General and Misc
How to counter missiles in PvP?
Kitten: Have your ship equipped with Countermeasures and fly barrel rolls (corkscrew maneuvers) to avoid blaster fire all the time. Fly towards the target but turn and fly away from the target at maneuver speed when about 1k away. Try to get him to launch missiles at you from max range to use CM packs (1 per missile so 3 vs oppressors) safely before you are hit and turn around to him again imediately. You have about 6 seconds to get into close range dogfight and to get out of his front so he cant shoot more image rec 2s at you.
Sometimes it can help to use 1 less cm pack and shunt instead so you can save money and packs in case more than one ship with missiles is around.
Also try to use obstacles such as asteroids, space stations or similar to your advantage as that is the only thing that can stop missiles on their path.
Fact: Missiles in JtL cannot be avoided by outmaneuvering. Period. Get that idea out of your head...
However... missiles are stupid, no matter what kind they are. They take the shortest path to your trajectory... even to overflying and turning around.
You can't be blown up by your own ordinance ^. However any valid target (for your enemy, not you) or static object (asteroid, npc ship, et cetera) will indeed interupt and detonate your incoming.
Missiles can be outrun... Not sure about IR2's since I have no idea which missiles were being used on me... but flight in a straight line will cause the missile to "booster" into you.
Make sure not to fly straight!
Your best defense against missiles is not to allow a lock in the first place.
The statistic "refire rate" on a missile is in fact also the Lock TIme.... typically higher end missiles take much longer to lock, usually about 8 to 10 seconds.
It takes only 3 seconds to close distance to target from outside optimal range at optimal maneuvering speed....
Otherwise use some other object/ship in the vicinity.
You can also force an "unclean hit", where the missiles will detonate themselves *where you were* rather than *where you are*... which in effect seems like dodging, but is in fact a latency issue.... combined with some skilled flying
Firing missiles effectively
Kitten: Try to fire your missiles as close as possible to the opponent as it leaves your opponent almost no time to react with countermeasures.
Also if your opponent gives you a hard time to get and hold a lock just hold down your missile button to fire as soon as you receive a lock.
Getting behind an opponent
Matthevv: I fly the TIE Interceptor in the style of old american WWII pilots, i pull high over my opponent then roll back on them. with most pilots, even the most experienced, they get into the habit of looping in circles after each other, so when I roll and come back teh way I came it leaves me a clear view of the rear of my opponets ship. Which i vaporize. There are alternatives to just having a super quick turning ship. This is just one.
JediNg: Use all 3 axis when performing evasive maneuvres/jinking.+
Ducimus: On initial engagement, barrel roll tell just before perpendicular to your opponent, ( just before your 3-9 line is abreast of his) and hit your throttle hotkey and start your turn.
The idea is to start your turn just before he starts his. If you start too late, he has the advantage, if you start too soon, you'll get a blaster bolt down the throat from an angle snap shot. Anticpiate the turn, and start it just before he does. Timing is everything.
Slysix: Most fighters (exept Ties and Firespray) have a larger cross sectional profile when approached from the top or bottom. The side profile of a fighter is much smaller. A proficent pilot will learn to present the smallest profile to a hostile target. Fighters in the game have equivalent base yaw and pitch rate so it doesn't matter whether a fighter yaws or pitches to bring guns to bear. Use in combination with the radar when taking fire and roll the ship to provide the smallest profile while at the same time randomly changing delta V at all times.
Ducimus: Hotkey your corner velocity throttle setting.
/throttle .40 (40%)
/throttle .85 (85%)
In a turning fight you have little to no room for error on this. In ships like the oppressor with a 40% throttle for corner velocity the margine for error by manually adjusting the throttle is large, too large. So hotkey it.
Rebel Ship Tactics
A-Wing vs ...
Kitten: Tie Oppressors: Biggest threats in this match up are three missile launchers (usually equipped with image rec2 missiles) which will destroy you quickly. Additionally Oppressors pack two conventional weapons that can be avoided pretty easily with barrel rolling and jinking. If you can get into close combat you should do okay but be aware of the tight turning circle and its inertia which allows oppressor pilots to fly sideways and aim from almost all positions at you.
