So you want to be a linker?

 

As a TRN I get a lot of questions that I can easily answer. One that I can’t quickly answer is, “How do I use this uplink thing?” I usually refer people to the Team Tactical website or give them my macro, “To use the uplink you must find it <L> then deploy it <.>. Next you switch to the tactical map <M> and make sure the uplink tab in the top left is selected. Then you click on the ship you wish to give orders to.” But I am actually quite passionate about linking, it’s what really got me interested in the game in the first place. Therefore I’ll put down a few thoughts about the link.

 

What is the uplink? Why should I care?

 

Players of the game quickly learn two things. Firstly, there is a lot of shooting going on. Secondly, you don’t seem to die a lot of you are in your own base but you die fast if you’re in an enemy base. (This changes a lot in later servers when you actually want to spend very little of your time in your own base and more tearing up enemy bases.) But these bases can actually be created by players. Anywhere you want a base on a map you can make one. To do that, you’ll need cargo.

Cargo is undeployed base units. While they seem to magically appear on the ground or falling from the sky they actually are built by supply ships that are in orbit above the battlefield. If not given any orders the ship defaults to automatic mode. It will drop units to build basic base cargo. If no one is linking, this is better than nothing. But you want better than that, right? So you need the uplink in order to communicate with the ship. But to know what to order, you’ll need knowledge of making good bases.

 

Base building – the very basics

 

The power cell (PC) supplies the power. Everything requires power except for the skypump (SP) and the darklight (DL). The repair pad (RP) provides a place for units to spawn from when they die and a place to repair damaged vehicles quickly. Note there is no reason to have more than one RP deployed in a base, it sucks up power and offers nothing in return. The refuel pad (RF) refuels vehicles and, more importantly, stores and generates auxiliary weapons. You main defense units are the flak turret (FT) (defense against pulses, missiles, and at medium range it will attack vehicles) and the gun turret (GT) (provides unlimited autocannon fire at close range, targeting missiles and vehicles). The missile launcher (ML) provides good long range defense by firing a hunter-type missile, more powerful than the ones tanks use. The DL provides stealth, units within it’s zone do not appear on radar and are more difficult to target. SPs are not really part of the base, they are used to allow supply ships to warp in and move on the board. Since they are defenseless they are often placed within a base, see the section on warping in new ships.

 

So let’s design a forward base. We’ll assume you have a starter base already and want to make one closer to the enemy. Why closer to the enemy? As team mates die, they can spawn closer to the enemy base and keep the attack momentum up. Remember the cardinal rule of wulfram, “Always be on the offensive, a team that sits in a base loses.” The other reason is that now enemies have to get through another base to get to your starter base, or they have to go around (flank) and that wastes time. Ideally you will have four pieces of cargo already on the ground, but you can try this on the fly if there’s not a lot of enemy attacks. Obviously, the PC is first – you’ll need to power up the other base units. Next is the GT/FT combo. Remember to place them about 150m away from the PC – and each other. They explode violently if destroyed, damaging everything in their blast zone. Next is the RP, this will give a spawn point as the enemy is now well aware you are base building. A RF will give your team mates weapons, and give you mines. Mines are important. Your fledgling base needs to be mined, place them in an irregular pattern about 100m away from the base and about 80m apart. If they’re strung out like a string of pearls they will all explode at once – useless. Now you can top it off with another set of FTs and GTs. A secondary PC, deployed right over the first is a good insurance policy. It will not generate more power, but will serve as a backup in case the first is killed. Voila! A good base.

 

Pick the perfect spot for a base

 

Contrary to what you may think, a base is best put on flat ground with no terrain blocking its view. Terrain is always an advantage for the attacker, never the defender. The more line of sight your offensive base units have, the more effective they will be. The new base should be close to the old one as well. Ideally the bases should almost interlock, the offensive units from the previous base can help defend and vice-versa. A good way to choose a new base location is to take a PC from the starting space and head to some open ground towards the enemy. As soon as you can deploy the PC, do so. That’s your spot.

 

Enough! I can make a base, teach me to link!

 

Fair enough. Using the link is actually very easy. The most difficult theoretical part is understanding how to build bases. If you have that down, then you’ll get through this with no problems. First thing, get the link. Press L during the game to see where it is. You’ll then have it automatically targeted and you simply have to go to it and land on it – just like any other cargo. Pressing . deploys the link. You are now the linker. Switch to the tactical map by hitting M. As linker, you will spend a lot of time looking at the tactical map. You shouldn’t be fighting at this point, you should be safely in a base. The linker is the only person who should spend any amount of time in a base. Notice the tabs on the top right corner marked Map and Uplink. Make sure Uplink is selected. Now scan the map for your ship. When you click on it you will see the “queue” for the ship. Think of this as the order list. On the bottom of the list is the three setting the ship can be put on. Autonomous randomly puts RPs, FPs, and PCs into the queue. This setting is ok for teams with linkers. Manual repeat will do whatever is in the queue and then repeat the queue list again. If only one thing is in the queue, manual repeat will just make that one thing over and over again. Manual will construct whatever is in the queue and then stop. Never, ever, leave the ship on manual. If you loose the link, stop linking, go offline, whatever – the ship will sit idle. Never let a ship sit idle. Select the items you wish in the queue and the ship will begin to make them.

