Summary
By Poofo.
The Shokkjump Dragsta is (currently) the fastest vehicle in the game, likely only beat by trikes using their hookshot. Your specialty lies in skirmishing and sniping vulnerable opponents, getting in and getting out when you have to. This guide is going to go over the aspects of the Dragsta and how to utilize them to your advantage.
To be completely honest, Speed Freeks is a very easy game to get into and have a good time, so my overall best advice is to simply get in there and start krumping. Even so, here are a few tips from the rest of the guide that can give you a quick understanding at the start.
Here’s a true dumbgrot’s TLDR:
- The core movement functions of your vehicle are the most important part of driving a Dragsta due to your focus on speed, a slow dragsta is a dead dragsta. make sure you learn how to use your boost, handbrake and dash appropriately.
- Your dash+handbrake turns are especially effective if used during shokk tunnel while invisible to confuse opponents. You can use your boost in chases to swap position from chased to chasing for example by boosting backwards or sideways.
- Your weapon fires every 2 seconds, use the time in between to reposition. Always have your opponents either to your left or in front of you due to your weapon’s firing arc.
- You are bad at being chased but good at chasing due to the firing arc, make sure you speed away as fast as possible if being chased by going invisible and shaking them off.
- You are very fast, fast enough to drive backwards in a chase, your move speed is the same backwards as forwards after all. Use a U-turn mid-chase with your dash to turn around fast (see the videos further in if you don’t understand). If you’re being chased, this can help deal with the downside of not being able to shoot backwards. Note that you do not want to use your shokk tunnel while driving backwards due to the forward acceleration it gives.
- Front flips are a good way to shoot enemies below or behind you while jumping from ramps, but back flips are flashier.
- You have a very long range compared to other vehicles, so far that it can hit across the map and even outside of your UI range, combine this with your speed to weave in and out of combat as much as possible and pick the ideal range against your opponents, like shooting pesky looted wagons that get too comfortable standing out in the open.
- Look for easy pickings by searching for low health opponents from a range, your speed will allow you to catch up while your missiles can stop them from healing.
- You are very good at carrying bombs due to your speed, but will be unable to use your shokk tunnel while doing so without dropping the bomb.
- When delivering bombs, try to stay alive more than beelining it towards the enemy stompa, detours are favourable compared to dying and giving the bomb away.
- Rely on your teammates to help you deliver the bomb by weaving past them on your way to the enemy stompa, slowing down would-be chasers.
- Always try to ramp off of something on the way to the stompa. Not only will this make you harder to hit in the final seconds, the stompa and the enemy will have less tools to stop you while you’re mid-air.
- If you miss the stompa after jumping or driving past it and you have teammates behind you, and you don’t see a way to deliver it yourself anymore due to either low health or lack of your dash, try to drop the bomb. Those teammates might just be able to pick it up and deliver it.
Your Tools
The Shokkjump Dragsta has two weapons at its disposal, both of which serve their own unique purpose.
Shokk Rifle
Your bread and butter. This is where 90% of your damage will come from. The shokk rifle is a projectile weapon with a 2 second cooldown. The weapon has a few quirks that I will present here.
Damage: Unfortunately, we are currently unable to get exact damage numbers. What you can expect however, is to able to kill any light/medium vehicle in about 4 shots if they hit dead on (Tested against a Kustom Boosta Blasta at close range, currently unsure if there is damage dropoff at extreme range, I do not believe there is)
Range: Infinite. As far as I can tell the shokk rifle has infinite range and can therefore snipe people from across the map, there is just one caveat to that, namely the projectile
Projectile: The shokk rifle is a projectile weapon. This means that it is NOT hitscan. Lead your shots accordingly beyond mid-range. As a bonus, however, the shokk rifle boasts some significant splash, so even if you do not directly hit, you can still do good damage.
The biggest downside to your weapon however, is the arc of use.
The arc of this weapon is incredibly limiting, meaning you can only shoot on the left side of your vehicle and in front of it. This has several repercussions that I will mention later when we go over general strategies.
