• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 … 746 747 748 749 750 … 778 Next »
***Combat Tactics 101 - Fighters***

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

***Combat Tactics 101 - Fighters***
Offline JnD
05-26-2006, 07:32 PM, (This post was last modified: 05-28-2006, 04:40 PM by JnD.)
#1
Member
Posts: 36
Threads: 3
Joined: Mar 2006

ALL CONTIBUTIONS ACCEPTED HERE

Feel free to post ANY other useful insight for anything you've found about PvP dogfighting, :rtfm: just plz don't flood with non constructive questions or comments :rtfm: let's make a pool of information for refrence use of all of our discovery pilots. If you have any questions feel free to send me a message with them.

DEFENSIVE FLYING

1. Evading standard gunfire:

This is crutial seeing as every ship carries standard weapons or codenames. The key element to defensive flying is the ENGINE KILL. The trick is using the strafeing keys in/out of conjunction with the thruster.

Defensive turning consists of strafing on the outside of your turns, these "wide" turns makes you extremely difficult to hit. If performed on regular intervals on attack runs makes a dramatic reduction of sustained hits. The downfall is this also makes it extremely difficult for you to hit your opponent.

Note: The up and down strafes are more or less the same if your going up strafe down and vice versa.

2. Avoding swarm missles, standard missles and supernova tech weapons:

Swarms, everyone says they're cheap but they're tracking is still far from perfect. Wide turn in one direction until the missiles reach 200-100m, while sliding prepare for a wide turn in the opposite direction. It's not perfect, you might get hit by a few but it won't screw you over quite so bad.

Standard missiles can be very hazardous to the health from close range, otherwise CMs are your best friend. Finishing your runs with wide turns reduces the riskes of getting pegged with the dumbfires, although I've not yet experienced combat with anyone PC using seeker missiles.

SUPERNOVA! BOOM! Without a shield to help u your done... Unless you don't get hit. Big disadvantage to the nova torp in PvP, a wide turn put's you out of harms way, and finishing attack runs on wide turn's into enemy craft will put you out of harms way with the mines. Personal opinions to supernovas, mine does more dmg than torp, and well supernovas r more or less ment for capships which are easier targets.

Note: BS mortars are the same as dodging supernova torps.

OFFENSIVE FLYING

Sharp turns: Instead of strafing in the opposite direction of the turn, you strafe in the same direction. Likewise you are more prone to gunfire performing these turns.

1. Scoring hits with standard gunfire:

The best way to catch hits is while your engine remains on as opposed to killed. It is much more effective to turn and pummle the opponent with gunfire. The big drawback is as much of an easy target he is to you, you are just as easy to hit as him.

Note: For all those who use inferno guns these tactic applies.

2. Using standard dumbfire missles:

You've got to be up close and personal (400-200m) to score successful hits. Otherwise they are easy to dodge or suseptable to CMs. The key is launching them while traveling on a straight tradjectory with the target (no strafing here for maximum effeciency). Keep in mind if your sliding away from the opponent DON'T fire missiles they most likly will not connect (this applies to swarm pods as well).

3. Using the swarm pod: *Update after getting one in 4.79*

Might as well drop it in with the regular guns now with new refire and dmg (I like). Make use of targeting specific peices of the ship (if u ever get the chance to smash something key like supernovas, CM hehe and sheilds or trusters is u'd like to be an @$$ :angry: )

4. SUPERNOVA TECH:

The fighters only chances of reduceing capship hulls... should you ever get through that massive shield. Otherwise, against a good pilot they're about 5% effective, you honestly have to hope your opponent tried to get too offensive on you and sharp turns into you on the pass (I learned this by getting to greedy in PvP).

[AW]AWC-Toronto <- Big Bad RH cruiser
[AW]282ndSKings.Redout <-Talon
Transport IMS-Canuk <- "Target" Shipper
Reply  


Messages In This Thread
***Combat Tactics 101 - Fighters*** - by JnD - 05-26-2006, 07:32 PM
***Combat Tactics 101 - Fighters*** - by Wolfpack98 - 05-26-2006, 08:01 PM
***Combat Tactics 101 - Fighters*** - by Korrd - 05-26-2006, 09:13 PM
***Combat Tactics 101 - Fighters*** - by Dab - 05-26-2006, 09:47 PM

  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode