Cadet II/Dogfighting: Difference between revisions

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{{:User:Juckto/Cadet II rewrite}}
{{:User:Juckto/Cadet II rewrite}}
General Dogfighting
{{Title|General dog fighting}}
__NOTOC__


Well if you've come this far in Allegiance, you should understand the fundamentals  
Well if you've come this far in Allegiance, you should understand the fundamentals
of flying and more importantly, the basics of combative flying. I'm going to help  
of flying and more importantly, the basics of combative flying. I'm going to help
you expand on that understanding and hopefully bring you to a more competent and  
you expand on that understanding and hopefully bring you to a more competent and
competitive standing in the game.
competitive standing in the game.


EVASION
==Evasion==


This is the most important axis of dogfighting. You can have the sharpest and most  
This isn't a turn-based game, combat is real time, so you're going to have to learn how to combine perfect offense and perfect defense. This is the most important aspect of dogfighting. You can have the sharpest, most precise aim possible for a human being but still have the majority of your engagements end in losses if you have poor evasion. Learning how to efficiently evade fire is how you defeat people with greater kill bonuses and perhaps even superior technology.
precise aim possible for a human being and still have majority of your engagements  
end in losses or draw with poor evasion. This isn't a turn-based game, combat is
real time, so you're going to have to learn how to combine perfect offense and
perfect defense. Learning how to efficiently evade fire is how you defeat people  
with greater kill bonuses and more often then not, people who are much better than
yourself.


It's important that you have your thrusters mapped to a convienient location.  
First thing first, it's important that you have your thrusters mapped to a convenient location.
Here's an example of mine.
Here's an example of mine:


Keyboard Joystick
{|cellspacing=0 cellpadding=5 align="center"
W - thrust up HAT as buttons - Strafe thrusters
|-
S - thrust down Y-Axis - Pitch
|colspan=2 align="center"|'''Keyboard
A - thrust left X-Axis - Yaw
|colspan=2 align="center"|'''Joystick
D - thrust right Z-Axis - Roll
|-
Q - Roll Left Button 11 - Thrust Fwd
|{{k|W}} || Thrust up || HAT || Look around
E - Roll Right Button 12 - Thrust Bcwd
|-
Z - Thrust Fwd
|{{k|S}} || Thrust down || X-Axis || Roll
C - Thrust Bcwd
|-
|{{k|A}} || Thrust left || Y-Axis || Pitch
|-
|{{k|D}} || Thrust right || Z-Axis || Yaw
|-
|{{k|Q}} || Roll left
|-
|{{k|E}} || Roll right
|-
|{{k|Z}} || Thrust forward
|-
|{{k|C}} || Thrust backward
|}


Many people do not have forward/backward thrust mapped. I can not stress how
Secondly, keep your forward/backward mapped to something easily reached. While holding on one of the side strafe keys 100% of your engine power is put into that direction (which is often far less efficient than your main thrusters). If you hold on forward at the same time only 50% {{verify}} is put into the side thruster which allows you to keep your forward speed high and prevent you turning into a sitting duck.
important it is to have these mapped and easy to be used. When you're strafing
up/down/left/right you are not moving forward or backward unless you manually
engage those thrusters. You'll learn how to really make this work for you in a  
bit.


WATCH & EVADE
It is also useful for counterbalancing the shaking effects of boosting, flying in formation, slowing down at alephs, and many other situations.


This part is fairly simple, all you do is pay attention to incoming fire. Most  
 
players make the fatal mistake of only strafing one direction while they hold on  
==Watch and evade==
to their own trigger. Might as well be flying straight at your target IMO. If  
 
you're hit, change directions, if you see particles getting closer to you, change  
This part is fairly simple, all you do is pay attention to incoming fire. Most
directions. Keep them guessing, make them have to constantly re-adjust. Watch the  
players make the fatal mistake of only strafing one direction while they hold on
to their own trigger. Might as well be flying straight at your target IMO, since
mediocre pilots will have no problem re-adjusting to train their aim on you. If
you're hit, change directions, if you see particles getting closer to you, change
directions. Keep them guessing and make them have to constantly re-adjust. Watch the
particles coming towards you to guage which new direction you should be taking.
particles coming towards you to guage which new direction you should be taking.


