the UpLink. (Press ',' once to uninstall it and again to drop it.) Once installed in a Tank, that player may (from the map screen, remember 'm'?) send orders for supplies and movement to the ships. The person with the UpLink is referred to as the Linker, while everone else is considered a (Tanker)?. (Even, confusingly enough, those in Scouts.)

If you are defeated, you will be built another vehicle as long as there is a RepairPad to build it for you. If you were carrying Cargo, it will be destroyed. If you were carrying the UpLink, odds are the enemy that just killed you will steal it. A stolen UpLink will self destruct if not recovered. Without it, no orders can be given to your ships. If it does destory itself and you have a ship remaining, it will build you another. Interestingly enough, the UpLink is extremely lightweight. Also note that it is against the rules to abuse this to punt yours or the enemy's about.

Because of it's importance, it is dangerous to take the it into the midst of battle, which usually leaves the Linker watching the big map and co-ordinating the efforts of the team.

Finally, armed with all this newfound knowledege, do not forget that, at it's heart, Wulfram is a __team__ game. Press 'enter' to type a line of Chat text, and 'enter' again to send it. Start your message with '/t' to send it just to the team, '/a' to send it to everyone, or '/name' to send it just to a player in particular. Use '//t' to make team only chat your default. (This works similarly for all and individual messages as well.)

In addition to sending messages, read the messages that are sent. Victory goes to the team that communicates and works together. And it happens every time.

Ask others where to deploy Cargo. Listen to the Linker when he tells you how you can help carry out the plan. Group up and work with other tankers to outnumber the enemy when you engage them. Be polite, even when others are not.

Work with your team to order the right supplies, deploy them properly, position your ships, destory enemy bases, and defeat the enemy vehicles. Take strategic initiative to develop strategic position, kills alone do not win games.

Be responsive, supportive, and frequent in your communications, and you'll find that Wulfram can be a very enjoyable and rewarding way to waste your time.

Training Levels
Any of these settings are subject to change without notice.
Ask trainers to help you learn how to play!

Click here to see a video by Fella on how to level.
LEVEL 0

You don't need to do anything to be at training level 0 other than to enter the game first time around. Wulfram is a hard game to learn how to play. We try to seperate out the people that could hurt you real badly from the other new players. We have trainers that you can ask questions (their handles end in [TRN], and you can also post on our bulletin board.

  • Spend some time getting used to the controls.
  • Use the mouse to steer and aim.
  • Wulfram II is not like most other FPS. It takes time to get used to your vehicle. You can't turn the tank around in zero time.
  • Press f1 for help!
In all cases, you should probably be driving the regular tank vehicle. Not the scout. Each of the level requirements below have to be performed together at once. If you accomplish half the things to make it to level1, and log out, you'll have to do it all over again the next time you play if you want to go up in level. You can't skip levels.

LEVEL 1
  • You must read our rules.
  • To gain this level, you must say to everyone
    I have read the rules and will follow them
    To do this, hit enter, type the above message verbatim, and hit enter again.
  • You must have been in the game for at least 10 minutes!
LEVEL 2
  • kill an enemy tank with your autocannons. To do this press 't' when you see an enemy tank nearby, and train your tank on your target. The closer the red reticle is on the target the more accurate your shots will be. You must destroy your target completely to receive credit that you have killed the enemy. Finally the left mouse button or the space bar fires your autocannon. If you get up close enough to your target, pressing the '1' key (or the right mouse) will fire a big pulse shell.
LEVEL 3
  • gain some experience with auxilliary weapons. To get weapons you must first learn how to target one of your own refuel pads (press 'f'). Next fly to the refuel pad and land on it. You can raise and lower your tank elevation with the 'q' and 'z' keys respectively. To do this press and hold either key for a bit. You should see the tank go up and down. Now you know how to land on a refuel pad. Simply target it, fly OVER it, and land by pressing the 'z' key.

    Use the arrow keys to select which kind of weapons you want to load up into your tank. For this level, you'll be using mostly Piercers and Hunters.

    If you have a hunter loaded on board, you can fire it off once you have an object targeted ('t' for enemy tanks, and TAB will cycle through general things around you).

    Do not target your own equipment or you will be penalized if you hurt it by the game server.

    To fire a piercer press '2', and to fire a hunter press '4'.

  • Kill an enemy tank with a hunter
  • Kill an enemy tank with a piercer
  • Move your tanks sideways left and right with 'a' and 'd' respecively.
  • Press 'j' to jump with your hovertank.

LEVEL 4
  • pickup cargo (hit 'c' to tagret)
  • drop cargo (hit ',' once you have cargo in your holding bay)
  • deploy cargo (hit '.' once you have cargo in your holding bay). There are rules as to which cargo should be dropped where. Refer to various training manuals in the community links to read up on base units and how to properly assemble a base
  • You have to show you know how to chat with your team only: enter /t this message will go to my team! enter
  • You have to show you know how to private message someone. Do it like this: enter /name_of_person hello there enter. You don't have to type the whole handle... just enough letters to make it clear who you want it to go to.
LEVEL 5
  • kill enemy missiles that are going after you or your team mates. hit 'i' for incoming to target them. Fire at them with your autocannon.
  • Your kill ratio must be 1.5 or higher
  • you must have at least 4 kills before you die
  • Stay in the game for at least 15 minutes and be active -- otherwise it won't count.
  • Your in-game score must be at least 500
LEVEL 6
  • kill some enemy gun turrets
  • kill ratio 1.5 or higher
  • have at least 5 kills racked up
  • game score of 500 points or more
  • Stay in the game for at least 15 minutes and be active
Credits
Vehicles and Weapons Overview

Eraticator's Emporium

Community Tips
Tank

The Tank is the backbone of the Wulfram2 combat force. Armed with a sturdy Autocannon and a Pulse Cannon, and with the ability to carry various kinds of missiles and support explosives, the Tank is a versatile and capable combat unit. Its speed and maneuverability is less than that of a Scout, being made solely for the purpose of aggressive attacking and defending, rather than speedy subterfuge and mobile repair.

One of the few (and most important) things the Tank has that the Scout does not is the ability to pick up and deploy Cargo, and use the Uplink. (This is mainly to prevent lots of cargo theft by the much faster Scout.) People keen on base-building would do well to remember this, lest they find they can't do so much as pick up their own cargo.

Another ability that the Tank has over the scout is the use of high-powered "jumpjets" to make a great leap into the sky. This has many uses, including avoiding incoming enemy pulse shells and rockets, and to get to harder-to-reach areas. A hard to learn, but ultimately useful trick utilizing the jumpjets is the PulseJump; jumping and firing the pulse cannon at the apex of the jump. Done just right, the PulseJump can damage an enemy even hiding behind a hill or other cover.

While a Tank and a Tank going head-to-head can go either way, a Tank against a Scout is completley unfair -- or it should be. Since a Scout has to get very close to a Tank to do lots of damage (primarily by constantly using the repair beam while dancing around its clumsier opponent), all a good tanker has to do to kill a scout is back up - NOT use the jump jets. Enemy Scouts will then be completley trashed by the tanks' superior power. Ally Scouts can be a Tank's best friend. A strike force of Tanks can be severely hampered without healing and distracting powers of accompanying Scouts.

Scout
Visit A Guide to Scouting by Krin

The Scout is often considered the Medic of the team. It is equipped with a lighter version of the Autocannon the Tanks possess and it has a RepairBeam instead of a PulseCannon. It is faster and more agile than the Tank. On the other hand, it is weaker and has a smaller fuel tank.

Uses of the Scout
Strengths
  • Much faster than the Tank.
  • Use the RepairBeam to heal important base units such as a damaged PowerCell in an emergency. Scouts can mean a base's survival if the enemy repeatedly rushes -- HOWEVER, the BEST way to defend a base is to kill attackers BEFORE they get to it.
  • Multiple scouts travelling together are deadly. See ScoutPack? for more information. Note that ScoutPack?s are easily killed by Caltrops and tanks in equal numbers.
  • A scout's RepairBeam is extraordinarily good at shooting down Hunter missiles.
  • Uses no fuel when strafing. Shift-strafing allows you to move quickly and regain fuel fast.