Rokkit Launcha
Your secondary weapon, a three-missile burst that will lock onto any enemy and can fire in a 360 degree arc. It deals insignificant damage and its main purpose is to harass and prevent faraway opponents from healing, allowing you to close the gap and snipe them before they can recuperate. Your second and third rockets will lock onto whatever direction you are looking in, so you can potentially hit multiple enemies with your rockets, or hit the same enemy multiple times if you keep facing them with your camera while your rockets are firing. Otherwise, a simple tool to throw out whenever it is off cooldown when able, with some caveats that I might mention later.
(as of writing right now, there is a bug where sometimes the second missile will explode inside of the Dragsta, devs pls fix kthxbye)
Shokk Tunnel
This is what allows the Dragsta to truly earn its name as the (current) fastest vehicle in the game. The shokk tunnel sends you through the warp for 2 seconds with a cooldown of only 12 seconds. This cooldown starts as soon as you hit the button, meaning that the downtime is 10 seconds. You should use this whenever you can, to either go faster or confuse your enemies. The shokk tunnel has two primary aspects to it:
Speed:
Shokk Tunnel grants a burst of continuous forward movement during the time that it is active, granting incredibly fast move speed. This movement does not linger after expiring, meaning that leftover momentum is (sadly) lost. This can be rather noticeable, especially during jumps, so be wary of this when measuring distance in your head. Always use shokk tunnel during airtime rather than before a ramp. If you jump off of one, you will always get more distance due to the speed increase from shokk tunnel continuing while mid-air. This can also lead to some funny applications, where if you turn a certain way mid-air, you can redirect your jump slightly, or hover mid-air when turning your vehicle straight up.
Invisibility:
During Shokk Tunnel you gain invisibility, meaning that you are unable to be seen! How shokking. As a downside you can’t see anyone else either, which can be rather confusing during the effect. Try to keep in mind the direction your vehicle is facing so you don’t lose yourself. There are a few aspects of this invisibility to consider however. These are possibly subject to change after the beta.
- Currently, if you are the boss on your team, the fist hovering above your head will show during your invisibility, revealing your location.
- Targeting tools can still target you during invisibility, meaning that if there are enemies that can target you, for example an enemy trike with its hookshot, this can still target and hit you.
- Invisible does not mean Invincible. You can still take damage during Shokk Tunnel, take this into account.
- You are able to shoot using both the shokk rifle and the rokkit launcha during your invisibility without breaking it, so make sure to keep firing as much dakka as you can.
- Although you cannot see anyone else, you can still see their UI outlines like health bars, giving at least some form of clue to where they are.
- Touching any other vehicle will instantly cancel out shokk tunnel, so be careful when you use it.
- The shokk tunnel has the neat effect of removing visibility of you from the Stompa, making it not shoot you while invisible, this will not stop his lifta-droppa however if he is already targeting you with it.
Boost / Handbrake / Dash
You thought I was going to skip over the most important parts? These are your lifeblood in any vehicle, and the Dragsta is no different. Mastering these aspects will be the core part of any competent Dragsta player.
Boost:
The boost is your main way of keeping up speed, it will build up over time while not being used. While holding the button you will go faster, simple as. Not much to say besides keeping your pedal to the metal and drive as fast as you can. If you are in a safe/good position and about to engage, think about saving up some boost for the actual fight to make sure you can either get in, or get out, as fast as you can.
Handbrake:
One of the most important parts of the dragsta is the handbrake. Due to your limited firing arc you will always have to either be facing your opponent directly, or have him on your left side. This means that you want to use your handbrake in any way you can to turn your vehicle in a way that these conditions are fulfilled.
During high speed conditions make sure to use the handbrake only in conjunction with the dash, or you will spin out and lose all of your momentum.
The secondary function of the handbrake is air control. This is something you will be using a lot, so get used to figuring out which way you should turn mid-air to be able to shoot the arc of your shokk rifle. Due to the arc being a lot more generous upwards, it is favourable to do front flips compared to backflips, but backflips are more snazzy, so take your pick. If you hold both the left key and the forward key at the same time, you will do a semi barrel roll/front flip that is very effective at giving a good arc of shooting while flipping in mid-air. The biggest use of this is to be able to shoot people either below or behind you while mid-air.
