PREFLIGHT CONSIDERATIONS:
1) It is essential to have a joystick of high quality (M/S Precision
Pro, Thrustmaster, Cyborg 3D Digital, etc.). This stick should be
equipped with a thumb hat and several additional programmable buttons.
These high quality joysticks can improve your skills by 30-50 %. They
allow you to do things with one hand while devoting full to the battlefield
situation.
2) Pilots should also have a complete understanding of their craft
and it’s power redistribution systems as well as the enemy craft.
3) Turn graphics down, sound off and as many details to low as possible
during practice and battle. I know all those nice midi-files and that
big pretty 3-D graphics cards are just going to waste! Tough! Many
players have cable (T-1, T-3) connections to the Internet. This gives
them an advantage in combat, known as Ghost - Shots. basically means
your firing where your computer tells you their ship is! On your computer
you see a direct hit. (But to your frustration no damage). By the
time your firing information gets to their machine, their machine
(much faster, 10-20 times) shows the ship in another location. Your
shots record as misses. Lag (your machine is lagging behind in the
TRUE information) Generally displays their ship one or less seconds
behind were it really is. Leading the shot should take care of it.
But lag changes, so you have to change your point of aim with the
lag. To them you seem to be going in slow motion and are easier to
target and destroy. Notice that all the top players on ladder ranking
systems have cable or advanced connections. Hit ALT+D at the beginning
of each game to put details at their minimum. The less resources your
machine uses, the faster it processes information (faster frame rate)
creating a slight buffer at least. Use every advantage you can. They
will and do.
Video Cards like Voodoo II unlike Voodoo frees up CPU usage causing
smoother game play due to the faster frame rate.
RANK
Don’t let a players rank intimidate you. Editors are out there
that can make any pilot any rank they choose. Also, by flying the
right melees on the Zone for about three days you can be a Jedi and
never face any real competition.
CRAFT
Different craft have different scoring values attached to both the
kills you obtain and the deaths you receive. Gunboats score the highest
and in a skilled pilots hands can achieve them 80,000 points a game.
Get good in the ships that score well for they are the ships usually
flown in Wars. Go to the TFA War Page to read a discussion of ships
and their scoring attributes. Avoid flying mixed ships, such as one
T/I and one X-Wing on each team. This usually means the pilots with
the weaker ship are going to have a harder time scoring equally.
Lasers Have a maximum effective range of 1.5 kilometers. Don’t
waste power shooting at targets beyond this range. However, if flying
head on start shooting was 1.8 kilometers, the speed of the closing
ships will narrow distance and allow for hits. Remember fully charged
lasers cause approximately 35% more damage per hit. So recharge em
as often as possible. If your ship has shields and they are sufficiently
charged, hitting the ; key will recharge your lasers back too full
! Three or four fully (linked) laser blasts will take out almost any
craft.
Most players have two main settings. Which, they will use many times
by a press of a button. Shift-9 and shift-0 are two presettings. They
record the speed and the laser/shield charge. One should be laser
recharging and the other everything to be redirected to engines Laser
recharging should be a combat mode (lasers ¾, shields redirected
engines.) The other mode is useful in turning and to get away from
the fire.
TRAINING for COMBAT:
It is vitally important that each pilot train specifically for these
types of engagements. Important skills necessary for success are:
1. Piloting skills
2. Ship awareness and maintenance (keeping the lasers charged)
3. Battle field situational awareness. Where Exactly are the opponents.
Don’t get killed trying to help your wingman. Do so only when
the enemies wingman is out of range. Easiest kill is when the enemy
is coming after your wingman. You can usually predict the enemies
move.
4. Two player vs. two player team skills, require different strategies
than playing the game single player or 1 on 1 melees.
Below are some specific exercises and suggestions for obtaining and
increasing these types of combat skills.
MELEE TIPS:
1- Inside of 1.8 miles never fly straight. Move constantly. Taking
brief opportunities to fire a rapid shot at oncoming opponents.
2- Shoot in a box pattern around the oncoming ship. All good pilots
move also and will very often fly into your shots.
3- Don’t use the same successful approach and maneuver two and
three times in a row.
4- Remember the most maneuverable any ship can be is when set as 1/3
speed. Melees involve close dog fighting and require rapid turning.
If you stay on their tail, you win and vice versa. The fastest turns
are 1/3 throttle with lasers and shields set to full engines. This
will drain all laser power very quickly and unless their in the same
mode, you will come around onto their tail. You may have to re-adjust
laser recharge rate to shoot, but you will be behind them. Reset lasers
to full and fire away. In two vs. two, going into a prolonged Turning
War is not that wise. You will be turning but moving very slowly,
that will make you an easy target for your opponents wingman.
At beginning of a melee opponents are usually 3+ kilometers away.
Have your proper craft configuration memorized and immediately activate
it. Full laser and shield recharge is desirable as first options.