Weaknesses (What it lacks)

  • Cannot carry Cargo or the Uplink.
  • Very light missle rack and can only hold Thumpers, Piercers, Flares, or a Maser.
  • Small fuel tank. Runs out quickly if firing and using beam at the same time. See FuelConservation? for tips on keeping from losing all of your fuel.
  • Weaker version of the autocannon with lesser range and damage.
  • Scout cannot jump (what was Slurpy thinking?!).
Tips
  • The Scout "slides" through turns at high speeds. There is a bit of delay between the time you turn the tank, and the time it begins moving in the new direction.
  • When low on fuel, use RepairBeam on enemy instead of autocannon and shift-strafe.
  • Use Piercers and Thumpers in combat to make up for lack of fire power and energy.
  • This seems to be a bug, but if you're low on fuel and need to get out of the hotzone, hit Shift+Strafe and drive side-ways, you get around 40m/s. The bug part is that it quickly gains fuel aswell.
Repair Beam

The Repair Beam is to a Scout as a Pulse Cannon is to a Tank.

The Repair Beam is the Scout's secondary fire weapon. It is useful for both healing and dealing damage. There is a fuel bar for the beam at the top right of the screen (indicated by a small yellow bar with a medic plus at the end). If this bar runs out, you can no longer repair anyone. To regain power for the beam, attack enemies with it. A very important thing to remember is that when used on allies or enemies, the repair beam drains NO fuel.



Repair Beam uses with allies
  • Will heal allies and base components. The closer you are, the more effective it is.
  • Range for healing is about 185m.
  • Will regain power on its own EXTREMELY slowly.
Repair Beam vs. enemies
  • Drains HP and gives the beam more healing power.
  • The closer you are to the enemy, the more damage it will deal. (At medium to long ranges it does almost no damage.)
  • Will "stick" to enemy at 600 meters, begin dealing damage at 575 meters.
  • The beam is EXCELLENT at fending off hunters due to the beam's tracking ability; can be used against any other missile if you edit your Keymap.
Pulse Cannon

The PulseCannon is the secondary weapon of the Tank. It fires a high-powered burst of pulse wave energy that does heavy damage on a direct hit at its target. Unlike the Tank's autocannon or most of the missiles, the Pulse is non-guided; you need to aim very carefully, most likely having to zoom in (using Insert and Delete) to get a good bead on your target.

The PulseCannon has a respectable range; it travels about 1050m before exploding on its own accord, allowing a player to sit just outside an enemy's radar range and take aim at his own leisure. It does a very respectable 300 HP damage on a direct hit, and has an amount of "splash damage" -- a pulse impacting or reaching its maximum range near enough to an enemy will still damage it, albeit less so than a direct hit. Note that a Scout unit will be severely damaged by a single pulse shell, and an already damaged one is likely dead with a direct hit. It's especially tricky to get a direct hit on a moving enemy; you must take into account all sorts of things like distance, pulse velocity, and where your opponent will be in x number of seconds -- indeed, a tricky procedure, but worth mastering.

However, the Pulse's trajectory is visible on radar, so an especially wary player can easily dodge or jump the incoming blast; a rule of thumb is that the faster your tank is moving, the faster your pulse will move. This can sometimes throw off more experienced players used to jumping or dodging pulses fired by stationary players.

The PulseCannon is the secondary weapon of the Tank. It fires a high-powered burst of pulse wave energy that does heavy damage on a direct hit at its target. Unlike the Tank's autocannon or most of the missiles, the Pulse is non-guided; you need to aim very carefully, most likely having to zoom in (using Insert and Delete) to get a good bead on your target.

The PulseCannon has a respectable range; it travels about 1050m before exploding on its own accord, allowing a player to sit just outside an enemy's radar range and take aim at his own leisure. It does a very respectable 300 HP damage on a direct hit, and has an amount of "splash damage" -- a pulse impacting or reaching its maximum range near enough to an enemy will still damage it, albeit less so than a direct hit. Note that a Scout unit will be severely damaged by a single pulse shell, and an already damaged one is likely dead with a direct hit. It's especially tricky to get a direct hit on a moving enemy; you must take into account all sorts of things like distance, pulse velocity, and where your opponent will be in x number of seconds -- indeed, a tricky procedure, but worth mastering.

However, the Pulse's trajectory is visible on radar, so an especially wary player can easily dodge or jump the incoming blast; a rule of thumb is that the faster your tank is moving, the faster your pulse will move. This can sometimes throw off more experienced players used to jumping or dodging pulses fired by stationary players.

Be warned that using the Pulse cannon consumes fuel, and takes a short bit of time to recharge; even sitting still trying to snipe an opponent will eventually leave you out of gas and defenseless. While the PulseCannon is a reliable weapon, it doesn't hurt to bring along a few missiles for especially sticky situations.

Firing the Pulse also causes an amount of recoil on your Tank, pushing it backwards a small distance. If you are situated near a slope, your Tank will push back and down the slope, obscuring you from your target; sometimes, this recoil can save your skin during a sniper's battle. It's always wise to take terrain into account, but, most often a Pulse firer will want to situate himself on a fairly level surface, allowing himself to quickly get another Pulse shot in, rather than have to move up and back within sight range, retarget... etc. etc.



Notes
  • The pulse shell takes on the velocity of your Tank.
  • Hitting with the first direct pulse is the only way to defeat more skilled opponents.
  • Hit an enemy with it right when they become visible and before they start strafing (like when they come over a hill).
  • It can be good to aim low in case you do miss, you might catch the enemy with some splash damage.

Special Technique: Lets say you are at the bottom of a tower, and your enemy is close to the edge of the tower above you, pulse the edge of the tower as close to the enemy as possible, the splash damage will hit your enemy. ( -dennistt)

Caltrops
  • Very effective against Scouts because Scouts need to get close to use their RepairBeam to greatest effect.
  • Can be used to prevent enemy tanks from rushing a new offensive Skypump for a short time, also the Caltrops may absorb a pulse shell fired from afar.
  • Holding down the Caltrop release button (the 5 key, by default) will continually release them until your supply is exhausted.
  • Jumping into a group of weakened enemies and releasing as many Caltrops as possible will weaken them further for a more direct assault, if not destroy them entirely. This is typically very risky and will end up killing you more often than it does them.
  • Don't take 65 Caltrops with you. 35 is sensible even for a large group, and you're not likely to get much more than this out before you're killed.
  • Remember that caltrops come from the REAR of your tank! If you approach an enemy spamming 'trops, they have to get around you to get to them. Also, deploying caltrops on a downward slope makes them move faster. Use this to your advantage!
  • Jumping over an enemy deploying caltrops is the best method of attack, as it surrounds your target.
Flare

Flares distract missiles. When rushing a base fortified by many missile launchers, or playing against a missile happy team, flares can truly be helpful.

The flare gets enemy hunters to lock onto it when the flare reaches the top of its arc and "poofs". If a hunter is fired at you after the "poof" it will not lock onto the flare. Learning to use a flare effectively is difficult and requires a good sense of timing, but is definitely worth getting down. Since learning how to use these I always pack a few Flares.Flares distract missiles. When rushing a base fortified by many missile launchers, or playing against a missile happy team, flares can truly be helpful.

The flare gets enemy hunters to lock onto it when the flare reaches the top of its arc and "poofs". If a hunter is fired at you after the "poof" it will not lock onto the flare. Learning to use a flare effectively is difficult and requires a good sense of timing, but is definitely worth getting down.

Mine
DEFENSIVE

By laying a field of mines around your base in areas under fire from your guns, you can prevent rushing. Mines can also be used in little pockets of dead zones to keep the enemy from jumping into them. Be sure to deploy Mines in an evenly-spaced field rather than a line, or a close-knit cluster. Wary enemies will try to jump a line of mines rather than spend time targeting and firing on them; laying a second line of mines in their probable "landing zone" will give an enemy a most unwelcome surprise.

p_regius:
Right after deploying mines, they seem to wait a short time until they react and blow up.
Double Stacking mines can lead to a 100% kill by the miner.