Here’s an example of using flips to make sure you stay on target during a chase. (Don’t mind my friend, he’s gaming)
Dash:
Another incredible and important aspect for the dragsta, the dash. This will launch you in the direction your camera is facing, allowing you to speed forward, turn in any direction in combination with the handbrake, or even do full 180’s without having to waste a single modicum of speed.
Turning is very important, and being able to do it fast is key to making sure you get out of situations you don’t want to be in, or get to places you want to get to. Doing 180s is important if you wish to turn around fast without wasting time, this is easily done using the dash. Make sure you turn slightly before using the handbrake+dash so that you can make the full 180, if you do not you will lose momentum and not make it all the way.
Alongside this, you can use this 180 even during a chase to be able to shoot at your opponent while driving away from them. You are faster than most vehicles even while going backwards (backwards movement has the same speed as going forward!) if you use boost (and yes, you can boost while going backwards). Using your shokk tunnel while going backwards is ill advised unless you want to change direction, because of the forward acceleration. Note, that driving backwards means you will be unable to see ahead of you, so know the terrain you’re heading to so you don’t drive into a wall.
On top of this, your dash + your shokk tunnel allow for some very good vertical movement as well off of ramps, reaching places even Boosta Blastas might not be able to reach easily.
The second example isn’t particularly advantageous in any capacity when it comes to krumpin gits, but it can show how high you can really reach if you put your mind to it.
Now mind you, driving into random objects hoping to go higher might go wrong more often than not due to collision having the risk of stopping you in your tracks and the aftereffects of the shokk tunnel’s speed being hard to control mid-air, so use with caution.
Your dash is going to be your best way to outplay people in chases, by quickly switching directions, swapping from chased to chasing and to speed yourself up.
Did I mention that the dash does damage? If you hit an opponent directly you will be able to do a small but not insignificant amount of damage, allowing you to perhaps finish off an opponent, or at least help weaken it.
Your Frame
The vehicle itself boasts some benefits, the biggest being that the Shokkjump Dragsta has an incredibly low frame, giving it a measure of passive damage reduction due to the amount of shots that will miss you, especially from vehicles like the Snazzwagon and the GMT. Combining this with your incredible speed makes you very hard to hit.
Strengths
Going fast, that’s what. Well, there’s more to it than that. Your main specialties as mentioned earlier are skirmishing and sniping. The two ways to play therefore reflect these aspects and it is useful to swap between these depending on the circumstance.
The Dragsta has, next to the looted wagon, the longest range in the game. Compared to the looted wagon however, you are incredibly fast. This means that you can always be on the best spot to snipe at enemies from afar, and escape if anyone takes offense and starts chasing after you.
Sniping, however, isn’t particularly orky now iz it boss. The other way to play therefore, is skirmishing. Your speed allows you to zoom around enemies and constantly harass them with your long range attacks, never allowing them to escape from your grasp. Use your rockets to harass, and always keep your opponents either in front of you or to your side. With your speed, if you are being chased, you can even handbrake turn and start driving backwards while keeping ahead of your enemy.
While your weapon has a cooldown, you still have very strong consistent damage due to the cooldown only being 2 seconds, this allows you to circle enemies and fire and then focus on dodging until you are able to fire again.
Weaknesses
Going slow! No, really. When you are moving slow you become a big target due to how squishy the Dragsta can be when targeted, make sure to keep moving when in conflict to make sure you aren’t getting blasted. Knowing where you’re driving is very important so that you don’t hit any walls or obstacles that can halt your momentum, leading to a quick death.
Continuous face to face fights are not a great option either. Due to your shokk rifle having a 2 second cooldown, you should use those 2 seconds every time to manoeuvre into a better position. Your time to kill is slower than vehicles like the Snazzwagon, so don’t stare each other in the face lovingly with the amount of dakka you’re sharing. Circle enemy vehicles and make use of your boost to change the direction of your driving constantly to throw them off. If necessary, use your invisibility to soft reset the fight and get into a more advantageous position.
