Action Economy

In Super Animal Royale, action economy has importance. A super animal can mostly only take one action at a time, whether it be jumping or shooting or reloading or drinking or taping or picking stuff up.

Some actions do allow for a degree of movement, and one’s equipped weapon can impact that mobility. And then one gets to the abundance or scarcity of different kinds of resources, like ammunition, juice and tape.

What all of this comes down to is that the player who better manages their actions and logistics is the player who has an easier time of things.

Engaging in a fire fight with other players presents a number of tactical decisions in the moment. Does one go for poke or suppression? Does one pause to recoup or does one press forward in the hopes that the other player is in a worse state?

Keep Combat to a Single Front

Try to avoid situations where you have opponents on more than one side, especially opposing sides.

That is a situation where you are presented as the closest and most relevant target to all your opponents.

If you find yourself in this situation then try and slip away from the invisible line that connects your enemies together. Getting behind any kind of cover can also serve to quickly change your situation to a less unfavourable one.

Less but still challenging is being one point in a triangle. In situations where the other points are legitimate targets to each other, one or both may choose not to attack you over the other targeting option.

If they do both choose to attack you – perhaps being on the same team – then you will find that it is more challenging to dodge attacks from significantly different angles. In this situation your best bet is to retreat away from the two opponents, and try and narrow the angles from which their attacks are incoming.

Leveraging the Defender’s Advantage

When retreating from one or more opponents in pursuit along a path, all other things being equal, your ability to attack opponents is better than their ability to attack you.

This is more true the more distance that exists between you, and is most true when the edge of the screen is at play.

Upon a very simple level, being in retreat gives a superanimal slightly more time between the moment that a pursuer’s gun is fired, and when that projectile would arrive, while the opposite is true of a defender’s gunfire and a superanimal in pursuit.

Furthermore the act of pursuit does mean that pursuers follow a more predictable path than a defender does. This opens a pursuer to all kinds of dangerous shenanigans – including a well-placed grenade.

Recognizing and Dealing With Chokes

A choke is any terrain configuration where superanimals are encouraged to pass through a relatively narrow area, typically being the shortest desired path.

This is true of Royale but it is more true of the Bwoking Dead and all the more true of SAW versus Rebellion, the last of these because the spawn points and objectives are fixed in place and so naturally lends itself to static paths without even taking terrain into consideration.

A choke is an opportunity to leverage your firepower on an expected approach.

If you need to pass through a choke then you need to spend as little time there as possible as chokes are easier to attack into than to defend.
If practical, consider an alternative route that goes around the choke point. This is easier when it is just a tree or short section of wall that defines a choke.