Leonardo:
Deploying mines in a field like fasion (spread square like) is more effective than a simple line of mines. By deploying mines in a single line, rushers can easily jump over then. However, in a large square of mines (even if there are less mines) the rusher does not have the time to look at all the mine placements. Making them more likely to hit a mine.

Buzz:
Try to deploy mines about 100m apart, as they can all blow up in a chain reaction, then the minefield is gone. Also keep in mind that deploying mines can really damage scouts, for one because they can't jump, and secondly it can prevent them from repairing tanks and equipment (ie - a rushing pc that is placed on the other side of the mines).


OFFENSIVE

Dropping one or two mines before a combat on your side of the corner or hill works surprisingly well. When the bullets are flying the enemy almost never notices, and you can often get a free direct pulse shot in.

You can also jump over enemies laying a mine on top of them which can be useful in a 1 on 1 situation.

Maser

The maser is a very weak 'laser-pointer' type of device. It drains health very slowly from its victim and must be aimed manually. Its range is as far as you can see (infinite). It does 20 HP damage for each second it is trained on an enemy. It cannot damage base structures.

Uses
  • Annoy enemies during battle by forcing them to constantly move instead of being able to land to refuel faster.
  • Keep enemy base components from automatically repairing. Also prevents base components from beng healed by enemy scouts' repair beams.
  • Most people believe the maser has almost no practical purpose. Certainly sitting on a hill using it is not a good use of your time
Thumper

A semi-guided missile, the Thumper spins the target around, and making them point in a random direction. Their tracking ability is very poor, however, and you should try to get a bead on the target under the reticle before firing.



When to Use
  • When opening a fight, if you have an unskilled opponent.
  • At a GunTurret so that is cannot return fire for a bit. This is very effective if you can prevent the Thumper from being shot down. You can literally run in next to a GunTurret after this and Autocannon it to death.
  • Very helpful when scouting, fire at 100m then strafe to one side. And as the player turns his/her aim they will miss the thumper, and, hopefully, it wont miss them. If used after a piercer at 200m the player will have hopefully used there jump and will not be able to avoid it - Bass
  • Thumpers are a very underrated missile, most likely due to their low hit rates, one thing to do when using thumpers, is to make sure that your target recticle is right on the enemy tank, or where the enemy tank is about to be. Thumpers are also a close range weapon, its definatly not recommended to try shooting it from over 200m, since they are very easy to dodge (see below). Fire a thumper at someone when you are very close, much like you would use a pulse within 50m, if you can plant a Thumper and Pulse on a person at the same time, they can easily be finished with AutoCannon - r8
Dodging
  • Jump. The Thumper will almost always miss if you jump.
  • Strafe. It will not guide very well if you strafe.
  • "Super Strafe". Not recommended for the thumper because it is easily dodged anyway and this is over excessive.
  • Get behind a hill.
  • Stand still. Sometimes if the thumper was fired from far away, it will go under you and just miss. Not recommended.
  • Shoot it. Again, not recommended, a waste of fuel and time.
  • Overall best way is just move around and it will miss. I could go on and on about the ways to dodge this; just move and it WILL miss.
Hunter
When to use
  • Packs an excellent punch when attacking an enemy base.
  • Use as a distraction when you and an enemy are at a standoff. If he goes for the hunter, close in and pulse/autocannon him.
When used against you
  • Do not jump -- a Hunter will recorrect its course and continue tracking.
  • If fired high, you can avoid them simply by moving forward. If fired low, you can easily hide behind something.
  • They can be targeted and shot down with the "i" (target incoming hunter missile) key.
  • The Repair Beam of a Scout can easy pick off hunters, due to its auto-tracking ability.
  • Using a Flare when Hunters draw near distract the incoming missiles, causing them to fly off in a random direction, or right into the ground.
Piercer
When to Use
  • When opening a fight, if you have a clear shot.
  • As support damage for your autocannon and pulse shell.
  • Piercers are the best for destroying Flak Turrets, since they are direct fire and shoot in a straight line, rather than a high arc above. When you're close to a FlakTurret, the piercer has a high chance of hitting.
Dodging
  • Jump
  • Press Forward and either left or right strafe at the same time. This wastes a bit of fuel but will dodge the missle. Not recomended when moving up hill.
  • Shoot it down.
  • Get behind a hill.
Fighting in a Tank
1 versus 1

First and foremost: Aim wins most fights. If you can't keep the target in the center of your sight, then you can not hurt them.
When fighting, use the 'a' and 'd' keys to strafe and make it harder to aim at you.
If someone rides over a hill. Let them get a pulse in the face.
If someone jumps over a hill, get out of the way. Jump or move to the side.
If you jump to the side, turn so that when you land you are facing them.
180 jump - to turn all the way around in a jump, hold 'a' or 'd' depending on which way you want to turn. Start your turn just before you jump. When you jump, keep moving your mouse in the same direction until you turn as far as you want.
When you jump, stay low to the ground (z) so that when you land you won't start waving up and down.
Don't jump too much. In fact, only jump when you need to.


Jump Pulse

The best way to learn to jump pulse is to aim before you jump. For something about 400m away and level with you, aim down so that it is at the top of your sight. Then jump. When you reach the top of your jump, you want your target in the center of your sight. As soon as you start falling -- fire --. If it flys off into space, you fired to soon. If it hits in front of your target, then you fired too late or aimed too far down. If you can't do it the first few trys, don't worry about it, it's something that takes a lot of practice. A pulse travels with your tank. If you strafe left, then your pulse will to. If you're falling, your pulse will too.


2 versus 1

If you and a teammate run across a flanker, sitter, or just anyone else not on your team, cover each other. If your teamate jumps at the enemy and he jumps to avoid them, j/p (jump pulse) them.
If your teammate peeks over a hill, come up to his side and while the dude is aiming at him, and take your shot.
Most important: attack at the --same-- time.


1 versus 2

Well you're flanking and got caught. What do you do? Lay down and die...... ya right.
This is where the good show how bad they can be.
Start falling back when they get close. Lay a few mines if they start chasing you. Caltrops are nice, but only let out 10 at a time. Let them try and fire at you. Stay about 450m-500m away from them. Let them waste fuel.If one starts falling behind... all the better. Gives you a little 1on1 time.
Biggest problem is those damn missles. Let the hunters come. When they get 100m away, shoot them down. No sense trying to aim when they're 400m away. That little dot is hard to hit. Wait for it to get big.
Use your slope map. If you use the first map, press 'n' twice. Avoid the white spots when going backwards! Stay on the black.
If you hit a hill, whole, wall, or anything else that stops you. Aim up and jump.
You're only in trouble if they attack at the same time.
Save your missiles until they attack.
Save your jumps for when you attack. And don't j/p (jump pulse). That uses a fifth (1/5) of your fuel. In a 1on2 fight, running out of fuel is your biggest problem.

