Basic Flight Maneuvers Notes

Table of Contents

Section 3: Components of a Dogfight

The Dogfight is composed of Two Parts. They are the Head-on-Pass (Further divided into the Approach and Merge.) and the Turning War (Knife fight.)

Head-On-Pass: The Approach

When you begin the head-on-pass, you will be initially outside of laser range. It is recommended that you center your targeting reticule on the box outline of the bandit as you approach, and watch the distance closely. Once you reach 1.7K (laser range is 1.5, but speed of approach makes the distance 1.5 or less by the time the lasers reach the enemy) fire a quick linked or quad shot or two then juke out of the way. Then you should make it a point to form a random maneuver pattern, ensuring that you don't "over-dodge" (lose visual sight of the enemy) or become stale in your pattern. One thing you should always aim for is to develop a pattern that allows you to swing your lasers across the enemy's craft, allowing you to fire off snapshots while still being able to avoid incoming fire just as easily.

On a side note: Some pilots will sometimes cut to around 75% throttle and will fire rapid, single shots. The aim of this is to slow down enough so accuracy improves, and inadvertently draw you into the flurry of laser blasts. Most rookie pilots will usually jink hard to avoid the incoming fire, which usually gets them killed. I advise you:

  • To never use this tactic. At all.
  • If on the receiving end, stick with linked or quad lasers. Always.
  • Keep your speed at max throttle.
  • Try to stay as clear away as possible.

What's important: Precision aim and timing is crucial here, and takes some time to develop. Remember, fire at your enemy even if it's to keep his head down. And dodge. Nothing fancy, but just enough where he is still in your visual sight. AND KEEP YOUR PATTERN FRESH! You can't really develop your timing in Single Player modes. However, flying a free-for-all melee on the hardest difficulty level in a minefield with unshielded craft is the best way to hone this skill outside of the MP arena. Also, with regard to the Slow and Shoot tactic mentioned, keep on truckin' forward and avoid it as much as possible if on the receiving end.

Head-On-Pass: The Merge

At this point in the fight, there is not much that can be done. All that usually happens in the merge is that the opposing fighters pass each other. However, what you do in the merge is often essential to the next part of the dog-fight should it get that far. The most you can do at this point except plan for your next moves as you head into the knife-fight. However, one thing to remember is that you still might hit your opponent with your fire at 0.2 or even 0.1 KM. Try it. Also, most pilots will actually try to ram you. This is usually unavoidable.

What's important: Not much except for the fact that you still have a small chance to put fire on your target. Remember, you basically have until 0.2 KM to try and hit the mark. Also, as you go into and out of the merge, you should be planning your next moves quickly but carefully. This takes us into the next stage. The Knife-Fight.

The Knife-Fight

  • Having reached this stage of the fight, there are many maneuvers, tactics, and tricks which work well for each individual pilot, yet none exactly the same. Here is what you should remember, and I will name a few maneuvers that work well for the majority of pilots.

  • ALWAYS AIM TO STAY ALERT! Don't get bored. Be relentless, be alert, be a cold and methodical killer. You and your enemy are locked in an eternal (10 min) struggle to tire the other out and claim victory. You will be that pilot!

  • There are no magic moves. EVER.

  • Basically, the quickest way to nip a potential knife-fight in the bud is through using turning techniques. By finding that "sweet spot" to cut throttle and drain lasers, and timing it right, you'll end up right on your enemy's six, giving you a clean shot. If you managed to mess it up, you're probably dead already.

  • When engaged in a turn war, your first instinct will be to drop to 1/3 throttle and try to immediately get the upper hand. I don't recommend this. What I do recommend is keeping your opponent on his toes - In a turn war, that's your aim. To bore and frustrate your enemy so he slips up and diverts from his training. Eventually, though, you will have to cut to 1/3 throttle and try to take a few shots. Otherwise it'll look like you're running to keep a lead if you have one.

  • Should neither ship be destroyed, a common occurrence result is the two fighters flying circles, both unwilling to give up any ground.

  • However, if you've been going at it with no dice and are turning less than .10km of each other, one of you may get smart and try to make a run for it. “Running for it” in this case means that one of you will look for an escape window and try to get some distance between him and the pursuing bandit. When a distance of .20-.30 km is reached, the craft that ran for it will most likely cut to 1/3 throttle, turn, and try to vape you before you can say “Oh, Delta Sierra.”

  • Also, though somewhat common, you may get lucky and be in a lag pursuit position. This is where your craft's nose is behind the bandit. It is primarily used to approach the bandit.

One important part of the knife-fight is lead pursuit, or lead. Lead involves your gun accuracy and depth perception. When using lead, you will have to:

  • Think if you're even in a position to employ lead. Consider that your enemy is trying to avoid your fire. If you are behind him and trying to fire, he will want to minimize your chances as much as possible by breaking just outside of your visual contact as much as he can.

  • If you can use lead, you're going to have to gauge where and when to shoot. Accurate placement of fire is crucial, as well as precision timing. Your shot should ideally fall right in front of your opponent and hit him as he continues to move in that direction.

  • When trying to gauge the when and where part, you will have to fire your lasers, wasting your precious laser power. It's a necessary evil, but it must be done.