Due to the limited arc of your shokk rifle, you should never fight an enemy to your right side. Always use your speed to swap positions in that case with your enemy. In the same vein, getting chased is deadly to the Dragsta due the inability to fire backwards, this means that when being chased you should use your superior speed to always get away as fast as possible, make use of your shokk tunnel and dash to make this happen.
Enemies
There’s gonna be plenty of vehicles for you to contend with, so you’re going to need to know how to deal with them in the Dragsta. Here’s a short form explanation on how to deal with them.
Boomdakka Snazzwagon
The Snazzwagon suffers from one of the same problems that the dragsta does, namely a firing arc. Therefore, this fight is mainly about making sure you’re behind the other, and not vice versa. Your small frame allows you to have a considerable damage decrease compared to other vehicles due to many of the bullets from its spray missing. Together with your speed, this should be one of your better matchups when it comes to skirmishing due to your high speed. The difference between your damage frames is that the Snazzwagon is built around a vastly higher consistent dps if you are face to face, so don’t have a head to head confrontation and keep moving so that you can land your shots while staying in range as little as possible. You have a big advantage at a longer range so try to abuse that as much as possible.
When the enemy Snazzwagon pops smoke, you can either opt to continue blind firing into it, or use your shokk tunnel to disengage until the enemy appears again. Your move speed will allow you to circle the smoke to see where the enemy went in case they try to flee.
Your worst case scenario is being chased by a Snazzwagon due to your inability to fire backwards and the high damage capability of the Snazzwagon when chasing someone. You can either try to outspeed it using your shokk tunnel or turn around and turn it into a brawl, giving you a better chance of contending in the fight.
Deffkilla Wartrike
Deffkilla Wartrike (the trike) is your worst nightmare as a Dragsta, and your archenemy. The trike has multiple tools to quickly strike you down and can slow you to a crawl with its hookshot. When fighting a trike, try to break the leash by driving around corners and obstacles if you can. If a trike is approaching, use a combination of shokk tunnel and dash + handbrake to throw it off if you can, and do whatever you can to stay out of its range. 2 claw hits is all it takes to kill you, while you need to hit it 4 times. Hills are very effective at losing sight of a Trike by jumping behind them over and over, allowing you to hide from its shotgun shots while you gain some range. They are even more burst focused, so you have a semblance of safety for a few seconds after it uses its claw, use this time to figure out if you should run or if you can contest it in a brawl.
If there is a trike on the enemy team, try to make sure you know where it is and snipe it from a distance if possible, weakening it before you get into an actual confrontation.
Grot Mega Tank
The Grot Mega Tank or GMT is a tank that is usually easy pickings from a distance, allowing you to rack up some damage, but is not a very effective target for a dragsta to chase most of the time unless necessary. It takes many shots to take down a GMT and you are better off picking off squishier vehicles like Squigbuggies and leaving it to vehicles with higher damage uptime like Snazzwagons and Boosta Blastas. Your main goal is not to get close due to the GMT’s burst potential if you get hit by the plow, as it can quickly spin you out and leave you stranded. If you get hit by the plow use your shokk tunnel to get away asap, they will likely be unable to finish you off unless some of his teammates jump into the fight.
Watch out for any GMT in your line of sight, because although it takes but a single bullet, it will hamper your ability to recover health. And with how much dakka the GMT puts out, it can keep stopping you from recovering health so long as it is in line of sight and focused on you. Make use of cover and hills to recoup.
Kustom Boosta Blasta
The Kustom Boosta Blasta is one of your main contenders when it comes to skirmishing, and is usually an even matchup when fighting, the biggest contender for victory usually being who hits their shots the most and who has the snazziest driving. The biggest thing to keep in mind is that they have a 360 firing arc and therefore will always be able to shoot at you no matter where you are around them, keep this in mind while maneuvering around them. Instead of looking to stay in blind spots, you should use your boost to keep switching directions to throw off their aim. The Boosta Blasta is a strong contender at mid-range, but will likely fall off in dps at longer range compared to you. Staying in close range can be very effective as well due to your speed throwing their aim off if you switch directions a lot using the dash, circling them while doing constant damage.