Then cockpit mode, link weapons to double/quad, full shields forward
and select opponent (F-9, F-9, F-10, F-10, X, X, S, S, P, period).
At this point, your opponent is still 2.5 + km away. As you close
distance, you will be building strength even if flying slower than
usually desirable. A single (F-10) will put all shield recharge to
engines and move you up in speed considerably. Both lasers and missiles
have a fixed speed plus the speed of the craft. At approximately 1.9
km, output all shields to engines you will greatly increase the speed
your lasers or missiles are traveling, if your opponent is traveling
slower, fire and move slightly. He may be unprepared for the extra
speed your weapons are traveling.
PRESET SETTINGS:
Shift-9 and shift-0 are two programmable pre-settings. Most players
have two main settings which they will use many times in a game. One
pre-set should be set to laser recharging mode and the other set to
all power redirected to engines Laser recharging should be a combat
mode (lasers ¾, shields redirected engines.) The other mode
is useful in turning and to get away from the fire. By using the pre-sets
you can effect quick changes in your ships configuration settings
with the push of a single button.
In two on two melees, if you or your wing-man destroys an opponent,
wait until the additional wave (if any) enters (remember ships frequently
enter at very close attack distances. If your going to help your wing-man
you will be a sitting duck. If however, your opponent enters 2.5,
- 4 km out, turn quickly and double up on your wing-man’s target.
This can go back and forth in the spirit of cooperative teamwork and
be extremely effective. Use caution to avoid getting too caught up
in the heat of battle and let your assigned opponent get too close
and pick you off.
ADDITIONAL TIPS AND STRATEGIES
1) Hosting is a disadvantage in one on one matches. In 2 vs. 2 matches
, hosting is an advantage, especially if the hosts wingman has a bad
connection.
2) Keep moving 100% of the time when within 1.6 km of a hostile ship.
3) Never fly directly at a person for prolonged periods.
4) Don’t fly in a straight line. Keep moving, weaving, ducking
and dodging in between your shots.
5) Lay down suppression fire if you don’t your opponent will
simply retarget you and have a free shoot. Put them on defensive and
let them stress.
6) Shoot in a rapid box pattern (single and double). Fire just to
sides, top and bottom of opponent. This way when they adjust to avoid
flying straight you should get some hits. If you fire directly on
them; by the time your lasers get there, they will have ducked, dodged,
or moved out of the way, causing a miss. If your opponent is inexperienced
he may not know to move well. If that is the case shot dead on !
7) Frequently when additional waves first appear, they are facing
away from you and are initially disorientated as the attempt to find
you, re-adjust their ship, and attack. Use this initial three or four
seconds to your advantage. Be ready. Target immediately. Fire rapidly
(great time to use shield power to fully recharge lasers tactic).
It is absolutely demoralizing to appear with a fresh ship and be destroyed
again without even getting a chance to find your opponent. When very
close to approaching opponent who is critically weakened within .15
km, veer to the side and don’t allow him the opportunity to
ram you, killing you both. (This is a frequent melee tactic). By the
way, use this tactic to destroy your opponent if you can, especially
if he has a reasonably undamaged ship. To be down to 5 or 6 shield
strength, red and limping and wipe out an undamaged ship is a terrific
payoff. Also if you have lost all lasers to damage Ram if close. Don’t
waste 15 seconds trying to get your lasers back on a ship with a heavily
damaged hull !
BEGINNERS SUGGESTIONS:
It takes time to become a good pilot, usually 6 months of improving
will make a decent pilot.. Nevertheless, people change tactics, so
you have to be flexible all the time too. The various aspects of piloting
a craft must be mastered to obtain a high combat alertness level necessary
for survival. New/Intermediate pilots should spend time (single player)
committing these skills to a subconscious memory level.
1. There are two pilot cockpit views for each ship (. key toggles
them between the modes). Know exactly where the various instrument
indicators are located!
2. The front and rear sensor displays are critical to success. You
must be constantly aware of your opponent’s location and direction
of travel. Practice following ships in close combat situations using
the sensor display while monitoring the additional environment with
your peripheral vision.
COMBAT MULTIVIEW DISPLAY (CMD)
This sensor provides valuable information regarding your opponent
and his ship status. The opponent must be targeted to be in your sensor
display. The targeted ship rotates in 3-D to reflect its current orientation
in relationship to your craft. This will tell you if his weapons are
aligned and he is capable of firing. This sensor proves three readings
of your opponent’s status that are important to you.
1. It’s distance in km from your ship.
2. The hull strength; listed numerically from 1-100 and color coded
(red) critical, (yellow) moderate damage, (green) strong hull strength).
3. The ship’s orientation to your craft provides you with information
regarding its direction of travel.