(~Nor)

Fighting in a Scout
Visit A Guide to Scouting by Krin
  • Use Thumpers - Knocking around your enemy tremendously helps. A Thumper-Piercer combination starts a battle very favorably for the scout.
  • Get as close as possible and make runs right over/past the enemy.
  • Keep that Repair Beam flying! (The closer you are the more damage you can do.)
  • MOVE!!! Never stop. Keep strafing and moving as close as possible.
  • The Repair Beam does a great job of taking out missles.
  • Lighter fuel tank! You will end up running out of fuel early on if you are firing and beaming at the same time.
  • ONLY FIRE WHEN YOU KNOW YOU WILL HIT! Fuel Consumption is critical -- THIS CANNOT BE UNDERSTATED!
  • In low-fuel situations, the repair beam is priceless if you can hit with it - it uses no fuel, just make SURE you are hitting, or you will be drained quickly.
  • The repair beam can destroy any missile with ease. Remember this in the heat of combat.
  • A scout with four piercers can quickly destroy enemy Skypumps. Remember to just attack the pump, and not other units.
  • Try to run your opponent out of fuel - you can often dodge their pulses from afar easily.
  • If you want to kill someone experienced, you must get close and stay close. Use RadarSwitch to tell where the enemy is facing, then stay behind them.
(psion0011):
  • Also remember to up your elevation right before a fight so you can easily look down at them to rain a very hot place upon them. Another bonus is minimal damage recieved from splash pulses.
  • Try to fight in a hilly place - your high elevation adds a bit of stability, and it adds places to hide to recharge that darn fuel tank.
Attacking Bases
Peeking Turrets
Umbra's Guide to Peeking Turrets
  • First of all, what does it mean to "peek" a turret? It means that you shoot over the top of a hill at a turret while the turret does not shoot back at you. This works because your gun is on top of your tank and so you can shoot over things while turrets aim for the center of your tank mostly. Don't try to slide sideways and peek a turret from the side, that doesn't work.
  • Why should you peek a turret? It is one of the fastest and safest ways to kill a turret. You do heavy damage with your autocannon while receiving no damage in return (in the optimal case). Your shots also won't be blocked by flak shells.
  • When should you peek a turret? Whenever you can get behind a hill within 480M of a turret. You can also do it from between 480-550M, but you will use up so much fuel in the process that I would recommend against it. Of course if it is a flak turret you should consider getting within 300M of it instead of peeking, and if it is a gun turret, you will be safe from 480M even without a hill to protect you. But for the sake of this guide, let's assume that you have determined that peeking is your best option.
  • What if there are defenders? The better you get at peeking turrets, the more damage you will do regardless of defenders. For instance, you can do a suicide run where you get into peeking position and do as much damage as you can to a turret before the defenders kill you off. Or you can fight with the defenders and when they back off to repair you can quickly get in position and peek the turrets for as long as you can before the defenders return.
  • Before you attempt to peek turrets, you should first turn autolevelling off. Otherwise you won't be able to keep your aim on the turret as you approach it. You will need an autolevelling key to compensate. See Keymap for how to define an autoleveling key.
Case 1: A single turret

Approach the turret from behind the hill and have it targetted. As you near the top of the hill where the turret might become visible, slow down. The targetting box should be dimmed. If the targetting box ever becomes highlighted, that means you have gone too far and the turret has become visible (therefore it can shoot you), and you should back off immediately. You have two choices of how to inch up to the right shooting position. You can either raise your altitude or move forward slowly. I've found that for gentle slopes moving forward works better and for steeper slopes raising altitude works better. You can even use a combination of both. So getting back to the situation, what you should do when you think you are close to being able to shoot the turret is to simply aim dead center at the targetting box, shoot, and see if you do any damage. If you see smoke coming from the hilltop you are missing. If you see no smoke then your shots are clearing the hilltop (you are hitting). So keep shooting while inching forward or upward until you start hitting the turret. At that point stop and keep your aim straight until you kill off the turret.

Easy enough, right? You can practice this kind of thing on your own friendly turrets. Just target one and follow the same procedure. When you start taking damage from friendly fire you know you are hitting the turret. With enough practice you will have a feel as to how far you have to move in order to be able to hit the turret. When you get good at it you will be able to get into position quickly and take out the target in a matter of seconds.Easy enough, right? You can practice this kind of thing on your own friendly turrets. Just target one and follow the same procedure. When you start taking damage from friendly fire you know you are hitting the turret. With enough practice you will have a feel as to how far you have to move in order to be able to hit the turret. When you get good at it you will be able to get into position quickly and take out the target in a matter of seconds.

If you have a choice, peek from closer rather than farther, that way you kill the turret faster and save fuel. Also, if you are peeking a gun turret from less than about 250M, then you should be very careful not to accidentally move into the line of fire because a gun turret can turn you into swiss cheese in a matter of seconds. In those situations, move a little bit more cautiously.


Case 2: Multiple turrets

Ok, well a base will usually have more than one turret. But let's say you can approach the whole base from behind a hill. For example maybe the base is in a crater on the Crater City map. What you will need to do is determine which turret will become visible first as you approach the edge of the crater. That is to say, you have to figure out which turret is the highest in elevation from your point of view. So first of all you should have a key bound to target cycling nearest hostile sentry (see Keymap). Let's say that key is x. When you are approaching the base, press x repeatedly to cycle through the enemy turrets and locate the one that is the highest in elevation. Leave your targetting on that turret (press r then x to cycle back to the nearest enemy turret if you need to). Then peek that turret first. Once you kill that turret, find the next highest turret and peek that one. Remember that flaks within 300M won't fire at you, so you can ignore them if your intention is to kill off more important base units. If after killing some turrets off you can freely shoot at the enemy repair pad, darklight, and/or power cells then by all means start going after those targets.


Case 3: Multiple turrets, not all within range

It's nice to be able to destroy a whole base by peeking but many times only part of the base is within range of the hilltop. The most common situation is that you will be trying to peek a gun turret close to the hill but a flak from far away will be shooting at you. In this situation you should proceed as before, but just note that there will be flak shells knocking you around. Most of the time the flak shells will knock you backward, so you will have to re-approach the hilltop to continue peeking. Sometimes you will get knocked forwards or to the side and get exposed to gun turret fire. Just retreat behind the hill as quickly as you can. This is not the optimal way to peek a turret, and you will often die or lose a lot of hp in the process. It helps if the flaks are far away because they will shoot less frequently. If they are close (like at 550M), you won't have much time to shoot at your target before they push you away. One thing you can try (if you have the fuel) is to shoot a pulse over the annoying flak from behind the hill. That should cause the flak to turn around temporarily, which will give you just a little more time to peek your target the next time up the hill.


Case 4: The long range peek

Sometimes there is a flak turret that you can see the top of, but not the middle or bottom of because there is a wall or hill there. For example, let's say that there is a flak near the edge of a high cliff and you are at the bottom of the cliff. Move to a position where you can see enough of the top of the flak to shoot at. Here is a crude illustration:Sometimes there is a flak turret that you can see the top of, but not the middle or bottom of because there is a wall or hill there. For example, let's say that there is a flak near the edge of a high cliff and you are at the bottom of the cliff. Move to a position where you can see enough of the top of the flak to shoot at. Here is a crude illustration:

. . . . . +---+ <- top of flak
. . . . . | x | <- aim at the x
. +-------+---+--- <- cliff edge
. | . . . . o
. | . . . . ^- Where the flak's turret would be if you could see it

If you pulse the flak's head (at the x in the illustration), you will hit it and it will not be able to shoot your pulse because the flak shells will hit the cliff edge instead.If you pulse the flak's head (at the x in the illustration), you will hit it and it will not be able to shoot your pulse because the flak shells will hit the cliff edge instead.


Case 5: The long range, through the wall peek

Sometimes there will be a situation similar to case 4, but you can't even see any of the turret because it is completely behind a hill or wall. Not to worry. You can take advantage of the fact that your pulse explodes after 1050M. The turret has to be pretty near the edge though. Do the following. First, get to 1040-1050M of the turret. Zoom in all the way and aim right over the edge of the hill, as close to the turret as you can get (sometimes raising your altitude will help you get a better shot):

. . x <- aim here
=============== <- cliff edge
. . T <- turret is here . .

Now fire a pulse. You should be able to do between 60-100 damage, depending on how close the turret is to your pulse when your pulse explodes. Get back into position, wait for your pulse to recharge all the way, and fire again. You probably will find that after each pulse you will have to unzoom in order to get your bearings, move forward into position, then rezoom to aim, since every time you pulse it will push your tank back. With about 6-9 shots you will be able to kill a turret. You can even do this against a repair pad or power cell or any base unit you can find in that kind of position. You may need to land your tank in between shots to regain fuel, because this technique uses up a lot of fuel.

You should be aware that if your target is a gun turret, it may start shooting down your pulses at some point. If that is happens, you should try alternating shots to the left and right of the perfect spot. The gun turret won't be able to swing around quick enough to shoot down your shots (because your pulse will only be in sight for a split second). Sometimes some other turret will shoot down your pulse, and in that case you probably need to find another spot to snipe from.