Looted Wagon
The looted wagon is the other vehicle with a sniper-like cannon, only with a bigger hit and a bigger cooldown while being attached to a slower but tankier vehicle. In a direct confrontation you are likely able to win so long as you don’t get hit by the grot rocket and count the time between shots and use that to your advantage, dodging using the dash whenever he’s about to fire. You can fire 3 times for every 1 that he does, considering his cooldown is 6 seconds compared to your 2. Make sure that you are behind the looted wagon if you are in close range to dodge the machine guns.
At longer ranges, the looted wagon will do about ¼ or 1/3 of your health with it’s main cannon, whereas the grot rocket can do as much as 40-60% of your health. Keep track of your headset for sounds of a grot rocket and dodge just before it’s about to land with your dash to make sure it doesn’t hit. You can use your shokktunnel in conjunction to fully lose it. Keep in mind the line of sight of any looted wagons that are sniping at long range to avoid getting your health chunked.
If Looted Wagons are becoming a bit of an issue for your team due to them sniping at long range, your range is infinite as well. Use this to snipe at them instead (You can hit them even if they don’t show on your UI with health bars). This will force them behind cover, and you have a better time to kill than enemy looted wagons against you with your shorter cooldown if it’s purely between their main gun and yours.
Rukkatrukk Squigbuggy
By its own, not much of a threat due to its low damage potential comparatively. The fear of a Squigbuggy is whatever vehicles it’s driving next to, making it nearly impossible for a dragsta to kill the vehicle it’s accompanying by itself. Therefore you should always target the Squigbuggy first. Your skirmishing potential combined with your long range allows you to snipe Squigbuggies quite effectively. Together with your speed not allowing them to escape, you are great at singling them out and slowly destroying them. Just make sure to not jump straight into the enemy team trying to hit a Squigbuggy and keep to the outskirts, or you will meet a swift end without accomplishing much.
Shokkjump Dragsta
The mirror match. This mostly is going to depend on the better driver (as all mirror matches are) and some level of luck (damn you latency). Just make sure to always keep to your opponent’s blindside (either behind, or to their right side.) Try to pressure them into fleeing first, so that you have an easier job due to the dragsta’s inability to fire backwards. If you find yourself losing track of the opposing dragsta due to their shokk tunnel often, you can hold onto your rokkit launcha. The targeting reticle will still lock on during the invisibility allowing you to see where they are moving.
Strategy
So, now that you know your kit, your enemies, and most general things, it’s time to see what you can do to use the Shokkjump Dragsta to its full potential
General Approach
The Shokkjump Dragsta excels in hit-and-run tactics, so try to make that your main focus.
Positioning: Always be on the move. Utilize the terrain to your advantage by taking high ground for better sniping opportunities and using obstacles to break line of sight with enemies when necessary for escape. Stay at mid to long range when possible to make the most of your Shokk Rifle’s range, but don’t be scared to get in close to use your speed against your opponents.
Engagements: When engaging enemies from a distance, soften them up with your Shokk Rifle, and use your Rokkit Launcha to harass and prevent them from healing (or just fire it whenever like I do, ya dakka lovin’ git). If an enemy gets too close or starts chasing you, use your Shokk Tunnel to reposition in the fight or escape if necessary. The dragsta in general is incredibly effective at chasing due to its speed, likely only beat by the trike in that front. By looking for weak targets, you can single in fast and use your range to shoot them down and then get out using shokk tunnel.
Mobility: Constantly use your boost and handbrake to stay agile. Mastering the handbrake turns and mid-air control will allow you to keep your firing arc on target while dodging incoming attacks. Remember to save some boost for both engaging and disengaging from fights. Ramps and downward slopes are very effective at increasing your already fast speed.
Shokk tunnel: Use your Shokk Tunnel to initiate surprise attacks or to escape from dangerous situations. Being invisible doesn’t make you invincible, so plan your moves and be aware of enemies that can still target you. Try to switch directions using your dash whenever you shokk tunnel to make it so that you aren’t predictable when it comes to where you are going. Driving in a straight line isn’t going to fool anyone after all, even with increased speed, and more than likely is going to lead to you continuing to get shot. For ramps, always use your shokk tunnel mid-air rather than before the ramp, as you will get significantly more distance that way.
