Natten33 CFF Guide

## Call For Fire Commands

The Call For Fire ability marks a spot on the map which will be designated and then shot by off-screen artillery. Each level improves the damage and range besides the final level, which unlocks a nuke. There are 4 commands which you can type into the chat to manipulate your Call For Fire. There is no longer any change in the delay between the marking and the landing of the shells as you level your skill tree.

1. Directional (-d) This command will affect the pattern that your shells will land in. There are only two options. The first option is the easiest, which is circular shelling. Circular shelling can be activated by the command "-d c". The second option is to have your shells land in a line in a certain direction. This is activated with the command "-d a", where a is the angle that you want the shells to land in. "-d 0" is from left to right, and all angles adding onto 0 will move the angle counterclockwise. For example, -d 0 is left to right, and -d 90 is down to up, while -d 270 is up to down. Careful manipulation of the directional command can allow you to maximize the damage you get from every shell.

2. Radius (-r) This command will affect the difference in the distance between your shells landing. If you have your shells in the "-d a" form, then this will simply affect the distance between each shell in the line. If you have your shells in directional circular "-d c", this will affect the total radius of the circle that your shells will randomly fall in. Careful manipulation of the radius command will ensure that your shells fall on the zombies and not yourself or your teammates. Typically, you only want to use -r 2, but -r 3, -r 4, and -r 5 are also available.

3. Interval (-i) This command will affect the amount of time that will pass between your shells landing. You can use from -i .2 to -i 5. Typically, if you are shelling single targets, you will want to use -i .2 or -i .6 (depending if you are using directional or circular shelling). The longer interval times are highly situational, but they can be used to clear long lines of t3s or clear lines of pmc.

4. Shell count (-s) This command simply affects the amount of shells that will be used in your next Call For Fire ability. You may use between 1 and 5 shells at a time. You should consider using the maximum amount of shells on high health targets such as Gourmands and Gargantuans, but a minimal amount of shells on small t3s such as Risen and Creepers.

## Suggestions

Some suggestions:

1) If you are starting out playing fss, don't worry about directional shelling strategies. This is an easy way to get yourself or your teammates killed. Use the inputs, "-d c", "-i .2", and "-r 2" to setup a simple circle spam shells. Since FSS's rework, the need for directional shelling has been reduced because of the reduction in shells per volley. This means that there is less need to direct each shell, so this set of commands will simply but them all down in a small area in a short amount of time.

2) If you're looking to use a cff build, you should take 1 cff -> 2 idf -> 3 or 4 cff -> 4 orb strike -> 4 SS. This build will help you quickly stockpile shells, have high early game damage, and have later anti-boss capabilities with solar focusing. If you don't care for solar focusing, you may simply skip the orbital tree entirely and go straight for SS to help you kite.

3) If you are now just learning fss, I would highly recommend opening a sandbox game to help you time your cff shells before an actual game. This can help prevent some unfortunate teamkills.

4) "Heavy Artillery" is the Nightmare Skill Identifier of Fire Support Specialist. If you do not have HA, you should know that you will be in a disadvantage relative to those that do. HA increases the number of shells that you will reload in a given period of time by about 60% when you are maxed out. Obviously, this will greatly increase your cff capabilities. Therefore, if you're a new fss, you should look to acquiring HA as soon as you feel like you're ready for a Nightmare run as the class. 5) While the orbital shell tree may seem useless compared to cff, there are several uses that you can utilize. Irradiate can help your dps kill high-health targets, EMP can help prevent leapers like Minerva and Yetis from jumping while also preventing lickers from licking, and incendiary can help incinerate hordes of t3s that are being funneled through a narrow corridor. Solar Focusing not only does a significant amount of damage, but also boosts other sources of damage, such as nuke and cff. Combing Solar Focusing with nuke and cff can easily lead to the deletion of a full-hp magnus.

6) Many FSS players neglect to kite for their team while playing FSS, especially in pubs. However, in order to get the maximum damage from your CFF, you must kite for yourself or use your abilities for someone who knows how to utilize cff strikes. If you are a new FSS, or are simply not confident in the intelligence of your teammates around cff strikes, you should kite and cff for yourself. This ensures that at worst, you'll be dead. Since calling down cff strikes and orbital strikes takes no cast, it is highly recommended that you kite for your team. Not only does this give you up-front vision, but it's also far more useful than someone sitting in the middle of base.

## Overview

Given the space to work, Fire Support Specialist is easily the most broken class in the game in terms of damage. He has the power to delete hordes of t3s and t2s, while also having the capability to easily take down t1s and even delete full-hp bosses. As long as you use your abilities wisely, you will maximize the punishment that this class can deal. Good luck on the battlefield, soldier.

For more on FSS, go to Fire Support Specialist