Tie Advanced/Tie Interceptors: These ships are similar to you in maneuverability and firepower. Your advantage here is your low profile at the cost of slightly less maneuverability. In an A-Wing I'd recommend always flying defensively as outturning them directly will be very hard as they usually will get out the first shot which can cause quite some damage already.
Missiles might help too if you know that they don't have that strong shields and armor.
KiwiKnutten: Im an old XWA pilot so i usually use that tactic.
Most of the time in DS you and your enemy are both aware of eachother which mean youll end up in a head to head approach.
I stick to my 8-approach from xwa/xvt, move your joystick like an 8 thats fliped over 90 degrees, a infinity sign.
Then i shot everytime i pass the center of the joystick. Usually i get em on the approach but otherwise i just go in for the dogfight when they pass.
I use a awing.
X-Wing vs ...
ProCambarus: X-wing general notes:
IMO the X wing is among the best PVE fighters in the game. That said anyone going to use an X Wing in PVP has to be constantly aware of its weaknesses and strengths. The single most notable weakness of the XW is the large combat window that makes the XW an easier target than a Y wing. Go to Kessel to check for it yourself, the pirate X wings are turkey shoot compared with anything there. The most important advantage of X Wings in 1vs1 PVP is the slower optimal turning speed and hence the smaller turning radius than of most of the ships with still decent max speed (at a price of horrible acceleration). The slower optimal turning speed starts to get more of a hindrance in 1 vs many as locking/fireing from the distance on your ship is made easyer. It is also essential to get used to the weapon alignment/ spread before engaging on PVP.
General PVP counter tactics in X-Wings against multiple enemies:
1. Try to avoid multiple ship mixups by trying to fight at the perimeter of the battle scene. Try hit-and-fade and work as a team with other bulkier fighters waiting in the distance.
2. Find the role of the X wing. Try to pick those targets (like Oppressors, Firesprays that "value" your firepower most. Do not chase them too long, though, think of point 1.
3. If you are in multi ship engagement using boosters very frequently is the only key to your survival to adjust turn radius/speed constantly and to compensate for the relatively poor acceleration.
4. Use 3D maneuvers all the time but remember: with your combat window a barrel roll will not save you from enemy fire.
Tie Interceptors/Tie Advanceds:
1 on 1 a properly equipped X wing has a fairly good chance against a great T/I and might hanle a T/A too. The key is to get to the "inner circle" at optimal turning speed where the T/I or T/A has to turn around you, and you more like point the blasters of your ship toward them. Remember, in the X Wing (depending on the engines) you might have to pitch, yaw and roll (to keep target in diagonal direction) to achieve it, all 3D turning is not to be used for defensive moves only. Be very careful and take the other ships inertia into account, so if it starts to move you towards it's crosshairs, modify course accodingly. Cutting slightly further back more excessive rolling towards their forthcoming vector so setting collision course at 2 seconds with their higher speeds often helps. Remember to chose direction to stay "under" while doing that. T/As are way harder to hit and you might safely forget target aids. I recommend to practice on Tier5 scintilla droid fighters in Endor. Another tactic is using IR2s from the edge of range. However, remember that a T/A might be at your back in a fraction of a second, so 1in1 it is more useful on disrupting it's hit-and-fade tactic when it tries to flee. And remember, with 2 blaster shots and WO4 an X Wing might easily be shot to pieces in 1 or 2 rapid blasts by the T/A.
The key is not to get over-confident against the Opressors. They have more similarities with the X wings in terms of turning characteristics. It is essential that you observe not just where they are abut where they heading to in any moment. With boosters, speed and turning prior the Oppressor you can "get around" the problem and the ship, that provides a generous combat window too.
Have your SDL loaded as well. (Even if my one fails 50% of launches without any explanation).
Use boosters and slight changes of vector when charging and do a sweep on the ship.
