Bomber Play Strategies

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BALL

Bomber is one of the strongest planes in the game therefore, should obviously be used in BALL. The Bomber has the second best agility in the game, this means it can turn extremely fast which is massively useful in such a fast paced game mode. This plane is amazing in any concept of BALL, It can use its amazing agility to aline its Suppressor or Flak Tail-guns to kill any enemy in seconds while still blocking the goal for a shot. The Bombers strong Grenades can also be aimed and timed with the Ball icon and can kill and plane carrying the ball and any other enemies in that general area. The Bombers strong armor and good agility make it an average plane to carry the ball, but remember to always look for an open Miranda or Loopy to get that ball to the enemy goal faster. As a Bomber your primary objective in BALL is to keep the enemy team away from your half line of the map. To achieve this you should always spam at the bets chock points killing light nimble planes and forcing the slow strong ones to take a longer route. Furthermore, if you choose to play with the bomber you should learn the best ways of clearing a Ball to force enemy planes to delay their attack and giving the rest of your team time to spawn.

TBD

The bomber could well be the best plane for TBD, it combines good health with quite good agility. It can take out turrets with ease and still be agile enough to escape a dodgy situation. Its contributions to TBD fall under 3 main categories: Spam, Close-Range Killing, and Push.

First, to elucidate the need for a bomber, one must first understand its given advantages. Since Suppressor and Tail-Flak Cannon congregate to form the competitive red perks for bomber, most experienced players will be found using them. The two perks give the bomber the ability to attack in the opposite direction that it is flying. This not only increases the area of possible damage output, but, in addition, reduces the need to turn. Think about it this way. A normal plane would have to turn a whole 180 degrees to respond to an enemy that is attacking from behind. A bomber, on the other hand, would only have to use its secondary ability to counter this enemy completely avoiding the hassle of turning, and, in turn, saves time and energy.

Spam: This is a bomber's most useful contribution. Its ability to inflict mass damage on choke points with repetition has won it renown. Most nadespammers use ultracapacitor as their blue perk, but there exist exceptions. Furthermore, the nades thrown by the bomber are released at an angle, allowing damage to originate from curved trajectories. This gives the bomber the ability to reach choke points that would not normally be reachable through a linear line of fire. To effectively spam, it is suggested that after mastering the angle fire of the nades, you correctly identify the chokepoints of a map. For example, an easy map to begin with is middleground. The most obvious chokepoint will be near the bomb spawn, and the obvious ways to attack it from a secure position are through the passages in the walls. With a bomber, one can correctly aim the nades into this choke point and restrict the enemy movement. In the fortunate event that someone passes in your line of fire, they will suffer fatal damage from the nades direct and/or splash damage output. After releasing a volley of nades, rinse and repeat. In case the enemy team sends out planes to follow you from behind during your turn, use your secondary weapon to stop them in their steps. Once your turn is completed, you should have at least 3/4 of your energy recharged - the energy expended on defending your position. However, it is advised that you take the additional time to position yourself for a perfect volley of spam with an added benefit of more energy recharged.

Close-Range Killing: Bomber's also enjoy the bonus of having an incredibly high damage output with nades. At close-range, the nades have a near linear movement since they do not have sufficient time for a noticeable curve to develop, which, in turn, makes it easier for the user to aim. The main targets of the bomber at close-range include planes with large hit boxes or smoking planes. The former gifts the bomber a large variety of places to aim increasing the frequency of an accurately fired nade. The latter requires extra special aim; however, because of the nades damage output, one or two hits are all that is required to take out a weak smoking foe. Furthermore, the secondary weapons of the bomber have a very high damage per second rate. Surpressor gives the does damage in small, but quick, increments. Moreover, it possesses a pseudo-tracking ability where the bullets will be fired in the general direction of the enemy increasing accuracy. The heavy flak cannon deals damage in huge, but limited, increments. Because they expend much energy, it is advised that the user takes the additional time to aim the cannon before blindly firing it at the enemy.

Push: The bomber's ability to push takes in its other two abilities, spam and killing, and adds a new dimension to it. The versatile nades and heavy flack bullets of a bomber possess yet another function, they have the blow-back ability. This means that with head-on contact with another plane, they can reduce the forward progression speed of the plane and even completely stall it. This gives the perfect opportunity to either slow down an enemy's bomb run or take out key defenders during an offensive push like whales etc. Also, because of the restricted space and the constriction enforced by the nadespam, bombers can slowly squeeze the enemy into a smaller area and give more options to the bomb runner. The splash damage of the nades steadily weaken the an enemy's resistance and can make the difference between a victory and a defeat.