Pilot Archive

Thread: Learning To Fly! -=* A step-by-step guide for novices *=- (no, not the Tom Petty song)

1st_Viduus
Sat Nov 13, 2004 11:41 pm
#14

Sorry for any vagueness, I'll try to clear it up.


Torque is another word for Twist, or yes, "roll" right in this case, though I don't use the word "roll" for a reason:
To roll right you would need to "lift" and "twist" right, so saying "roll" would cause confusion.

Twist and Torque are interchangeable - where twist is your ship rotating like it was on a stick from nose to rear.


Getting Behind a Target:

You're right, unless your target flies in a straight line, you can never *truly* be right behind them. Imagine a long, sweeping turn on the highway... you are directly behind the car in front of you, but he's as you pointed out -> fore and to one side... but you're following the same path. So, you actually are behind him... just not pointing at him.


Once you get in to that position, slow down a little, If you know your circles a little, you realise that the outside of the circle moves faster than the inside. So going just a little slower, you can turn a circle inside his, and always be pointing in the direction you need to be to shoot him.


If you find yourself on the same plane (as in your second diagram {me target}) then you could still accomplish that, but you'll probably find it easier if you twist just enough to get him on a 45 degree angle, as per your first diagram, so that you can hold 2 axis instead of just one.


(It's late, and I really hope I'm not confusing you).

__________


If you're slowing down and still can't get behind your target, there's a few things that are or could be happening:

1. You aren't turning soon enough.
You already know he's going to keep coming dead-on, you don't need to wait until he's past to start turning.

2. He's moving way faster than you are.
That's fine too, just start your turn earlier, and hit your boosters
coming out so you can get behind him quicker.

3. You aren't following through.
Basically this means you're slowing down and doing the turn, and then just
expecting your target to be in front of you. While that would be ideal, your target
doesn't want to be in front of you just as much as you don't want to be in front
of him.


Don't think that there's anything wrong with that; as a matter of habit I constantly catch myself expecting my target to be *right there* after I come about, and sometimes it just isn't... yet other times it's *right on the money*...

As I said before, you must remain flexible, and try to anticipate what your opponent is going to do next, and counter it.


The most common error is #1, even from experienced pilots.

If there's anything I can clarify for you, feel free to continue asking questions, and I'll do my best to explain it better,
If I can't do it here, I'll make a char on the server of your choice and try to do it in person.



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1st_Viduus
Sun Nov 14, 2004 7:42 am
#15

Steps for a quick turn:

All the way Up or Down at the same time as

All the way Left or Rightat the same time as

A Little twisting in the same direction while

Decrease throttle to (1/3 to 1/2 ) until halfway into the turn

then

Increase throttle to 90%


Once you see your enemy if he is more than 225m away, hit the afterburners to get behind him.


If he is also already turned, instead start to repeat the turn you just performed - don't wait for him to be passing you. Your acceleration out of the turn should co-incide nicely with his passing, to put you *right* on his tail.



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Shivash
Sun Nov 14, 2004 8:38 am
#16

Have to say I'm surprised people are recomending Countermeasures. I've never so much as loaded a launched yet alone used them and have a near master pilot. I can safely say I've just not needed them plus they take up mass I could be using on better offenses or shielding.



-------------------- Zaraf and Katier Rax - CAKE Live entertainment guild, Starsider --------------------

::Eicio Rax:: TC - Artisan, 11pt Chef, SW ::Sumal Rax:: TC - TKA, Doc.
::Majesteux Rax:: TC - Musician/Swordswoman ::Katier Rax:: TC - "Blueberry Entertainer"
::.Dom'ic Rax:: TC - Pistol Wizard
1st_Viduus
Sun Nov 14, 2004 8:45 am
#17






Shivash wrote:
Have to say I'm surprised people are recomending Countermeasures. I've never so much as loaded a launched yet alone used them and have a near master pilot. I can safely say I've just not needed them plus they take up mass I could be using on better offenses or shielding.






Well... as to CMs --


I rarely need them, but when I do need them, I need a full pack.
When facing 3-6 enemies in a wave, usually 2 to 4 of them have missile capabilities. Taking them out first helps reduce incoming missile fire, plus good evasive maneuvering prevents them launching in the first place.


However in some places (like Kessel or DS for example) you can run into a wave of 3 A-Wings, 3 X-Wings, 3 Y-Wings, and 3 B-Wings (usually an escort for a gunship or the Corvette).
6 out of 12 ships at Tier5 with launching capabilities is tough to avoid taking at least one missile.
At tier4 the missiles don't hurt enough to concern yourself too much; a good shield can effectively block 2 if you let yourself get hit. At Tier5, those missiles, plus the fast movers, can take down even the best defenses in a very very short time with only 1 or 2 missiles making contact.