Note that turrets in this kind of position can usually be more effectively peeked from up close. But sometimes if the enemy is sitting in their base, it will be safer to stay at pulsing distance and make the defenders have to come out and get you. You can use this technique when the target is being covered from the side by vertical walls too. Also, you can use this technique on enemy tanks. But usually after you hit them a couple of times they will start retreating before you can kill them. Sometimes, though, you can get a kill on someone who is weak and resting behind a hill.

Turning Gun Turrets

There are many ways to kill gun turrets, but the easiest ways are when the gun turrets are facing away from you. When a gun turret is facing you, you can shoot all the pulses and missiles at it in the world and it will calmly shoot down each and every one of them. Therefore, it is useful to know how to make them turn to face away from you. Once they are facing away, almost any attack method will work.

Luckily it is easy to make gun turrets turn sideways or completely backwards. Simply fire a pulse up and to the side so that your pulse goes behind the turret. The turret will turn around to track the pulse. There are a couple of reasons why this might not work on the first try:

  • Your pulse was fired too far out of the gun's tracking range, so it didn't turn because it never saw the pulse.
  • Your pulse was shot down by a gun or flak before it got behind the gun turret.
  • You fired your pulse from too far away, so it exploded by itself before it went behind the gun turret.
  • The gun turret tracked your pulse, but the pulse shell exploded or left the gun's tracking range before the gun turned enough.

Before reading on, here is a note: I wrote this originally when the gun turrets were turning very fast. It seems recently that the gun turrets were made to turn slow again. Since I don't know which change will be the final change, I will note which tips work for which case.


If your first pulse didn't get the job done, try it again. Here are some tips for how to do it right:
  • When you are trying to fire a pulse past a gun turret, pick the side that it isn't facing. For example, if it is facing a little to the right, fire your pulse up and to its left. This is only good for fast turning gun turrets. If the gun turrets are turning slow and you try this, the gun will probably wind up facing just a little to the left because it can't turn fast enough to turn all the way left before your pulse leaves its tracking area. For slow turning gun turrets, pick the same side that it is facing, but try to aim high if the gun is pointed low, or aim low if the gun is pointed high. That will make your shot get past the gun and make it turn more toward the side it is already facing.
  • If your pulse is getting shot down, try shooting more extremely up and/or to the side. If the gun isn't even following your pulse, try shooting less extremely up and/or to the side. It takes a little practice to figure out the best angles from each distance.
  • The best distance to fire the pulse is somewhere between 650-800M. If you are too close, you don't have enough distance to work with and the gun might shoot your pulse down immediately no matter where you fire it. If you are too far, you don't have enough angle to work with because any shot you fire will come at the gun pretty much straight on. However, if you are good at this, you can do it from any distance between 480M and 1000M. You can even do it from greater than 1000M with a running shot.
  • Switch sides on alternate shots. That is, shoot up and to the turret's right, then on the next shot, shoot up and to the turret's left. The first shot will turn it a little one way, and so the next shot will hopefully get past. This is only good for fast turning gun turrets. For slow turning gun turrets, try shooting one up and to the side, then one low and to the same side.
  • Move forward when pulsing. Your pulse travels faster if you are running forward when you take the shot. This could give your pulse a lot better chance of getting through. Also, the pulse travels farther so it can make the guns turn even more around. This also lets you be able to turn the gun turrets from farther away, like from 900-1000M or farther. In fact, I always run forward when shooting stray shots like this. For slow turning gun turrets, you may not want to do a running shot because it might blow past the gun turret so fast that the gun turret might not turn enough. So for slow turrets, you can do a running shot if the gun is already partially turned. Otherwise if the gun is facing you just do a normal shot.
OK, now I've got a gun turret turned away, now what do I do?
  • Pulse it. Of course you will have to worry about the other turrets shooting your pulse down, but you have a good chance of hitting the gun turret with a pulse. The closer you get the better your chance. But remember that 475M the gun will start turning toward you, so either pulse from farther than that or make sure that you pulse it before it faces you because it will shoot your pulse down in that case.
  • Missile it. Again, you will have a good chance of hitting especially if you get close, and the same thing applies as far as making sure the gun turret doesn't turn far enough to shoot your missiles down.
  • Run in and shoot it with autocannon. This is generally what you do right after you pulse and/or missile the gun because it will be really weak. But you can also just do this alone especially with slow turning gun turrets. This also works really well if you hit the gun with a thumper, since that will spin it around and disable it for a little while. I recommend getting in at around 380-420M and then backing off if the gun starts facing you. If you get too close you could get wiped out in an instant, especially if you are being pushed around by flak shells and can't get a good bead on the gun.
  • With slow turning gun turrets, you can definitely kill a turned gun turret with only autocannon. If it is facing backwards, you should be able to continue moving toward it and kill it without it ever shooting you. Just make sure you have good aim (level ground is perfect for this maneuver). If it is facing 90 degrees sideways, you should be able to get to about 380M while doing damage to it and then back away to anywhere between 430-480M to finish it off when it starts shooting you.
(~Umbra)

If you look on your map and notice the shape of turrets, which is a triangle, then you can figure out which way Turrets are facing. If the pointed edge of the triangle is facing north then the turret is facing south. The pointed edge of the triangle is the backside of a turret.

(~Tim)
Weak Spots in Bases

Weak Spots are weaknesses in a base's defense. Even a base with 10 turrets will have a weak point or two. First, let's look at base turrets and their advantages/disadvantages.


Gun Turret

Strengths
  • Gun Turrets do an amazing amount of damage and can kill a Tank at full health in about a second; do not attempt to out gun them at close range.
Weaknesses
  • Gun Turrets have a short range (about 450m), and are weak against long range weaponry (missiles, pulse shells).
  • Gun Turrets track slowly, which makes them much weaker vs. long range weapons.
Flak Turret

Strengths
  • Flaks have a range of about 900m.
  • Flaks track very quickly, making them excellent at shooting down missiles and pulse shells.
  • Flaks have a good rate of fire and splash damage, in addition to knock-around.
Weaknesses
  • Flaks do pitiful damage even on a direct hit and are easy to dodge.
  • Flaks have a dead zone in which they cannot fire upon a target (300m).
Missle Launcher

Strengths
  • Missile launchers do good damage and will fire at targets that are 1400m away.
  • Missile launchers can shoot over hills and other obstacles.
  • Missile launchers have been seen firing 4 missiles at a time.
Weaknesses
  • The Hunters that missile launcher fires are easy to shoot down.
  • Missile launchers have a slow rate of fire.
  • Missile launchers also have a dead zone of 950m.
  • Missile launchers tend to waste ammo on enemy missiles and pulse shells that flaks can shoot down.

From the above, we can conclude that no one turret is useful by itself; the best combination is a flak turret with a gun turret, and a smart enemy will attempt to use such combinations to defend his bases. However, you can use the land to your advantage. If you can find a spot that can get you into a dead zone of a flak turret and be able to shoot it without counter fire from a gun turret, then do so. Also, gun turrets will only fire at fully exposed tanks, so if you peek over a hill just enough to see it you can fire at it without return fire. Remember to hide behind hills when approaching flak turrets as much as possible to reduce damage taken. Also use jumping to dodge flak shells.

Gun turrets turn slowly, so don't attack from the same direction twice; they will probably be facing the direction from which you attacked last. Gun turrets have a hard time shooting down hunters. If you spot an enemy base with only gun turrets (or even a missile launcher or two) then load up on hunters, target the power cell and let 'em loose. For bases with only flak turrets, simply rush the turrets, jumping to avoid too much damage, and go for the power cell once you're in their dead zone. If enemy missile launchers are annoying you, fire a pulse shell into their range before you go in; strangely enough, the missile launchers will fire at the shell and you can slip into their dead zone while they reload. Gun turrets turn slowly, so don't attack from the same direction twice; they will probably be facing the direction from which you attacked last. Gun turrets have a hard time shooting down hunters. If you spot an enemy base with only gun turrets (or even a missile launcher or two) then load up on hunters, target the power cell and let 'em loose. For bases with only flak turrets, simply rush the turrets, jumping to avoid too much damage, and go for the power cell once you're in their dead zone. If enemy missile launchers are annoying you, fire a pulse shell into their range before you go in; strangely enough, the missile launchers will fire at the shell and you can slip into their dead zone while they reload.