Remilliod: Tie Oppressors: First of all, Its best to know if your opponent is packing 3 IR2s or has gone for the big guns. The only way to know this is if you have fought them before and know their loadout. (Of course they might change but thats what makes PvP exciting)
Against oppressors with no missiles and large guns:
The best thing to do against these guys is boost towards them at an angle while corkscrewing and pulling all sorts of defensive jinks. The aim is to get behind them while not taking a hit from thier guns. When you're behind them its time to start the close in dogfight at attack speed (65 percent).
Try to make it hard for them to line up their guns on you. They have more momentum and have a harder time changing direction than you so dont be lulled into a 'circle each other battle'. Use your better pitch and roll stats to your advantage.
Against oppressors with 3x IR2s:
You need to kill these guys before they can launch. That means you need to kill them before you get in range to dogfight. Thats the bad news.
The good news is they are probably only packing 2 Lvl8 guns to free up the mass needed for their IR2s. Also, being an X-wing, you can beat 2 lvl8 guns for firepower. The X-wing has a smaller nose on profile as well which will work to your advantage.
Basically youre gonna need to joust these guys. Put out as much firepower down their throat as possible. And hope they havent lined up well on you.
If you see them firing back you might want to consider doing a quick jink and then firing again. If you see them spiralling and jinking just try to hit them as soon as possible.
This is one area of PvP that an X-wing is possibly better than an A-wing. Putting down missile oppressors. If you get good at it, they will avoid you like the plague.
Against an uknown opponent.
Difficult this one. Against an uknown I usually do the following:
Head towards them at attack speed. At about 600 I fire off two or three volleys right at them. I then do a big jink and line up again to fire.
If they are headed towards you with blasters going you might kill them with the first volley while their return fire passes harmlessly over your head. Obviously this takes some practice to get right.
If they dont get hit by your first volley, they will have had to evade, so you probably have time to line up another few shots before they can launch. You will probably only get to fire off two more shots here before either you get behind them, or they manage to launch. So the key is accuracy.
Things that will help fight an oppressor:
Make sure you have a good engine in case you make it into a dogfight. Oppressors can turn deceptively well for a big ship.
Get your reward shield RE'd. Use front adjust medium to make the front shield 3800 or so. Use good front armour, forget rear armour. These two tips will help you survive a single hit. Not always but often. Make sure you take your single hit but dish out much more!
B-Wing vs ...
Envoy3113: If you both are aware of eachother and are heading in to the conflict, begin a boost at about 1K out give or take. Don't joust directly in but take a wide angle, most pilots that are worth their weight will do the same. As you close to around 700m cut the boosters and drop the throttle to your engines optimal range, roll and cut into the turn as you try to sweep your 'tree' across your target, if they break out a bit attempt to get an IR lock. If they close always, always pull upwards when pitching, and never stop rolling. In my experiance the B-wing will pull up better than she goes down, and the fire config is something you want to drag onto your mark, not attempt to force down upon. Problem with the B-wings physical weapon spread is that there are not opposing blasters for the same weapon, you get 4 shots and 4 weapons, keep your heavy hitter right below the cockpit and your weakest gun on the body. Squeeze in fast firing weapons on the wings and you have a suitable spread.
If you are being jumped while killing gunboats (well, what the hell else are you doing in a B-wing???), boost out with a short hit...MAKE SURE you kill the boost before you hit max speed or you will not recover in time to turn back into the fray. Follow the same tec as above, consistant rolling will help throw your enemies shots off, and pull up if you need to change your pitch, otherwise your best bet is always to accellerate, decelerate while pulling a hard turn to attempt to slide her accross your enemys path. NEVER set the throttle and forget, the only way you will out turn and surprize anyone is by making consistant, small adjustments to your throttle. She will slow, and eventually you will need to take a quick booster hit if you need to get back up to speed again, then repeat the engagement. Again, do not let the booster ride you past max cruising speed, the recovery will be too long and you will leave yourself open for the kill.
You have massive armor and sheild capabilities and a sick cannon spread, lining up a perfect kill however is not possible 99% of the time (unless they are sleeping at the stick), just try to drag your shots across your opponents feild of movement. Don't stop rolling, roll till you are dizzy.