COCKPIT MODES
The (HUD) heads up display mode maximizes your view of the external
environment by removing much of the cockpit interior. The CMD, sensors
and critical data is still visible to you. This is the preferred cockpit
mode for most pilots. It provides for maximum field of view over the
battlefield during close quarters dog-fighting. All necessary sensors
and monitors are available in this mode.
TARGETING HEADS UP DISPLAY (HUD)
This instrumentation cluster provides you with extremely valuable
information. During battle that must be instantly known (and rapidly
acted upon) in order to make the proper decisions and adjust your
crafts systems to increase survivability. The Outside Threat Indicator
Array (OTIA) is part of this cluster. It tells you if your lasers,
ions, or missiles are the currently selected weapon, whether weapons
are in single, double, or quad link mode. (READ PAGES 27-31 IN THE
XVT INSTRUCTION MANUAL). Along the top of the (OTIA) are four warning
lights (numbered 1-4, left to right).
# 1 (Far left) - Lights up when you have been targeted by an enemy
starfighter and are within its range. EXTREEMLY IMPORTANT#
#2 Targeted by a capitol ship.
#3 Indicates a beam weapon is currently affecting your ship.
#4. (Far right) Will blink yellow when an enemy craft has targeted
your ship and is attempting to get a missile lock on you. The light
will turn solid red when he has a positive missile lock.
Well as you can imagine having these types of information available
to you in the heat of battle are very important. Combat awareness
means constantly being aware of and analyzing all these variable bits
of combat data. Summing up there combined influences and utilizing
the totality of the information to make the appropriate choice of
action.
A very good way to practice developing combat awareness is melees
(single player) at the hard level utilizing all weapons. Create and
additional player to practice with. Don’t worry how bad his
statistics are going to turn out. You can always delete him. Your
only objective in these training sessions is to practice utilizing
all of your available combat data to make various combat decisions.
No one is born with excellent combat awareness. It’s a skill
that must be learned. Anyone who tries can. Minefield melees can greatly
increase rapid target acquisition and accuracy. As you fly these practice
sessions, concentrate on what your enemy does, what you do, and what
happened as a result. After each ten minutes melee, spend a few minutes
analyzing the battle. What can you do different to increase your results.
All good pilots go through this constant evaluation and improvement
process.
Another excellent training exercise for development of combat awareness
is the custom dogfight. Fly past two containers (X and A or T/A &
T/GW). This will get real intense very quickly, but it sure provides
you with lots of combat data to analyze. Good luck on this one!
BEHAVIOR AND CONDUCT
Pilots are Officers, and as such should act as gentlemen. Don’t
use profanity directed at players or other teams. Don’t brag,
or insult others piloting skills in open chat areas. Defend yourself
and respond, but be better than they are, Beat them with tact and
brains. (I’ve responded to several foul mouth braggarts that
their mommy’s should have spent more money on their charm school).
At this point other players join in and hehe the poor guy. He will
settle down usually or leave. You win and in tactful and honorable
way! And to all you new players, may I add, The game, as in life,
is enjoyed most; by those who prepare properly, play fair, maintain
their dignity, and deal with others honorably. You will develop an
on-line reputation very quickly . . . Make it a good one. First impressions
last a long time and do reflect on your RBL team mates as well.
MORE NEW PILOT INFO
New pilots should complete all the single player exercises that are
specifically designed to train you in the basics of starfighter combat.
They are challenging set at the hard level. Start off on easy level
for the first 6-10 missions. Then start over at the hard level and
play through all of them (except eight player missions). Repeat each
one until you receive an award patch of at least good.
STAR-FIGHTER CRAFT
Power systems are fixed at a specific point. The energy output flows
into three important systems.
1. Engines - Affect the speed of the craft.
2. Shields - Affect their recharging rate.
3. Laser type weapons - Affects their recharge rate (remember fully
charged produce more damage). The three systems are affected (strengthened
or weakened) by the amount of energy they receive. You control which
systems get how much energy.
Example (shielded craft) 1. You have a total power output of 100.
Normal distribution of energy would be 33% to each system. To increase
the rate your lasers recharge, you might want stronger lasers in a
dogfight. If you increased the laser recharge rate to maximum, you
are redirecting the normal use of the energy from one of the other
two systems to allow for this to happen. An increase in one area creates
a decrease in energy available to the other. The transfer of energy
either slowed the ships speed OR weakened the shields.
Example Let’s say you’ve been hit by enemy laser fire
and your shields were weakened to 20%. At this point, it’s a
strong possibility you could be killed by the next laser hit. If you
divert all laser energy to the shields, the stored energy in your
lasers is used to increase your shields! Jumping to 50%, shield strength
by this tactic can greatly increase your current chances of survival,
and in turn, victory. Remember the basic principal that the winner
is the one that survives the longest to inflect the most kills and
receive the most points !
special thanks to RBL Aslan fot these training tips.