Combat: Difference between revisions
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'''Combat''' is one of the three archetypal pilot [[roles]] recognized by the [[Pilots Federation]]. Combat encompasses multiple sub-roles, such as [[Assassin]], [[Bounty Hunter]], [[Mercenary]], and [[Pirate]]. Increasing Combat rank requires destroying other [[Ships]], and defeating pilots with higher Combat ranks rewards a greater amount of experience. Combat pilots use [[Hardpoint]]s equipped with weapons to disable a target's shield, and then deal damage to the hull until the target is destroyed. Combat can be experienced alone, in a [[Wings|Wing]], or in [[Multicrew]]. | '''Combat''' is one of the three archetypal pilot [[roles]] recognized by the [[Pilots Federation]]. Combat encompasses multiple sub-roles, such as [[Assassin]], [[Bounty Hunter]], [[Mercenary]], and [[Pirate]]. Increasing Combat rank requires destroying other [[Ships]], and defeating pilots with higher Combat ranks rewards a greater amount of experience. Combat pilots use [[Hardpoint]]s equipped with weapons to disable a target's shield, and then deal damage to the hull until the target is destroyed. Combat can be experienced alone, in a [[Wings|Wing]], or in [[Multicrew]]. | ||
== Combat Tips == | |||
Learning to use [[thrusters]], keeping your throttle in the blue, situational awareness, good pip control and learning to anticipate rather than react to your targets actions are more valuable than Flight Assist off.<ref name=":0">https://forums.frontier.co.uk/showthread.php/459810-Is-FA-off-the-answer-for-combat-flying/page4</ref> | |||
=== Flight Assist === | |||
[[Flight Assist]] is one tool of many and not the most essential one. It allows you to make sharper turns which you couldn't have done without it, but there are more important things to learn.<ref name=":0" /> | |||
While it's a non issue in very fast turning ships, Flight Assist (FA) is essential for more boom and zoom style ones where you need to turn and gain distance at the same time so that you're worse pitch rate is less of an issue. Without mastering FA-off, even something small like an [[Eagle]] can be a real pain to deal with when flying with a sluggish ship with an all gimballed setup.<ref name=":0" /> You can set FA Off on Hold for a handy button on the throttle. It can be used for drift/strafe, boost turns etc. | |||
=== Pip Management === | |||
The most essential one is pip management (systems, engine and [[weapons]] power management). Know when you need energy in [[shield|shields]] and when you can afford to put it elsewhere. If you have a tool which allows you to assign macros, make some. For example use the two 4-ways on a HOTAS to quickly switch pip settings. However, while macros are helpful, the essential thing is to learn and know, when you can put power to weapons, when you should put them to engines and when you absolutely need them in systems. When fighting several enemies at the same time, permanent 4 pips in systems might be the way to go, but when fighting just one or two enemies, you can noticeably improve your performance by having energy elsewhere.<ref name=":0" /> | |||
=== Thrusters === | |||
About as important is to learn to use vertical [[thrusters]]. They can make substantial difference when trying to stay out of an enemies frontal view and thus to avoid incoming damage, while still keeping your [[weapons]] on target. Connected to that, know how to use the blue zone, when to leave it and when to return to it.<ref name=":0" /> | |||
=== Chaff, Shield Cell Banks, Heat Sinks === | |||
After that, also know when to use [[chaff]], when to use your [[Shield Cell Bank|shield cell banks]], [[Heat Sink Launcher|heat sinks]] etc.<ref name=":0" /> | |||
All in all, it's very much a matter of training and experience. You should take a small [[ship]], e.g. any kind of [[Eagle]] or [[Viper]] or the [[Imperial Courier]] and go fighting. Everybody makes mistakes when learning to fight. Mistakes usually are paid for at the rebuy screen. Thus learning in a cheaper ship is advantageous.<ref name=":0" /> | |||
As a side-note, people who learned to fight in smaller ships generally are also better [[pilot|pilots]] when going for bigger ships. People who started learning in big ship often just learned to rely on [[shield|shields]] and firepower to overwhelm the enemy. People who learned in small ships usually are better on the defensive side. This is all generally speaking. There are great pilots who started in big ships and people who started in small ships and just never learned.<ref name=":0" /> | |||
== Ranks and experience == | == Ranks and experience == | ||