A small thing I'd like to add (I'm not that experienced this is just my personal alaysis) is stealth capabilities. Enemy teams have varying awareness and player spread. The main sections include the boiler room, the main deck, the runways, and the engine/air cannon parts. If the enemy team is uncoordinated, there may be a hole in their security and you can glide in stealthly and bomb their stuff depending on where you are. Killing enemies on sight as a raider is a must, as you don't want someone to shoot you in the back when you're planting the bomb. However, excess bloodlust might cause unnessary attention. Enemies that are killed on their airship are most likely going to return to the sector they're killed, so you're on the clock once your first kill begins. Although less common, gunshots and rapid jumping might also cause attention. For me, I find distinguishing allies between enemies rather difficult without the cursor color (red/green), and some others seems to share the same problems. However, if they're rapidly jumping and firing towards the general crowd, I can easily distinguish them from the others. Sometimes an enemy isn't looking at you and is leaving the room/deck. Killing them could be optional at times to save ammo and avoid attention. Raiders have a shotgun as their first unlocked weapon. Hiding behind a wall and shooting them the moment they come in the room seems to be a really effective strategy. Most people's reaction speeds aren't that fast, and their slow rifles hinder that even more. Use first person mode and hold down sights at the door can increase accuracy. 3rd person mode is usable and allows vision in the other room, but I find it rather awkward to use in close range combat. Dynamite takes around 25 seconds to explode, while disabling it only takes around 3 seconds. If you're rushing solo into a fortificated enemy boiler room or the main deck, there's no way that you're getting that dynamite explosion unless you're John Wick or your enemies are borderline blind. Observe your allies' attack pattern to rally up a more effective rush. Even if you have a different destruction objective compared to theirs, they can still act as meatshield/distraction. Grenades seems to deal damage to structures, but much less. Once thrown it can not be disarmed. If the place is heavily guarded, throwing a grenade at the crowd/structure can sometimes be more effective than killing 2 people with your gun and dying. Lastly, alaysis enemy behavior. As previously mentioned, teams can vary in terms of cooporation. How fast do they start strengthening security with manpower in a sector after being attacked, is there anyone alerting the crewmates that there's an imposter among them (sorry for the AMONGUS joke), is the captain often absent or consistantly aware and effective, are you seeing the same enemy names over and over when attacking, etc. These analysis can earn you great intel advantage, allowing you to more effectively evade skilled/aware players and sabotage the unattended spots. That's about all the analysis I have about the game currently. If some of the ideas are incorrect or pointless, feel free to let me know.
there is no such thing as a super boiler, the thing in the middle is a repair resource generator after you destroy it the enemy team wont be able to regenarate repair resources
I have experinece with wsad controls on aircraft from other games so in just 2 days getting used to this game i started to dominate the skies (For people sayin im usseles for the team remember that shooting down planes with bomb or rockets protects our airship and dogfighting with enemy defends our bomb and rocket armed planes)
No, the engines only work to mobilize the airship. If all engines are destroyed, the airship will be unable to move. It can still turn, but it cannot move forward or backwards. If I'm correct, it might be able to move down but so slowly it's not even noticeable and might as well be still.
Yeah, unfortunately that's how most servers are. You just have to try your best to make up for their mistakes and work with who actually DOES communicate.
You can get points from kills. Each kills give you 2 points. You can then use those points for spawning in with a Sea Storm as pilot. I was hoping to cover that in a more in-depth Pilot guide.
0:43 - I very briefly went over this here. Each time you level up a class, you will get bonds equivalent to that level gained. (e.g: Level 20 = 20 Bonds) The same is applied to each individual class. You can also complete directives for bonds. Each class has different directives and they evolve based off that class' level. If you have level 30 on Raider, you will get higher tier quests for Raider and be able to get more XP and Bonds from them compared to a Level 10 Raider quest.