Y-Wing vs ...
Y-Wing LP vs...
Z-95 vs ...
The norm in JtL is that these ships are the plague, and abandoned for "better" chassis ASAP. A clever (and mildly unscrupulous) PvP pilot can take avantage of this. Figure out ways to look like a lower tier ship, and a greedy foe will often fall for it. I heard rumors of some Imperials who liked to hover at Naboo Station and challenge Rebel rookies. I mocked up a Z95, with "a bit extra" under the hood, and full overloads, and puttered around at noob speed. With 883 actual unboosted speed, small profile, and great handling, I had a winning record before I took her offline.
The same holds true for Ywings. No one realistically expects a tier4 pilot who "knows his stuff" to be still be using one, but a hasty Oppressor pilot found out to his dismay that I was packing Lvl8 REd gear, could out roll him, and pasted shots into his windscreen when he was expecting easy pickings. You gotta love being accused of using missiles when you don't even have them aboard.
This actually ends up being more a maxim for the Imperial pilots than anything else. What you see isn't always what you get, and a dedicated wrenchmonkey can make anything work.
Imperial Ship Tactics
Tie Interceptor/Advanced vs ...
Ramona: B-Wing: Try to get close, and then turn behind the B-Wing as it passes you, and stick close. Watch your speed so as not to overshoot. Getting close in the initial pass can be tricky, so jinx, and chaff and pray to avoid that hail of blasterfire and missiles you will get, and avoid a direct head-on.
X-Wing: The 3 blasters of the X-Wing can turn you to space dust with one volley, and the spread of them makes them likelier to hit, so getting close and into a turning battle works often best, unless you are up against a good pilot in a well-fitted X-Wing, who may be able to outturn you with the use of s-foils.
A-Wing: Nail the evil little thing with a missile or 5, hope you outturn it, or get off a lucky shot. Keeping your distance may be a good solution, anmd the spread of a squints blaster offers a slightly better to hit chance.
I had a lot of A-Wing pilots surprised I was packing IR's last night
I had to drop my armour completely to do it, but it seemed to work out well.
S-1-l2-H-C: A-Wing: The a-wing is pretty well matched to the t/i and t/a as far as manuverability, so most of the time you will be flying in circles and taking pot shots that are pretty much head-on due to slipping, with both of you having a shot at the same time. trying to hit an awing like this is VERY hard. with the randomness of an online game's netcode, its really a matter of luck as much as it is skill. one thing i like to do is when turning hard to bring my guns to bear, i will pass up my shot and keep turning as hard as i can, overshooting the target. if your enemy holds their turn, then you will come in right behind and a bit to the outside when you line up agian, giving you a perfect shot right up their tailpipe. not only do you have a much better chance at scoring a hit shooting from behind, but most awing pilots focus on putting the protection up front, flying without rear armor and sometimes using shield adjust front leaving them with a weak rear-end begging to be shot off.
Tie Oppressor vs ...
Keep your nose to the target, conserve capacitor by laying off the Blasters and hoping they might get cocky thinking you do not see them, wait for tone, unload 3 IR's. Use roll to keep the blaster fire from hitting as often, and be on the CtSS. Once the first volley of IR is loose, keep the nose on the target if you can for second tone and dump another 3 at them. Expensive, 6 IR's for an A-Wing, but if it saves my a$$, the cost is worth it.
There are several good evasive manuvers you can use in the narrow cone you have to get your missile lock, I tend to roll and corckscrew as much as I can in the window I have until the first missile volley is off. By then I am shunting, and peeling off, angling in for the second missile volley if I can. The important part is to lay off the blasters unless the little bugger gets in close, then chop the throttle and get the screw as tight as you can, open up with blasters and hope you can keep the tight turn long enough.
Tie Aggressor vs ...
Tie Bomber vs ...
Tie Fighter (normal and Light Duty) vs ...
Tie/In vs ...
