Pilot Archive

Thread: The pin drops are deafening, so here's a pvp question

Spacey
Thu Sep 22, 2005 10:48 am
#14

Yeah =P



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"That's no moon..."







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Coran_Sienar
Thu Sep 22, 2005 11:02 am
#15

That would be Slider, the subject of the famous quote:

"Crash and burn, eh, Mav?"

"Slider... You STINK!"



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
xTekx
Thu Sep 22, 2005 11:11 am
#16

that's right.. couldn't get the name off my tongue..



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Dragon942
Thu Sep 22, 2005 11:39 am
#17

Ok first thing to realize is that they probably aren't turning harder than you. Your A-Wing chassis has an engine mod of 1.0, a clone fighter has an engine mod of 0.95. Assume their engine has YPR of 80 (could be higher, most likely not much) this means 0.95 * 80 = 76 which is the same as your YPR. They'll just be traveling faster, but you'll be turning at the same rate IF you manage your throttle right. Your A-Wing as an optimal turning rate that is not 100% throttle (I'm sure you already realized this) but actually go play around and figure out exactly where it is. Eventually you'll find the feel for it, and be able to out turn these guys because you've got a better chassis.


If they do in fact have better turning than you, a good way to get away for a head on shot is to roll and pull straight across their line of fire. The key here is two things. First, you need to be going as perpendicular as possible to their line of flight. This ensures they will have the minimum possible time to shoot at you. Second, you need to watch their lasers, figure out the timing, and fly in between the bursts. I do this all the time when my opponent turns just as well as me, let them shoot, pop up for a shot of my own, and dodge out before the next bolt somes. I fly in 3rd person to make this easier. Keep in mind you ship's hitbox when attempting this.





Starscreamer Sapphire
Starsider
Coran_Sienar
Thu Sep 22, 2005 11:43 am
#18

There's no evidence to suggest that the speed modifer affects YPR turn rates. I've timed turns in the JSF, X-Wing, Heavy X-Wing and A-Wing with a 82 YPR L10 RE'd engine. They all turn just as fast at their optimal throttle settings.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Dragon942
Thu Sep 22, 2005 11:49 am
#19






Coran_Sienar wrote:
There's no evidence to suggest that the speed modifer affects YPR turn rates. I've timed turns in the JSF, X-Wing, Heavy X-Wing and A-Wing with a 82 YPR L10 RE'd engine. They all turn just as fast at their optimal throttle settings.




I have found no diffinetive evidence either way. My observations are based on the boundary cases (well...and combat experience). In other words, my Decimator does not seem to turn as fast as my Interceptor no matter what throttle settings.

EDIT: Though if you have a reliable timing method and have some time to test a POB ship against an A-Wing or Interceptor I would be very interested in the results. This is one of those gray areas that the Devs decided not to document or display in game. Also, the well known fact that Engine Overloads affect YPR has strengthened my belief that the chassis mod has an effect.

Message Edited by Dragon942 on 09-22-2005 02:53 PM



Starscreamer Sapphire
Starsider
Coran_Sienar
Thu Sep 22, 2005 11:54 am
#20

Time it. Wait a full 2 seconds to hit your maximum turn rate in your Decimator, fix on a point and time how long it takes to do 10 revolutions.



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
S-1-l2-H-C
Thu Sep 22, 2005 12:23 pm
#21


you seem like an experianced pilot so i doubt you are using eo3 still, but if you are you need to move up to eo4.


with your engine you shouldnt be getting outturned much at all even agianst l10 poweredrelics.


if you are getting outturned, i would roll out of his line of fire, and then boost out to get some distance. then do a snap turn and go for a head on shot. usualy your oponent will be coming straight in and present an easy target while you are in the middle of a high angle of attack turn and are hard as hell to hit.



also, whats the mass on your armor?

Message Edited by S-1-l2-H-C on 09-22-2005 12:28 AM



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Raja_Asenn
Thu Sep 22, 2005 4:35 pm
#22

So all of the below is just my current understanding of the way things work. It's not the gospel by any means, so please correct me if you know what I'm laying out is wrong.


The chassis speed modifier only modifies the top speed the ship can achieve. 100% exploits the full potential of the engine.


The YPR modifiers affect the rate at which you accelerate to maximum turning speed.


Ok, so in a turn fight you're predominantly on one axis in one direction, say, yawing right. But you're always adjusting and jinking within that larger scope.


A ship with better chassis YPR acceleration ratings will jink faster, losing less momentum on the main axis-orientation while still maneuvering evasively. Assuming two pilots of equal skill with equal engines but different chassis modifiers, the one with the less restrictive chassis will ultimately have the upper hand.


Obviously this is a very black and white picture, and there are variables not addressed, and creativity is the key and all that. I'm just speaking to the singular issue of chassis impact on a typical turn fight.







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