Specific Tactics
Skirmishing (Now dat’z brutal):
- When engaging in skirmishes, circle your enemies and keep moving. Use your superior speed to stay out of their firing arcs while keeping them within yours.
- Use your Rokkit Launcha to harass and stop people from healing. (Or do what I do, and just mash that thing on cooldown)
- If you find yourself in a disadvantageous position, use your Shokk Tunnel to reposition or escape.
Sniping (now dat’z kunnin):
- Find good spots on the edges of fights and a clear line of sight to enemy movement paths.
- Use the Shokk Rifle’s range to pick off vulnerable enemies from a distance, and then dash in when they are sufficiently softened up, allowing you to chase them with your speed to finish them off.
- Be ready to relocate if enemies start closing in or if your position is compromised.
Dealing with Specific Enemies:
Snazzwagon: Use your speed to get behind it. Avoid head-to-head confrontations and leverage your range advantage. When getting chased, either use your shokk tunnel to get away as fast as possible, or turn around to throw off its firing arc and get behind it.
Trike: Avoid close combat and use terrain to break line of sight for hookshot. Use Shokk Tunnel and dash to stay out of its range. Try to soften it up from range if possible.
Grot Mega Tank: Harass from a distance and avoid close quarters. Use your speed to stay away from its plow. Generally better ignored due to the amount of damage it can soak compared to other vehicles unless engaged with your teammates.
Kustom Boosta Blasta: Engage in either close or long range. Keep moving to throw off its aim and avoid staying in one place. Staying at close range can be very effective due to their need to consistently aim at you, making your speed effective at throwing them off.
Looted Wagon: Use your superior rate of fire and mobility to avoid its heavy shots. Close in if necessary but be ready to dodge. Try to stay behind it if in close range.
Rukkatrukk Squigbuggy: Target and destroy it quickly. Stay aware of other enemies it might be supporting. Stay around the edge of the fight and snipe it down until you can close in to destroy it through a chase.
Shokkjump Dragsta (Mirror Match): Stay on your opponent’s blindside and try to turn it into a position where you are chasing them, rather than the other way around.
The more you practice with the Shokkjump Dragsta, the better you’ll become at managing its quirks and maximizing its strengths. Mastering its mobility is key to becoming a formidable warboss.
Kill Konvoy
So, now you want to know how to bomb run as well? Alright, here are some tips.
The dragsta is a very effective vehicle to deliver the bomb due to its speed, be aware, however, that you cannot use Shokk Tunnel without dropping the bomb. This means that one of your major pieces of kit are unusable while you hold the bomb unless you are willing to lose it. Do not let this deter you from bombrunning however, as you are still incredibly good at it. Most vehicles are technically very good at it, every vehicle having its own benefit, but nonetheless dragstas fill the niche of simply being very, very fast. Note, however, that you are squishy as well. So focus fire can bring you down fast if you don’t make use of that speed. Sometimes, it’s worth it to pass the bomb to a teammate so that you can make it out with shokk tunnel and not die.
Acquiring the Bomb
Usually Dragstas are one of the first vehicles to be able to reach the bomb due to their speed, meaning that your usual contention for acquiring it is getting out with it rather than getting it from a teammate or killing an enemy for it.. If you are the first to reach the bomb, a useful tip is that instead of driving over the bomb and doing a half circle back, as soon as you touch the bomb you can boost backwards and handbrake turn to do a 180, instantly moving you towards the enemy stompa rather than wasting time. The hitbox of the bomb pickup is generous, so you can turn around as soon as your front tires hit the scrap hill upon which the bomb sits.
When getting the bomb be very careful for Trikes, as they are the second vehicle you are likely to meet there and they can put a quick end to your bombrun due to their ability to catch up incredibly quickly with their hookshot. Not to mention, if you have the bomb, you will be unable to use shokk tunnel.