 

A few notes on interest. There is a maximum of four undeployed cargoes on the ground per team at any time. The ship will still build a fifth item – but when the counter hits zero it will simply hold it, it will not start building a sixth cargo. Cargo stolen from an enemy and unlocked on a repair pad does not count towards the four maximum. Encourage your team to steal cargo rather than destroy it whenever possible. Cargo falls, seemingly randomly in the sector the ship is. This calls for caution if enemies control nearby sectors. Never allow falling cargo to be intercepted by the enemy, consider a bombardment or moving the ship.

 

Ah. The bombardment. Often the most misunderstood function of the supply ship. I’ll mention it here since everyone wants to know about it but the reality is that you’ll rarely use it – effectively. It is selected in the queue list and an eight minute timer begins a count down. Your team will see that it has been ordered and they will see periodic updates as to when it is going to happen. When it does happen, (often called “the fireworks”) death rains down from above – imagine pulse shells screaming sector-wide down on any enemy targets. The important thing to note is that it only affects the sector directly below the ship. New players often order bombardments as soon as they get the link, but at the start of a game, the ship is over one’s own base. Futile. The bombardment only targets and damages enemies, if there are none, then the bombardment is aborted. A waste of eight minutes of ship time. Even if you kill one tank who happened to be attacking your base, you could have ordered and deployed a FT in that time. Bombardments should only be ordered over enemy base units or when the ship is so close to the enemy sectors that dropping cargo will result in them being intercepted.

 

Warping in new ships, moving around yours

 

Meet your new best friend, linker. It is the skypump. The SP is the base unit that give your ships power. It allows them to move. A linker with a board of active SPs is a happy linker. Let me explain. Ever notice the messages about “warp push” and “warp glimpse”? Warp glimpse is the period of time where, if two SPs are active in a sector with no cargo ships, a new ship prepares to warp in. Warp push is the period of time that the ship actually moves in. With one SP active in a sector, that sector will have a fine line surrounding it on the tactical map. Two SPs (or more) will show a thick line. When warp glimpse arrives and you have a thick line around a sector you will see a swirly icon in the top right. If warp push arrives and you still have the thick lines then all the pumps in that sector will be destroyed – but you’ll have a new ship for your efforts. More ships is a distinct advantage to your team. Note you can have a maximum of three ships per team.

 

Ships can only move into sectors with at least one SP. When you click on a ship and then select move ship you will be presented with a list of sectors the ship can go to, indicated by green arrows. No arrows? Your ship can not move. A ship can function in a sector with no skypumps, but it is immobile.

 

The key to warping in new ships is to remember that SPs are defenseless. It’s hard enough keeping enemies out of your bases while encouraging your team mates to be attacking the enemy bases. Don’t waste resources and fighters protecting SPs. The classic way to warp in a new ship is over a base. Say you have a starter base with a ship over it. Order three SPs. The first one you deploy in a sector next to the base and move the ship there immediately. The enemy will try to destroy it, but you can move the ship fast enough that it shouldn’t matter. Once the ship is there the SP can fall with no real harm to your team. Now you can deploy two SPs in your base and you’ll have another ship without having to defend those two SPs. Never try to deploy SPs in pairs in the open. Hunter missiles have a range of 3km – and they just love SPs. You’ll never see the attack coming. On the flip side, if you see enemy SPs in the open, away from any flak protection, it never hurts to send a couple of hunters to it.

 

Start game, middle game, end game

 

Start game: So map cycle has hit and you’re the lucky linker. Good for you! The first thing you do is cancel everything on the queue and order a refuel and three SPs. Why? Your team mates want to see you’re thinking of them and nothing says loving more than a refuel pad to those missile-loving friends of yours. That will buy you some time to do the “warp in a new ship” trick I described above. In the beginning of the game you’ll want to get your three ships as fast as you can. Encourage the team to fight, encourage them to keep the enemy at bay, encourage them to get the heck out of the base. Now with two ships you set one to three SPs and slap on manual repeat. The other one should be PC, FT,GT,RP and manual repeat. Time to build a mini base a little forward from your position. As linker you are responsible for mining the bases too, so keep moving. If there’s a lot of people playing on your side, ask a trusted one to help with cargo. Keep encouraging your team mates to fight on for glory. Announce that they’ll have bases everywhere once the third ship comes in. With the third ship, you can start ordering fancy stuff. At this point you should have one ship doing PC/FP/PC/RP manual repeat, the second GT/FT manual repeat and the third DL/ML manual repeat. Things will be dropping like crazy and at this point you can start asking for more help deploying should you need it. Your job is to make sure that each base has a backup PC, is well mined, has a DL, has appropriate GT/FT placement, and has a ML if it can fit. DLs and MLs should be placed as close to the PC as possible. Tweak the cargo drops as needed.

 

Middle game: Coming soon…

 

End game: Coming soon…

 

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