Combat: Difference between revisions
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| image = ATR unit 2.png | | image = ATR unit 2.png | ||
| risk = High | | risk = High | ||
| reward = | | reward = Medium | ||
| timeinvestment = Medium | | timeinvestment = Medium | ||
| suggestedships = [[Alliance Chieftain]]; [[Cobra MkIII]]; [[Eagle MkII]]; [[Fer-de-Lance]]; [[Federal Corvette]]; [[Federal Assault Ship]]; [[Mamba]]; [[Python]]; [[Viper MkIII]]; [[Vulture]]; [[Krait MkII]] | | suggestedships = [[Alliance Chieftain]]; [[Cobra MkIII]]; [[Eagle MkII]]; [[Fer-de-Lance]]; [[Federal Corvette]]; [[Federal Assault Ship]]; [[Mamba]]; [[Python]]; [[Viper MkIII]]; [[Vulture]]; [[Krait MkII]] | ||
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== Combat Tips == | == Combat Tips == | ||
Learning to use [[thrusters]], keeping | Learning to use [[thrusters]], keeping the throttle in the blue, situational awareness, good pip control and learning to anticipate rather than react to a target's actions are more valuable skills and habits than learning how to fly with [[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 === | ||
[[Flight Assist]] is one tool of many and not the most essential one. It allows | [[Flight Assist]] (FA) is one tool of many and not the most essential one. It allows pilots to make sharper turns and more agile movements, but there are more important things to learn.<ref name=":0" /> | ||
While it | While it is a non issue in very fast-turning ships, Flight Assist is essential for more boom and zoom style combat where the attacker needs to turn and gain distance at the same time so that the bad pitch rate is less of an issue. Without mastering FA-off, even something small like an [[Eagle MkII]] can be troublesome when flying with a sluggish ship if it is equipped with nothing but gimballed weapons.<ref name=":0" /> | ||
=== Pip Management === | === Pip Management === | ||
Pip management (SYS, ENG, and WEP power management) is an essential skill. Know when energy is needed in [[shield]]s and when it is safe or advantageous to divert it elsewhere. Assign macros if possible, such as by using the two 4-ways on a HOTAS to quickly switch pip settings. When fighting several enemies at the same time, keeping SYS at a full four pips at all times might be the way to go, but when fighting just one or two enemies, performance can be noticeably improved by using that energy elsewhere.<ref name=":0" /> | |||
=== Thrusters === | === Thrusters and Utilities === | ||
Using vertical [[thrusters]] properly can also be very helpful. They can make a substantial difference when trying to stay out of an enemy's frontal view and thus to avoid incoming damage, while still keeping [[weapons]] on target. Also know how to use the throttle's blue zone, and when to leave it and when to return to it.<ref name=":0" /> | |||
Mastering the [[Chaff Launcher]], [[Shield Cell Bank]], and [[Heatsink Launcher]] can also mean the difference between victory and defeat.<ref name=":0" /> | |||
=== Practice === | |||
It is recommended take a small [[ship]], such as a [[Viper MkIII]] or [[Imperial Courier]], and use it to practice combat and gain practical experience before tackling larger targets and bounty hunting for profit. Learning how to avoid mistakes in a cheaper ship can help a pilot to avoid mistakes in a more expensive one and pay for them at the rebuy screen. This can also help when flying larger ships, since pilots who start learning combat in larger ships tend to rely on their shields and firepower alone to overwhelm a target, and have no experience in avoiding incoming damage. This can be fatal in battles against well-armed fores.<ref name=":0" /> | |||
== Ranks and experience == | == Ranks and experience == | ||
{{Quote|Combat works slightly differently, this is done on the number of kills, but the points you get for each kill are based on the combat rank of the target relative to your combat rank so if you are harmless and kill an Elite ship you will get a large number of points, for example, if you are Deadly and kill a ship below Expert you will not get any.|Unnamed developer<ref>[https://forums.frontier.co.uk/showthread.php?t=167367 Answers from the devs #2]</ref>}} | {{Quote|Combat works slightly differently, this is done on the number of kills, but the points you get for each kill are based on the combat rank of the target relative to your combat rank so if you are harmless and kill an Elite ship you will get a large number of points, for example, if you are Deadly and kill a ship below Expert you will not get any.|Unnamed developer<ref>[https://forums.frontier.co.uk/showthread.php?t=167367 Answers from the devs #2]</ref>}} | ||
This table | This table below lists the amount of experience points towards Combat rank is earned depending on the Combat rank of targeted ships. | ||
{| class="article-table" style="font-size:75%;" | {| class="article-table" style="font-size:75%;" | ||
|+See the chart for a visual explanation of how rank progression works:<ref>[https://forums.frontier.co.uk/showthread.php?t=171025 Answers from the Devs #3]</ref> | |+See the chart for a visual explanation of how rank progression works:<ref>[https://forums.frontier.co.uk/showthread.php?t=171025 Answers from the Devs #3]</ref> | ||
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==Notes== | ==Notes== | ||
*It takes approximately | *It takes approximately 2,225 experience points to go from Deadly to Elite Combat ranking. This equals 1,780 Elite kills, or approximately 2,400 kills based on a more average distribution of ships.<ref>[https://1drv.ms/x/s!Ar0FSkyFAeo_l_sqLZ_kByyQHSFerA Statistics collected by CMDR Remy Monsen]</ref> | ||
*If a player has crew members (including AI crew members), combat experience points will be split | *If a player has crew members (including AI crew members), combat experience points will be evenly split between them. Having one AI crew member roughly halves the experience points gained, doubling the number of kills required in order to rank up. | ||
* | *Fighting [[Thargoid Interceptor]]s requires the use of specific weapons that deal Anti-Xeno damage, as Interceptors have special resistances. [[Thargoid Scout]]s can be damaged normally with any weapon. | ||
* | *Thargoid Scouts are Elite-rated, making hunting them an efficient method of increasing Combat ranking. | ||
== See also == | == See also == | ||
Revision as of 00:44, 16 October 2019
Template:RoleInfobox 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 Hardpoints 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 Wing, or in Multicrew.