Search for weak spots by analyzing the land with the different map modes to find blind spots in turret coverage, then engage accordingly.

Building Bases
Safe Turret Deployment

As you may know, gun turrets and flak turrets create a damaging explosion when destroyed. This explosion can kill friendly tankers, cargo and structures, and fling the uplink (if it is loose) in a random direction for a good distance.

To deploy a turret safely, it must be 100 meters or more from any other structure. A turret brought down to zero HP close enough to other turrets can set up a chain reaction which can destroy a whole base's defense system. When deploying a gun turret or flak turret, use targeting and make sure that the turret is 100m away from anything that doesn't move. This is most easily accomplished if other structures such as repair pads, Refuel pads and dark lights are deployed very close to your base's power cell.

Uplink

The uplink, simply put, is the device that allows you utilize supply ships. The carrier of the uplink is called the linker.


Quick Notes
  • The enemy CAN steal your uplink if the current carrier gets destroyed with it. If this enemy is destroyed, you can steal it back.
  • The enemy CANNOT use it, only hold it or put it down somewhere.
  • It will self-destruct 13 minutes after falling into enemy hands. If you capture an enemy uplink, be sure to put it down a good distance away from your base, but not too far away; you don't want the enemy to steal it back. If the enemy gets its uplink back, its self-destruct sequence is canceled. If re-captured, it starts over from 13 minutes. (This can be done on purpose to prevent the enemy from getting a new uplink.)
  • After an uplnk self-destructs, if there is a supply ship left, it will build another in 2:00 minutes.
  • Must be deployed before it can be used by pressing period '.' (Once installed, you can once again pick up cargo).
  • Must be un-deployed before it can be dropped by pressing ',' (Press ',' twice to drop an installed uplink).
Uplink Strategy

Once you have the uplink, order 4 skypumps to begin with and change the ship setting to Repeat Manual. These only take 2:30 minutes so they come fast enough. (You may want to sneak in a power cell for use as an assault power cell if you have good tankers. Attempt to warp in two more ships as soon as possible. Next, order a power cell, repairpad, refuelpad, and flak turret in that order. I highly suggest letting these 4 items all fall down first and having teammates help deploy the cargo all at once so it does not get destroyed. Depending on the map settings you may or may not have your other 2 supply ships. If you do, set one ship to order base components such as Turrets and Pads. The other two ships should be designated for skypumps. If you do not have the two ships concentrate your one ship for base materials and use the other two ships for pumps once they push in.


Wulfram's Game of Chess

Now that you have base materials coming in steadily, and you are playing on one of the training servers, you should now be concentrating on taking out some enemy supply ships. You _CAN_ do the pump placement yourself if you're really slick and can get in and out of a place real quick. If not, have a good teammate place skypumps for you. Check out the supply ship page on attack strategy.

That's all there is to it. The key is to keep a good supply of cargo coming in and having someone to help deploy it.


Bomb-order cargo

Normally you can only append cargo to the build-order. It's dropped by the ship when after a certain amount of time and when less then 4 cargos are untouched. The only way to prepend cargo to the build-order is to order bombardement, which always takes first position and pushes all other items back. If you then change the bombardement to another cargo, you have prepended a cargo to the order-list.
Example:
Starship with 4 empty slots. It's not wise to drop cargo, since the ship is closer to the enemy base, for example in a ship war.
1. empty
2. empty
3. empty
4. empty
Normally you would order bombardement now, or leave the order-list empty.
But this would be a waste of possible cargo.
So you order a flak turret.
1. Flak Turret 5:00
2. empty
3. empty
4. empty
Almost 5 minutes later you order bombardement:
1. Bombardement 6:00
2. Flak Turret 0:05
3. empty
4. empty
And then immediatly change the bombardement to another cargo:
1. Gun Turret 4:00
2. Flak Turret 0:05
3. empty
4. empty
Almost 4 minutes later, do it again:
1. Power Cell 2:30
2. Gun Turret 0:05
3. Flak Turret 0:05
4. empty
And so on, until it's save to drop the cargo, then all cargos on the list will drop really quick.


Purpose:
  • Prepend cargo to order-list.
  • Save cargo on starship, not on ground.
  • Build cargo even when it's not safe to drop it in that square.
  • When your teams needs something really quick, but the current item is almost produced. Normal changes of the cargo request result in lost build-time.
  • When cargo is not dropping because there are too many cargos, you can build stuff on ships that are at 0:00 and are idling.
(~Umbra)
Supply Ship

The Supply ship (sometimes refered to as Starship) is one of the most vital tools for your team - if not the most important.The Supply ship (sometimes refered to as Starship) is one of the most vital tools for your team - if not the most important.

Quick Notes
- Only the person carrying the uplink can utilize the supply ship's functions.
- There is a maximum of 3 ships per team.
- Supported by skypumps.

Usage of the Supply Ship
First obtain the uplink then press period '.' to deploy it. Once deployed press 'M' to access the map. It is from here where the uplinker does most of his work. Clicking on a supply ship will tell you what it's status is, the status of any cargo it is going to drop, and the build mode setting. You can also order a orbital strike (AKA Bombardment) or you can move the ship from the map screen.First obtain the uplink then press period '.' to deploy it. Once deployed press 'M' to access the map. It is from here where the uplinker does most of his work. Clicking on a supply ship will tell you what it's status is, the status of any cargo it is going to drop, and the build mode setting. You can also order a orbital strike (AKA Bombardment) or you can move the ship from the map screen.

Warping a Ship in
When you want to warp a supply ship in, place two sky pumps in a single sector. Once a warp glimpse occurs, a green portal will appear in the air above the sector. After this, you must wait for a warp push to occur to make the ship come through the portal. During both stages, both pumps must remain intact for the process to complete. If one does get destroyed, replace it before the countdown at the bottom of the screen reaches zero so the current phase will proceed without fail.

For Example: If there are 4 minutes remaining until the warp glimpse and an enemy destroys a skypump in that sector, I will then have 4 minutes to get another pump placed in that sector to keep the warp glimpse from failing. Same goes for the warp push.When you want to warp a supply ship in, place two sky pumps in a single sector. Once a warp glimpse occurs, a green portal will appear in the air above the sector. After this, you must wait for a warp push to occur to make the ship come through the portal. During both stages, both pumps must remain intact for the process to complete. If one does get destroyed, replace it before the countdown at the bottom of the screen reaches zero so the current phase will proceed without fail.

For Example: If there are 4 minutes remaining until the warp glimpse and an enemy destroys a skypump in that sector, I will then have 4 minutes to get another pump placed in that sector to keep the warp glimpse from failing. Same goes for the warp push.

Moving a Supply Ship
Supply ships can move __into__ any of the eight adjacent squares that has a least one skypump in it. Note that it is not necessary that the pump remain there once the ship is moved. It takes 0:30 seconds to move one square.Supplyships can move __into__ any of the eight adjacent squares that has a least one skypump in it. Note that it is not necessary that the pump remain there once the ship is moved. It takes 0:30 seconds to move one square.

At the 0:30 mark, the ship will cross the line from one square to the next, and actually be in the new square, though it will contiunue to move across the sky to the center of the square for longer. This extra movement does not affect gameplay. If the skypump in the destination square is destroyed before the 0:30 seconds, the ship will __remain where it is__, and only the remaining time will be needed to finish moving the ship to the new square once a new skypump is placed and the order to move given again.

Attacking with a Supply Ship
Supply ships can attack enemy supply ships.
To successfully attack an enemy supply ship you must first get a skypump in two separate sectors adjacent to an enemy supply ship. Next move the supply ships in the two sectors and they will team up on the supply ships, destroying it after a minute or two.

Orbital Strike

A massive bombardment from an overhead supply ship, ordered by whomever is carrying the uplink. An orbital bombardment completely annihilates any enemy structures and units in the designated sector, leaving allied units unharmed. (Note: Exploding gun turrets and flak turrets close enough to an allied unit will still harm, if not destroy, it.) An orbital strike is typically the coup de grace of a game, used as a quick, demoralizing end to the enemy base and force.