PLAYING AT MAX RANGE


Gat has a range of 600, gat 3 660, and all miniguns have a range of 400m. The only  
==Playing at max range==
exceptions are TF and Rix. Learn the ranges well. Use your backthrust while  
 
strafing to back away from combat, and play defensively. It's much harder to hit  
Gat has a range of 600, gat 3 660, and all miniguns have a range of 400m. The only
someone at max range then it is at 150m. If you can out range someone, chances are  
exceptions are TF and Rix. Learn the ranges well. Use your backthrust while
they'll boost in to try and resume the engagement, this is your chance to "joust"  
strafing to back away from combat, and play defensively. It's much harder to hit
with your opponent. You can use their forward momentum to boost over/under/around  
someone at max range then it is at 150m. If you can out range someone, chances are
them while you score a few minor hits while passing. At this point you have two  
they'll boost in to try and resume the engagement, this is your chance to "joust"
options, continue to play them at max range (This is how a fighter stands a chance  
with your opponent. You can use their forward momentum to boost over/under/around
vs an interceptor, you must joust or you will die once you're in mini gun range)  
them while you score a few minor hits while passing. At this point you have two
or simply keep boosting forward to gain a headstart and break the engagement.  
options, continue to play them at max range (This is how a fighter stands a chance
Learning how to manipulate the ranges of the craft you're facing and knowing the  
vs an interceptor, you must joust or you will die once you're in mini gun range)
or simply keep boosting forward to gain a headstart and break the engagement.
Learning how to manipulate the ranges of the craft you're facing and knowing the
limitations of the one you're in is an invaluable aspect of combat awareness.
limitations of the one you're in is an invaluable aspect of combat awareness.


CONTROL RANGE


Everyone has a particlar range where they are most comfortable in. Learn your  
==Control your range==
range. It's the point where no matter what, you are going to hit their ship and  
 
not miss, a point where you are most capable of precise aim. Now take what I told  
Everyone has a particlar range where they are most comfortable in. Learn your
you about Forward and Backthrusting. Remember when you're strafing, you're not  
range. It's the point where no matter what, you are going to hit their ship and
moving forward or backward. Chances are your opponent isn't either. Use Forward  
not miss, a point where you are most capable of precise aim. Now take what I told
thrust to shorten the gap into a range you are most comfortable in, or backthrust  
you about Forward and Backthrusting. Remember when you're strafing, you're not
to extend it. Learning how to keep the range *you* want in a fight is like  
moving forward or backward. Chances are your opponent isn't either. Use Forward
maintaining the high ground in a sword fight. If you are facing a lesser or equal  
thrust to shorten the gap into a range you are most comfortable in, or backthrust
skill opponent, they will be forced to give up ground to try and get you to  
to extend it. Learning how to keep the range *you* want in a fight is like
surrender your advantage. Be warned though. Don't recklessly go for the high  
maintaining the high ground in a sword fight. If you are facing a lesser or equal
ground in an engagement, you will probably lose. Manipulate your thrusters  
skill opponent, they will be forced to give up ground to try and get you to
surrender your advantage. Be warned though. Don't recklessly go for the high
ground in an engagement, you will probably lose. Manipulate your thrusters
carefully and cleverly.
carefully and cleverly.


RETICULE


The reticule is hardly accurate. Watching how your particles travel in this  
==The reticule is a merely a guide==
fictional space is. I would suggest just using the reticule as a guage to where  
 
you should start aiming, then adjusting your aim as you need to to start landing  
The reticule is somewhat accurate. Watching how your particles travel in this
shots. Becareful though, you don't want to be firing for no reason, so once you  
fictional space is much more accurate. I would suggest just using the reticule as a guage to where
have a general idea of the target's position, let loose a few tracers. My  
you should start aiming, then adjusting your aim as you need to to start landing
suggestion is get rid of the stock allegiance reticule. Get a small dot, small  
shots. Becareful though, you don't want to be firing for no reason, so once you
cross, or if you want to play like me, nothing at all. It's imperative to have  
have a general idea of the target's position, let loose a few tracers to see if you're on the mark. If you are, let loose, if not, adjust. My
good hand eye co-ordination for this, if you're lacking in that, stick to  
suggestion is get rid of the stock allegiance reticule. Get a small dot, small
missiles. Actually if you have a poor hand-eye relationship, you're going to find  
cross, or if you want to play like me, nothing at all. It's imperative to have
dogfighting very hard.
good hand eye co-ordination for this, if you're lacking in that, stick to
missiles. Actually if you have a poor hand-eye relationship, you're going to find
dogfighting very hard. You want to have an eye for the white puffs of smoke
that appear once you land a shot on your target. Once you attain that, aim
accordingly to keep that up.
 
 
==Rotate your craft==
 
Sometimes people will come in at a funny angle. Sometimes they will be oriented towards you in a way you don't like at all. Sometimes your guns will not line up with the hitbox of their craft. There are many reasons to need to roll your craft, the most important one is not forgetting to do so. If you are positioned in such a way that 2 out of 3 streams of fire is hitting the enemy craft, then you are only fulfilling 66% of your damage capability and wasting 33% of it along with the ammo to sustain fire for that wasted gun. Correct it ASAP. With the exception of 3, (GT, Belts and Dregh) All Interceptors are wide and flat. You don't need to be perpendicular to them. Parallel is best since you line up all of your guns with them. Fighters are a different story, considering some of them are boxier. Consider your opponents orientation and your gun mounts, and decide if all may hit or if 1 or 2 may miss.