If the bomb is already in someone else’s hands the strategy changes a bit. Thankfully, your incredible speed will allow you to approach the bombcarrier post haste in most circumstances, allowing you to plink the enemy bombcarrier down while chasing him, or take the bomb off of a teammate if they are in a slower vehicle. If a fast teammate is already carrying the bomb, move ahead of them to scout and deter enemies, and if needed get hit by the lifta-droppa from the stompa for the bomb carrier.
Now you might be tempted to go where the bomb might spawn so that you can instantly pick it up. A worthwhile thought but likely not your best option. Due to your speed, you already have a vast advantage to getting where you want to be, this means that you are better served dealing with the current bomb rather than future ones when it comes to acquiring it unless it is already about to be delivered.
Delivering the Bomb
So, you got the bomb, now what? Depends. The first circumstance is where you reached the scrap heap with the bomb first. In this situation, look to see how many enemies you can see between you and the enemy stompa. If you think you have a good line and there aren’t many opponents, it might be worth a shot to rush straight there. This line of thinking is likely a trap however. It is usually better to do a slight detour around the direction of your team to make sure you have some backup when it comes to delivering the bomb. There are likely a lot of enemies that will either respawn or reach you before you make the stompa before you reach it if you head straight there from the bomb spawn point unless it is very close to the stompa already.
The second circumstance is that you just got given the bomb or took it from an enemy. In this case, you have to check how far you are from the stompa and if you can make a straight shot. If you can, sure, go for it. If you can’t, go back and team up to get a better chance.
There are certain vehicles you can depend on a lot to help with delivering the bomb, these are mainly the squigbuggy and the GMT. The GMT can function as a sort of mini-outpost, where you can drive circles around it while it slowly marches forward when things get too hot, granting you a wall to hide behind and a turret to help you fend off enemies. The squigbuggy will be able to heal you while you race towards the enemy stompa, giving you a modicum of safety. If there are other teammates close to the stompa, hope that one of them is willing to tank the lifta-droppa instead of you so that you can make an easy entry.
To make the easiest bombruns, use the terrain to its max potential. The enemy stompa has a lot less tools to stop you from getting close while you are mid-air compared to on the ground, so try to ramp off of something onto the stompa rather than a straight run.
The direction you approach the stompa in can be very important. In levels of danger of where to approach from most to least favourable goes:
- Right > Behind > Left > Front.
From the front it can hit you with all its weaponry, meaning unless there is nobody contesting you and you are moving at max speed, you will not make it to the stompa. From the front, left and behind it, its lifta-droppa can grab you if you’re not going fast enough and stop you from reaching the stompa. The right side is always your best bet if you cannot find a good ramp. Note that next to the lifta-droppa and its constantly firing machine gun, it has a large Deffkannon that has a huge amount of knockback. Try to dodge this if you can, because the knockback can knock you off course and lead to a swift death.(or knock you into the stompa if you’z a lucky git).
If you can reach the Stompa, even if you were to die, it will always be worth it. Thanks to the Shokk Tunnel you thankfully have a higher chance of surviving. As a dragsta, if you manage to hit the Stompa, try to turn in the opposite direction and instantly use the shokk tunnel. This will stop the stompa from targeting you momentarily and give you a slight (but slim) chance of leaving alive due to the speed boost. If you wish to give yourself an even bigger chance of surviving, skirt past the stompa instead of directly at it. This will make it so that it still explodes but gives you a better chance at driving away. If you happen to miss the stompa in this way, try and drop the bomb instead of holding on to it, there might be teammates behind you that can then deliver it.
Make sure that you prioritize surviving over getting to the stompa as fast as possible, dropping the bomb before their stompa does nothing if there are no teammates to back you up and it simply puts it in the enemy’s hands. Doing detours to find more teammates, get a better angle on the stompa or outmaneuver enemies with your speed is never a bad idea. If you get into a situation where you are under duress and almost guaranteed to die so long as you hold the bomb, don’t be afraid to use shokk tunnel to escape so that you don’t die. It’s better to try and get it back in a few seconds rather than giving extra points to the enemy by getting krumped.
I sincerely hope this was helpful. Good luck to you!
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