Board Thread:General Discussion/@comment-28349857-20180304081029

first off, tipping is just the name i gave this technique, if there is an official name for it, let me know

tipping is when you utilize the maximum point of your weapon to continuously attack enemies while knocking them back and preventing them from getting close enough to retaliate, rather than just hugging the enemy and hitting them with the base of your weapon. this strategy can be used either defensively to protect a wounded ally or offensively to deal damage fast enough to kill an enemy and have some HP left over to fight anyone trying to assist them

why is tipping so good, you might be asking me while getting ready to flame me on how this strategy is pointless

well, compared to bunnyhopping melee where you constantly jump in the air and attack, and circling the enemy to get more damage while being out of their hitbox, it doesn't seem like such a good strategy, however most of the time, circling and bunnyhopping around the enemy means you have to get close to them, risking a lot of damage if you're not careful.

you can still circle the enemy and bunnyhop around them while using tipping, but it this may mess up your flow of battle. in the end, being able to constantly poke the enemy with knockback and long ranged attacks makes for a useful stalling tactic or offensive tactic to get you a boost

you're also able to avoid attacks easier if you're getting attacked by renegades/nethers/vulcas/majors, problems people seem to have whenever they play strife. thanks to their average size hitboxes, it's very hard to continously use these classes in melee range without backing up a little and using a special, keeping them on their toes.

first and foremost, tipping is different for every class and some classes can't do it because either they don't have enough knockback or the hitboxes on the weapon are too short for them to actually work. for example, cryo's drake claw can't tip due its small hitbox, and proto can't tip due to it not having enough knockback to do so. and because of the small hitbox.

the best classes to use for this strategy would be:

anubis

tempus

frigost

commander

spectre

barbarian

gneiss (to an extent; best used with quakehand)

these classes either have exceptionally long weapons that can be used at a significant melee range, or they have enough knockback to stop someone from getting too close to you.

these classes can also tip because they have good knockback, but there are limitations to how useful it can be, and scenarios will apply.

obsidian

grand

vulca

nether

major

the reason why these classes have some limitations to tipping is because they either dont swing fast enough to do damage while utilizing the window of knockback (grand, obsidian) or they have a dash attack that'll send you forward a little, basically ruining the point of the strategy (vulca, nether, major).

the easiest way to practice this is to pick a class and go into training, then use shitflock and aim the camera so that you see the screen facing down at the ground. this will allow you to know how far your weapon can reach, memorize the distance, and get it locked into your head for good.

hopefully this tip can give a little bit of guidance to some newer players or rusty players who don't have the feel of the game again yet, or old veterans who just need a little more longevity when they get 3v1'd. 