Revision as of 07:05, 12 January 2010

User:Juckto/Cadet II rewrite

General dog fighting


Well if you've come this far in Allegiance, you should understand the fundamentals of flying and more importantly, the basics of combative flying. I'm going to help you expand on that understanding and hopefully bring you to a more competent and competitive standing in the game.

Evasion

This isn't a turn-based game, combat is real time, so you're going to have to learn how to combine perfect offense and perfect defense. This is the most important aspect of dogfighting. You can have the sharpest, most precise aim possible for a human being but still have the majority of your engagements end in losses if you have poor evasion. Learning how to efficiently evade fire is how you defeat people with greater kill bonuses and perhaps even superior technology.

First thing first, it's important that you have your thrusters mapped to a convenient location. Here's an example of mine:

Keyboard Joystick
W Thrust up HAT Look around
S Thrust down X-Axis Roll
A Thrust left Y-Axis Pitch
D Thrust right Z-Axis Yaw
Q Roll left
E Roll right
Z Thrust forward
C Thrust backward

Secondly, keep your forward/backward mapped to something easily reached. While holding on one of the side strafe keys 100% of your engine power is put into that direction (which is often far less efficient than your main thrusters). If you hold on forward at the same time only 50% Verify is put into the side thruster which allows you to keep your forward speed high and prevent you turning into a sitting duck.

It is also useful for counterbalancing the shaking effects of boosting, flying in formation, slowing down at alephs, and many other situations.


Watch and evade

This part is fairly simple, all you do is pay attention to incoming fire. Most players make the fatal mistake of only strafing one direction while they hold on to their own trigger. Might as well be flying straight at your target IMO, since mediocre pilots will have no problem re-adjusting to train their aim on you. If you're hit, change directions, if you see particles getting closer to you, change directions. Keep them guessing and make them have to constantly re-adjust. Watch the particles coming towards you to guage which new direction you should be taking.


Playing at max range

Gat has a range of 600, gat 3 660, and all miniguns have a range of 400m. The only exceptions are TF and Rix. Learn the ranges well. Use your backthrust while strafing to back away from combat, and play defensively. It's much harder to hit someone at max range then it is at 150m. If you can out range someone, chances are they'll boost in to try and resume the engagement, this is your chance to "joust" with your opponent. You can use their forward momentum to boost over/under/around them while you score a few minor hits while passing. At this point you have two options, continue to play them at max range (This is how a fighter stands a chance vs an interceptor, you must joust or you will die once you're in mini gun range) or simply keep boosting forward to gain a headstart and break the engagement. Learning how to manipulate the ranges of the craft you're facing and knowing the limitations of the one you're in is an invaluable aspect of combat awareness.


Control your range

Everyone has a particlar range where they are most comfortable in. Learn your range. It's the point where no matter what, you are going to hit their ship and not miss, a point where you are most capable of precise aim. Now take what I told you about Forward and Backthrusting. Remember when you're strafing, you're not moving forward or backward. Chances are your opponent isn't either. Use Forward thrust to shorten the gap into a range you are most comfortable in, or backthrust to extend it. Learning how to keep the range *you* want in a fight is like maintaining the high ground in a sword fight. If you are facing a lesser or equal skill opponent, they will be forced to give up ground to try and get you to surrender your advantage. Be warned though. Don't recklessly go for the high ground in an engagement, you will probably lose. Manipulate your thrusters carefully and cleverly.


The reticule is a merely a guide

The reticule is somewhat accurate. Watching how your particles travel in this fictional space is much more accurate. I would suggest just using the reticule as a guage to where you should start aiming, then adjusting your aim as you need to to start landing shots. Becareful though, you don't want to be firing for no reason, so once you have a general idea of the target's position, let loose a few tracers to see if you're on the mark. If you are, let loose, if not, adjust. My suggestion is get rid of the stock allegiance reticule. Get a small dot, small cross, or if you want to play like me, nothing at all. It's imperative to have good hand eye co-ordination for this, if you're lacking in that, stick to missiles. Actually if you have a poor hand-eye relationship, you're going to find dogfighting very hard. You want to have an eye for the white puffs of smoke that appear once you land a shot on your target. Once you attain that, aim accordingly to keep that up.


Rotate your craft

Sometimes people will come in at a funny angle. Sometimes they will be oriented towards you in a way you don't like at all. Sometimes your guns will not line up with the hitbox of their craft. There are many reasons to need to roll your craft, the most important one is not forgetting to do so. If you are positioned in such a way that 2 out of 3 streams of fire is hitting the enemy craft, then you are only fulfilling 66% of your damage capability and wasting 33% of it along with the ammo to sustain fire for that wasted gun. Correct it ASAP. With the exception of 3, (GT, Belts and Dregh) All Interceptors are wide and flat. You don't need to be perpendicular to them. Parallel is best since you line up all of your guns with them. Fighters are a different story, considering some of them are boxier. Consider your opponents orientation and your gun mounts, and decide if all may hit or if 1 or 2 may miss.