Pilot Archive
Thread: Learning To Fly! -=* A step-by-step guide for novices *=- (no, not the Tom Petty song)
To roll right you would need to "lift" and "twist" right, so saying "roll" would cause confusion.
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.
You already know he's going to keep coming dead-on, you don't need to wait until he's past to start turning.
That's fine too, just start your turn earlier, and hit your boosters
coming out so you can get behind him quicker.
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.
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.
All the way Up or Down at the same time as
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.
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.
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
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.
Posts in this thread are helping me as well.
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.
Once the distance is closed, and the angle is closed... creep up your nose at him until you're at the leader.