Orbital bombs can be targeted and attacked as a pulse shell, flak shell, or any type of enemy missile can. They can be destroyed in this manner, most easily by a group of scouts.

Flak turrets also can attack falling orbital bombs, but only a very small number of them.A massive bombardment from an overhead supply ship, ordered by whomever is carrying the uplink. An orbital bombardment completely annihilates any enemy structures and units in the designated sector, leaving allied units unharmed. (Note: Exploding gun turrets and flak turrets close enough to an allied unit will still harm, if not destroy, it.) An orbital strike is typically the coup de grace of a game, used as a quick, demoralizing end to the enemy base and force.

Orbital bombs can be targeted and attacked as a pulse shell, flak shell, or any type of enemy missile can. They can be destroyed in this manner, most easily by a group of scouts.

Flak turrets also can attack falling orbital bombs, but only a very small number of them.

Warp Glimpse

Warp glimpse is the time it takes to initiate warp push. If two skypumps are in a sector when glimpse ends, and there are no ships in the square, a Warp Cloud will appear.Warp glimpse is the time it takes to initiate warp push. If two skypumps are in a sector when glimpse ends, and there are no ships in the square, a Warp Cloud will appear.Warp glimpse is the time it takes to initiate warp push. If two skypumps are in a sector when glimpse ends, and there are no ships in the square, a Warp Cloud will appear.

Warp Push

Warp push comes after warp glimpse. If two skypumps are in the square that a warp cloud is over when warp push finishes, a new supply ship will warp in if there are no ships in the area, and your current number of ships is less than three.

Note that a warp push, like a warp glimpse can be 'saved'. The game only checks for two skypumps being in the area at the END of the push, so if a pump was destroyed, you can deploy another seconds before the push finishes and still get a ship.

Strafing

Strafing is using the A and D keys so "side-step" -- your tank will face straight ahead, but you will move left or right. Strafing is an excellent way to avoid enemy pulse cannon, piercer, and thumper attacks.

Scouts have an additional reason to strafe: it uses no fuel. So you can shift-strafe to move at a decent speed (sideways) while regaining fuel rapidly. You can forward-strafe to move more quickly than just forward while not using any extra fuel. If you use either of these two methods, you'll need to turn so that you wind up going where you want to go, since you will be moving sideways or diagonally.

Tanks can use forward-strafe at speed 7 to move noticeably faster while using just a bit of fuel. Of course you will have to turn a little to compensate for the diagonal movement.

Targeting

Here are all of the keys used to target structures or units in Wulfram 2. Please note that all "hostile" or "enemy" targeting can be done only within a range of 1000m, though you can use the mini map to target anything outside of that range. All targeting keys, except where otherwise noted, will cycle, which means that if you press the key to target again, you will get the next nearest object, and pressing again will give you the next, etc.

See keymap for adding custom targets. Also, be sure and check out stored targets.

Pressing the ` key clears your target.key clears your target.

Target Nearest Frontward Major Object: By default, the tab key. This will target any tank, scout, cargo box, or base structure in a forward direction.

Target Nearest Friendly Cargo: By default, the c key. This will find the closest cargo box not being held by an ally.

Target Nearest Hostile Cargo: This would be alt-c by default, but there's an error in the keymap file -- alt-c targets the nearest friendly cargo, also! Be sure to change this in your keymap file if you need to shoot enemy cargo boxes.Pressing the ` key clears your target.

Target Nearest Frontward Major Object: By default, the tab key. This will target any tank, scout, cargo box, or base structure in a forward direction.

Target Nearest Friendly Cargo: By default, the c key. This will find the closest cargo box not being held by an ally.

Target Nearest Hostile Cargo: This would be alt-c by default, but there's an error in the keymap file -- alt-c targets the nearest friendly cargo, also! Be sure to change this in your keymap file if you need to shoot enemy cargo boxes.

Target Nearest Friendly Fuel: The f key by default. Finds the closest refuelpad.

Target Nearest Hostile Fuel: Alt-f, by default. Finds the nearest enemy refuelpad.

Target Nearest Friendly Energy: By default, the g key. Targets the closest deployed power cell.

Target Nearest Hostile Energy: By default, alt-g. Targets the nearest enemy power cell if it blips onto the radar screen, or you have a direct line of sight to it (within 600m). Tapping alt-g works to find the power cell if you're near it and don't have a line of sight.

Target Incoming Hostile Hunter Missile: By default, the i key. Automatically tracks the closest hunter missile, whether it's targeted at you or not.

Target Nearest Friendly Uplink: By default, the l key. I know there's only one uplink, but it says nearest in the keymap. Anyway, this will lock onto the uplink, or the carrier of the uplink.

Target Nearest Friendly Repair: The r key by default. Pressing this will locate the closest repairpad.

Target Nearest Hostile Repair: By default, alt-r. Locates the closest enemy repairpad. This key is good to know when using a rush strategy.

Target Nearest Hostile Player: By default, the t key. This will probably be the first key anyone playing the game will learn. It tracks onto the closest, non-landed enemy within 1000m. Unlike the other targeting, this one does not cycle (no matter how much you press t, it'll stay locked on the closest enemy). If you want to select a different hostile enemy, press y.

Target Nearest Friendly Player: Alt-t by default. Locks onto the closest friendly tank or scout. Like the hostile player targeting, this one does not cycle. Press y to cycle through to the next nearest player.

Target Nearest Under Reticle (Any Object): By default, the u key. This will target the nearest object (including mines, incoming missiles, pulse shells and flak shells, uplinks, supply ships, and caltrops) that lies directly underneath the reticle (crosshairs). This is a good key to remember for things like shooting mines and piercer/thumper missiles, finding landed enemies, or finding enemy base structures hidden by a darklight.

Stored Targets

Any currently selected target may be stored to one of four function keys by pressing CTRL and F5, F6, F7, or F8. You should hear the loading click that occurs when you enter a map with a new vehicle. Once stored, you may press F5, F6, F7, or F8 by itself to instantly re-target the object.

You can also define extra keys for storing targets by editing your keymap. For example, I (Umbra), use 11 keys to store 11 different targets. I use F5-F8, and also number pad 0 through 6. Here is an example of what to put in your keymap:You can also define extra keys for storing targets by editing your keymap. For example, I (Umbra), use 11 keys to store 11 different targets. I use F5-F8, and also number pad 0 through 6. Here is an example of what to put in your keymap:

bind "targeting" "ctrl-num_0" "store_target 4"
bind "targeting" "num_0" "retrieve_target 4"

This is useful for tracking your teammates to stay with them, as well as for attacking bases.


One useful feature of stored targets is that you can target things that you couldn't normally target. For example:
  • Enemy vehicles that are landed and enemy power cells. These would normally not be targetable except when in your line of sight. But if you happen to have the targets stored, you can target them any time you want.
  • Enemy vehicles and power cells that are darklighted (these would normally not be targetable by any other means). The way you get enemy darklighted power cells into your stored targets in the first place is from the entry map when you first enter the game, since there is a slight bug which reveals the whole map to you at that time.
  • Enemy units that are normally too far away to target. This is especially useful for turrets that you want to snipe. Your normal targetting range is 1000M or so, but often you want to know how far you are before you get that close. The same also applies to cargo boxes that you want to snipe as they are falling. Of course you can always switch to map mode to target far away units, but you should be doing that when you are waiting to spawn and storing these targets so that when you get close you can target them quickly without switching to map mode.
(~Umbra)
Radar Switch

Press the F3 button during play to change your radar to the zoom map. The advantage of this is that you can see which direction a unit is pointed in; this is very handy for close range combat, especially in a scout, which has to use its speed and maneuverability to overcome a tank's heavier firepower.

The zoomed in map is also useful for deploying skypumps. You can see exactly which sector you are in from the zoomed in map, and you can see all the sector boundaries in detail. Take note, however, that sometimes when you deploy a skypump it falls a little behind you and winds up in a different sector than the one you are in, so move just a little bit away from the sector border to be safe.

