1. Shoot through the scrum
Your shots ignore teammates, so a teammate crossing your line of fire costs you nothing. Keep shooting into a mixed fight and only enemies take the hits. See dogfight.
Team Clash splits the arena into two teams and the highest team score when time runs out wins. Friendly fire is disabled: your shots pass through teammates and through their hexagons. Ramming is the exception, because a collision with a teammate still damages you both. Here is how the rules play out. Free in the browser. Steam Coming Soon (app 4296990), wishlist toward 10K+.
| Rule | What the game does |
|---|---|
| Sides | 2 teams. Your side is drawn green, the enemy red |
| Win | Highest team score when time runs out |
| Your shots vs teammates | Friendly fire is off. Bullets and lasers pass straight through them |
| Your shots vs their hexes | Pass through. Teammates' hexagons never stop your fire |
| Enemy hexes | Block movement and projectiles |
| Ramming a teammate | Still hurts you both. Collisions deal damage, award no points, and a ram death costs the most energy on respawn |
In short: your guns can't hurt your team, but your hull can. Shoot through the crowd, steer around it.
Your shots ignore teammates, so a teammate crossing your line of fire costs you nothing. Keep shooting into a mixed fight and only enemies take the hits. See dogfight.
Friendly ships and bullets pass through your team's hexagons, while enemy hexes block movement and projectiles. So the hexes your side builds stop enemy fire but never yours. See hex.
Ramming is the one way to hurt a teammate. A ship-to-ship ram damages both pilots, pays zero points, and a pilot killed in a ram respawns with only 40% energy, against 80% after being shot down. See respawn.
The standings leader carries a bounty of ⬡100 per rank. In team modes it is never paid to the leader's own team, so the crown worth chasing is on an enemy. See bounty.