So in short, it depends on the situation you're facing.
IMO in Kessel or Deep Space they're a necessity; everywhere else you should be able to get away without them.
As I said, with good maneuvering, they'll never get a lock on you anyway.




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Shivash
Sun Nov 14, 2004 9:00 am
#18

Havn't seen them needed in Kessel myself but there you go. Done two corvettes and 2 30 tie runs and never heard missiles being a problem ( AFAIK no-one I fly with uses them).


Having said that I wonder if there is difference between IMP experience and Rebel/neutral. As all my experience has been from a Rebel Point of view and there you rarely get more than 2 ships in a wave ( typically ) which are missile capable.

Message Edited by Shivash on 11-14-2004 08:01 AM



-------------------- Zaraf and Katier Rax - CAKE Live entertainment guild, Starsider --------------------

::Eicio Rax:: TC - Artisan, 11pt Chef, SW ::Sumal Rax:: TC - TKA, Doc.
::Majesteux Rax:: TC - Musician/Swordswoman ::Katier Rax:: TC - "Blueberry Entertainer"
::.Dom'ic Rax:: TC - Pistol Wizard
1st_Viduus
Sun Nov 14, 2004 9:27 am
#19

You're right; though technically capable, most imperial NPCs do not carry or fire missiles.

The exception is the TIE Bomber, which does in fact use them, however I've never seen one spawn in Kessel.


Probably because by default it's a tier2 ship and Kessel is a tier5 area.



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Shivash
Sun Nov 14, 2004 9:31 am
#20



1st_Viduus wrote:
You're right; though technically capable, most imperial NPCs do not carry or fire missiles.
The exception is the TIE Bomber, which does in fact use them, however I've never seen one spawn in Kessel.
Probably because by default it's a tier2 ship and Kessel is a tier5 area.





I am pretty sure I have had a missile warning in Kessel but no more than 1 and can't remember if it was a bomber or not.



-------------------- Zaraf and Katier Rax - CAKE Live entertainment guild, Starsider --------------------

::Eicio Rax:: TC - Artisan, 11pt Chef, SW ::Sumal Rax:: TC - TKA, Doc.
::Majesteux Rax:: TC - Musician/Swordswoman ::Katier Rax:: TC - "Blueberry Entertainer"
::.Dom'ic Rax:: TC - Pistol Wizard
fdiskman1492
Sun Nov 14, 2004 1:16 pm
#21

sorry to be such a pain,,


so to turn fast I would decreas speed turn and roll right then up a little ..correct?

my joystick doesnt have the "twist" rudder feature so would this work the same as the "Twisting"

or how if posible is that done?

Rasputin02
Sun Nov 14, 2004 3:22 pm
#22

/bump
Giolon
Sun Nov 14, 2004 4:26 pm
#23

Excellent post.



--------------------------------------------------------
¤~Sefi Ar'Lya
Master Ranger | Master Rifleman | Alliance Ace Pilot
Corellia, Bria

Ranger isn't a profession, it's a lifestyle.
Aden_Nak
Wed Nov 17, 2004 9:45 am
#24

Best Novice Pilot Lesson Ever.



Esparta Crane
Ace Alliance Pilot


(X)==\__/==(X)

Y-Wings Are Old School

1st_Viduus
Wed Nov 17, 2004 12:23 pm
#25

Well thank you :} (though it's far from complete or comprehensive... more of a crash-course).


Over the next week I hope to put together a 3-part "guide" as it were, with the help of another pilot or two, to cover from "first time in a ship" to "outmaneuvering the a-wing", in as concise a package as I can manage it.
Posts in this thread are helping me as well.


That's not a promise, it's all time-permissive. But I am working on it.



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tcatchev
Wed Nov 17, 2004 12:52 pm
#26

Quick question about the following, sorry if it sounds stupid, but...



If you fly towards the lead indicator right off, you are going to set yourself up for an intercept course - putting you ahead of him. Since he is already turning and partway turned towards you, you would then be making it EASIER for him to get away from you.

So, you need to choose a direction about 1/3 the distance between the leader and his ship -- BEHIND him.

I'm just a little confused about this part... What leader (or do you mean your target) are you talking about and where on his ship should I be flying towards? The tail? This is what causes me a huge headache after flying around in circles.


Once the distance is closed, and the angle is closed... creep up your nose at him until you're at the leader.


But once you're on your target's tail, how do you stay behind him if they try to break off? What are some techniques you can use to follow your target from behind?


Great post by the way! It's helped.



---=== Tcatchev ===---
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