Editing Heavy Metal

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==Strategy==
==Strategy==
Team coordination and team fights are key. While duels can end in beneficial outcomes, being caught and destroyed shortly after one or being interrupted by an enemy is commonplace. It is best to work as a team all at once and if possible, regroup upon a fight's conclusion regardless of victor. It's best if one is critically injured to stay back behind teammates to not only soak up more damage, but also in the event one does die, your team can quickly secure your token and not only deny the enemy team the point and a potential missile restock, but allow you to respawn with full health and a missile if it was used before death. A good rule of thumb to follow is a vehicle takes five direct hits to kill, with missiles dealing two hits-worth of damage. Keeping count of the amounts of hits you and your foes have taken can help influence how you position yourself and if it's better to duel, stay back, or push. A solid strategy is to have one teammate distract two enemies while the remaining two teammates quickly dispatch the third enemy before circling around and having all three teammates finish off the stragglers. If your team has one, the team captain makes for a good distraction as the lull of four total points can often be irresistible.
Team coordination and team fights are key. While duels can end in beneficial outcomes, being caught and destroyed shortly after one or being interrupted by an enemy is commonplace. It is best to work as a team all at once and if possible, regroup upon a fight's conclusion regardless of victor. It's best if one is critically injured to stay back behind teammates to not only soak up more damage, but also in the event one does die, your team can quickly secure your token and not only deny the enemy team the point and a potential missile restock, but allow you to respawn with full health and a missile if it was used before death. A good rule of thumb to follow is a vehicle takes five direct hits to kill, with missiles dealing two hits-worth of damage. Keeping the amounts of hits you and your foes have taken can help influence how you position yourself and if it's better to duel, stay back, or push. A solid strategy is to have one teammate distract two enemies while the remaining two teammates quickly dispatch the third enemy before circling around and having all three teammates finish off the stragglers. If your team has one, the team captain makes for a good distraction as the lull of four total points can often be irresistible.


Proper missile use is also invaluable due to the quick high damage and can often set up a win even before a fight properly begins. Each side's missiles are special in their own way. Brigs fire a single large [[Solar]] Annihilation Blast and Drakes firing a cluster of eight [[Arc]] homing missiles. Each have their upsides and downsides, with Brigs having faster burst damage and slight splash damage capabilities, but weaker tracking. And Drakes having far superior tracking and more forgiving use by being many small missiles almost guaranteeing at least some will hit instead of one large rocket that will either entirely miss or hit, but can prove to have more inconsistent damage compared to a Brig's missile. While the Brig's missile does have splash damage on contact, the damage is negligible and shouldn't be relied on. Missiles also are always restocked on respawn so if death is inevitable, it's best to fire them off as it is free damage that will instantly be refilled on respawn and will dampen the healing received by your token.
Proper missile use is also invaluable due to the quick high damage and can often set up a win even before a fight properly begins. Each side's missiles are special in their own way. Brigs fire a single large [[Solar]] Annihilation Blast and Drakes firing a cluster of eight [[Arc]] homing missiles. Each have their upsides and downsides, with Brigs having faster burst damage and slight splash damage capabilities, but weaker tracking. And Drakes having far superior tracking and more forgiving use by being many small missiles almost guaranteeing at least some will hit instead of one large rocket that will either entirely miss or hit, but can prove to have more inconsistent damage compared to a Brig's missile. While the Brig's missile does have splash damage on contact, the damage is negligible and shouldn't be relied on. Missiles also are always restocked on respawn so if death is inevitable, it's best to fire them off as it is free damage that will instantly be refilled on respawn and will dampen the healing received by your token.

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