Freelancer/Multi-Faction Ship Tactics
S-1-l2-H-C: one thing i have not seen mentioned yet is the freelance epulse skill. /epulse3 is VERY dangerous. if you close to withen around 200m or so and your opponent hits the button, your dead; end of story. its the space "i win" button. the only tactic i know of to beat this with is to go agianst what everyone else says and try for a head on shot. thankfuly, the freelance ships are very easy to hit. its really simple and easy to do, just throttle back to almost nothing, and let the target come to you. by sitting still, you halve the closure rate so you get a few extra shots to land a hit. go for the reactor; if you take out their reactor, they cant pulse anymore. hitting the engine will still leave the cap and shields powered, so if they drift into range they might hit the button and take you out with them. i would suggest using shield adjust front heavy or extreme to give you a little extra protection in case your target lands some blaster hits, but usualy they are much more concered about making it to you alive to use the pulse and will be jinking instead of gunning for you.
Scyk vs ...
Dunelizard vs ...
Kimogila vs ...
Khiraxz (sp?) vs ...
Salco: The Kihraxz (correct spelling!) is a beautiful little ship. At 40k mass, it won't be winning any weight-lifting competitions, but it can fly circles around just about anything else. The maneuverability of this ship will be key, due to the fact that the equipment on the ship will be suffering. You'll want the fastest, highest YPR engine you can reasonably put into it. Have a hotkey set up to adjust your throttle to the proper speed to get maximum maneuverability. While in combat, MOVE! Make the ship dance like a Mexican jumping bean. The only way that ship will survive is through mobility. If someone gets on your tail, hit that speed-adjust hotkey and get out of the way; the thing about the Kihraxz is that, because it has such high maneuverability, it's not so unconcievable for it to actually be able to maneuver out of the way. It is, in fact, more maneuverable than an A-Wing or a TIE Interceptor/TIE Advanced. Straight-lining will not work with this ship; squeeze off a few shots, and then get moving. That's all there is to it.
Ixiyen (sp?) vs ...
Rihkxyrk (damn your ships have tough names) vs ...
Krayt vs ...
Votiva: PvP for the Krayt, just some things that I've picked up flying mine on Ahazi. First of all you have alot of space to work with, so use it. Don't be afraid to use the biggest shields you can find (and drop the armor, you won't need it) and put in a cap with alot of spare energy for C2S. Keep in mind at all times that 90% of the ships you'll be flying against can and will be more manuverable/have better acceleration than you, so getting into a turning battle isn't the best of idea's, but is possible with a good engine. But this brings me to the biggest advantage you have (and this also works for Y's and Aggressors).
Turret, turret, turret.
Thanks to this little gem you give an opponent even fewer area's they can try to attack you from without risking an attack, so feel free to put your biggest, nastiest gun there (I know I do) and focus not on getting an enemy in your crosshairs, instead focus more on not exposing your belly and giving your gunner a clean shot. This is where turning battles come into your favor, because you have more of a chance to hit your enemy. The key to this though is having a co-pilot who works well with you, and is able to anticipate how you fly, so practice makes perfect (pve can help here alot)
Also remember that epulse can be usefull at times, so don't forget it. And also never forget another little trick that you have, the often overlooked and scorned pirate trap. Remember this isn't bstrike and should be never used as such, it's not something to be used to attack with ever. Instead use it as a smoke screan. Having so many targets show up at once and start attacking can throw off some pilots (and yes this is a bit of a dirty trick) even cause a second or two of lag for those who are on lower end systems, and as anyone can tell you one or two seconds can save your life. Use pirate trap (and bstrike for you imps out there) to throw off your opponents, and use the momentary confusion to either sneek up on them or to slip away.
Firespray vs ...
Multiplayer ships vs ...
Halyn: Well, teamwork's always good. Teamwork + ambushes = better. Simply put, if you can, get a couple of enemy fighter pilots to trail you. Keep them back about 600 meters so they can't quite hti you, but you're tantalizing close. Then get a declared friend to do a head-to-head with you. More than likely your trailers won't see the new pilot coming until at least of them is vaped.
Message Edited by Kitten_Starsider on 04-27-2005 06:53 PM