Keymap

The keymap is the file that contains the information on what keypresses do what in Wulfram 2. Editing the keymap files contained in Wulfram 2's data folder allows you to customize the controls used in-game.
Program Files>SlurpySoft>Wulfram2>data - open with notepad.

(It is advised to save a copy of your new keymap in separate folder in case it gets overwritten. After you've made your changes, it might also help to change your keymap properties to read-only, not allowing the auto-updater to overwrite it: right-click>properties>check read-only)

Helpful Additions to Your Keymap

The following lets you target gun turrets, flak turrets, and missile launchers. This binding is very helpful for safe turret deployment.

bind "targeting" "x" "target_cycle nearest friendly sentry.
bind "targeting" "alt-x" "target_cycle nearest hostile sentry"

The following is for targeting skypumps. I used V because it's on the bottom row, and is one of the very few keys used in Wulfram that isn't taken.

bind "targeting" "v" "target_cycle nearest friendly pump"
bind "targeting" "alt-v" "target_cycle nearest hostile pump"

If you want to try life without auto-leveling on, you might want a 're-level me' key.

axis_key "movement" "e" "tilting" absolute -.0

And this last one is for targeting any missile coming at you, as opposed to just hunters. Handy if enemies are lobbing piercers or thumpers at you persistently.

bind "targeting" "i" "target_only nearest hostile any_missile"

Changing Your Distress Signals

You can bind as many new status reports and distress calls as you have unused keys. Remember, any -message- beginning with the word Distress will play the distress call sound effect. All messages typed in will have your sector and HP/Fuel appended to it.

bind "misc" "shift-F6" "distress \"Scout ready\""

When shift-F6 is pressed, you would send "Scout ready in C5: 100% hull, 100% fuel", for instance, if you decided to use this key mapping (and you were in sector C5 and unharmed).

bind "misc" "F7" "distress \"Distress: Requesting backup\""

This call would send "Distress: Requesting backup in E2: 25% hull, 4% fuel", and also play the usual distress call sound effect. Note that typing in the word "distress" at the start of a team message will also play the sound effect.

Chat

"Chat" is the term for communicating with other people playing Wulfram. Press enter, type in your message, and press enter again -- the basics of sending a message. However, you can send messages to players other than just everyone.


  • Type /t before your message to send a single message to your team. Team chat appears in red or blue text (depending on your current team).
  • Type //t to send a message to your team and make team your default channel (the next time you hit Enter to start a new message, it will select team for you).
  • Type /a to send a message to all players (in case you've set personal or team chat to default).
  • Type //a to make all players your default channel. All players is the default channel, so this is not necessary unless you've changed it.
  • Type /playernick (where playernick is someone's Wulfram 2 handle, like frobnic8 or Brains) to send a message to a single player. Personal chat appears in yellow, and makes a noise every so often on sending/recieving. To save time, you can type the first few letters of a player's nick (typing /Cha would send my message to Chaosmongler, unless there was another player whose nick began with Cha. The server will tell you if you haven't specified enough letters. If Chaos was playing also, typing /Chaosm would send the message to Chaosmongler).
  • Like the other chat channels, you can make personal chat your default by using //playernick.
Kudos

Kudo Commands

!kudo PLAYERNAME AMOUNT REASON
(ex. !kudo Mystery 1.0 Good job killing that gt)

!ding PLAYERNAME AMOUNT REASON
(ex. !ding Mystery 1.5 do not move the link again)

!endorse PLAYERNAME AMOUNT REASON
(ex. !endorse Mystery 0.5 good player)


(~Mystery)
Glossary

Here is a short glossary of terms and abbreviations used in Wulfram 2.

2comp: Having heavy lag (see below). Denoted by an icon of two computers with a question mark breaking a line between them in the upper left corner of the screen. 2comp is a sort of "temporal statis". Once you come out of it, you might have been killed by an enemy, or end up miles from where you were last.
AC: Autocannon.
Activist: A Wulfram 2 player who promotes the growth of the community.
Bombardment: Orbital Strike.
CO: Short for Commanding Officer.
Donor: The lowest level of financial contributor (next to not donating at all).
Double Pump: To place two skypumps in a sector, usually to call another supply ship after the next warp glimpse and warp push.
DL: Darklight.
FMC: Short for forced map cycle.
FP: Refuelpad.
FT: Flak turret.
HP: Short for hit points. If a unit or structure is reduced to zero HP through damage, it will be destroyed.
G1: "Good one".
G2G: "Got to go".
GF: "Good fight".
GG: "Good game".
GJ: "Good job".
Glimpse: Warp glimpse.
GS: "Good shot".
GT: Gun turret.
inc: Abbreviated term for "incoming".
JP: Jump-pulse (Pulse jump).
Lag: Drastically increased ping (see below) between two computers (in this case, the server hosting the Wulfram game, and the client, you playing the game). Lag makes a connection sluggish, and creates undesirable gameplay. In Wulfram, your weapons won't fire and tanks will seem to "drift away" in whatever direction they were last going in. Other players see you as immobile, or just moving in whatever direction you were going in last.
Linker: The player with the link.
ML: See MissileLauncher.
MOD: Moderator
Monkey: Term for a player who expends and wastes all of the missiles he can hold on a single opponent in repetition. Also called a missile monkey. May generally be used to refer to any perceived overuse of a loadable weapon, often in partial jest. (e.g. Maser Monkey)
MU: Short for Mass Units. Missiles and other expendable weapons take up certain amounts of Mass Units when loaded into a Tank or Scout.
N1: Nice one.
nme: Abbreviated term for "enemy".
PC: Power cell.
Ping: The time it takes for a signal to be sent to another computer and bounced back (similar to the way a sonar works, thus the name ping). This is recorded in ms (milliseconds, 1/1000 of a second). Thus, a ping time of 1000 means one has 1 second of lag (see above), and anything happening in the game will be seen a second after it actually happens.
Pump: To deploy a skypump in a specific sector.
Push: Warp push.
RP: Repair pad.
Rush: To move at a desired objective (typically an enemy's PowerCell or RepairPad) very quickly, concentrating only upon the objective and ignoring all other threats.
Ship: Supply ship.
Sit: To stay within your own base behind the protection of turrets and only leave to attack enemies, and even then within range of your bases' defense.
Skill Bonus: Awarded if you kill or get a portion of a kill of a player with a higher ranking than you. Meaningless in general.
(Snipe): Attack with PulseCannon or Maser from long range.
SP: Skypump.
Spam: To lob all of your missiles repeatedly at a single opponent. See monkey, above.
Squad: A group of players that can fight together in a wquad war.
Standby: A power cell deployed very near another will go into standby mode. Once the primary power cell is destroyed, a standby power cell will take over.
Structure: Vague term for anything that can be deployed with cargo.
Supporter: The second level of financial donor, between Donor and Sustainer.
Sustainer: The third level of financial donor, above Supporter. The sustainer who donates the most money gets his/her own special tag, "Highest Financial Contributor".
Tanker: Any player who is not the linker.
TH: Short for Tournament hours.
TRN: Trainer.
Trop: Caltrop.
TY: "Thank you".
UL: Uplink.
Unit: Vague term for a Scout or Tank.
VIP: Very Important Person, specifically to the Wulfram community.
XJ: "Excellent job."

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MANUAL
»INTRODUCTION
»OVERVIEW
»TRAINING LEVELS »CREDITS


UNITS
»VEHICLES / WEAPONS
»COMMUNITY TIPS

COMBAT
»FIGHTING IN A TANK
»FIGHTING IN A SCOUT


BASES
»ATTACKING »BUILDING
UPLINKING
»UPLINK
»UPLINK STRATEGY
»SUPPLY SHIP
»ORBITAL STRIKE
»WARP GLIMPSE
»WARP PUSH


EXTRAS
»STRAFING
»TARGETING
»STORED TARGETS
»RADAR SWITCH
»KEYMAP
»CHAT
»KUDOS
»GLOSSARY
»W2 IQ TEST
»W2 FLASH
»SEARCH
»ADD TO MANUAL

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