Combat Tips
Learning to use thrusters, keeping the throttle in the blue, situational awareness, good pip control and learning to anticipate rather than react to a target's actions are more valuable skills and habits than learning how to fly with Flight Assist off.[1]
Flight Assist
Flight Assist (FA) is one tool of many and not the most essential one. It allows pilots to make sharper turns and more agile movements, but there are more important things to learn.[1]
While it is a non issue in very fast-turning ships, Flight Assist is essential for more boom and zoom style combat where the attacker needs to turn and gain distance at the same time so that the bad pitch rate is less of an issue. Without mastering FA-off, even something small like an Eagle MkII can be troublesome when flying with a sluggish ship if it is equipped with nothing but gimballed weapons.[1]
Pip Management
Pip management (SYS, ENG, and WEP power management) is an essential skill. Know when energy is needed in shields and when it is safe or advantageous to divert it elsewhere. Assign macros if possible, such as by using the two 4-ways on a HOTAS to quickly switch pip settings. When fighting several enemies at the same time, keeping SYS at a full four pips at all times might be the way to go, but when fighting just one or two enemies, performance can be noticeably improved by using that energy elsewhere.[1]
Thrusters and Utilities
Using vertical thrusters properly can also be very helpful. They can make a substantial difference when trying to stay out of an enemy's frontal view and thus to avoid incoming damage, while still keeping weapons on target. Also know how to use the throttle's blue zone, and when to leave it and when to return to it.[1]
Mastering the Chaff Launcher, Shield Cell Bank, and Heatsink Launcher can also mean the difference between victory and defeat.[1]
Practice
It is recommended take a small ship, such as a Viper MkIII or Imperial Courier, and use it to practice combat and gain practical experience before tackling larger targets and bounty hunting for profit. Learning how to avoid mistakes in a cheaper ship can help a pilot to avoid mistakes in a more expensive one and pay for them at the rebuy screen. This can also help when flying larger ships, since pilots who start learning combat in larger ships tend to rely on their shields and firepower alone to overwhelm a target, and have no experience in avoiding incoming damage. This can be fatal in battles against well-armed fores.[1]
Ranks and experience
Template:Quote This table below lists the amount of experience points towards Combat rank is earned depending on the Combat rank of targeted ships.
| Target Rank | Player Rank | |||||||
|---|---|---|---|---|---|---|---|---|
| Harmless | Mostly Harmless | Novice | Competent | Expert | Master | Dangerous | Deadly | |
| Harmless | 1.00 | 0.75 | 0.5 | 0.25 | 0 | 0 | 0 | 0 |
| Mostly Harmless | 1.25 | 1.00 | 0.75 | 0.5 | 0.25 | 0 | 0 | 0 |
| Novice | 1.50 | 1.25 | 1.00 | 0.75 | 0.5 | 0.25 | 0 | 0 |
| Competent | 1.75 | 1.50 | 1.25 | 1.00 | 0.75 | 0.5 | 0.25 | 0 |
| Expert | 2.00 | 1.75 | 1.50 | 1.25 | 1.00 | 0.75 | 0.5 | 0.25 |
| Master | 2.25 | 2.00 | 1.75 | 1.50 | 1.25 | 1.00 | 0.75 | 0.5 |
| Dangerous | 2.50 | 2.25 | 2.00 | 1.75 | 1.50 | 1.25 | 1.00 | 0.75 |
| Deadly | 2.75 | 2.50 | 2.25 | 2.00 | 1.75 | 1.50 | 1.25 | 1.00 |
| Elite | 3 | 2.75 | 2.50 | 2.25 | 2.00 | 1.75 | 1.50 | 1.25 |
Notes
- It takes approximately 2,225 experience points to go from Deadly to Elite Combat ranking. This equals 1,780 Elite kills, or approximately 2,400 kills based on a more average distribution of ships.[3]
- If a player has crew members (including AI crew members), combat experience points will be evenly split between them. Having one AI crew member roughly halves the experience points gained, doubling the number of kills required in order to rank up.
- Fighting Thargoid Interceptors requires the use of specific weapons that deal Anti-Xeno damage, as Interceptors have special resistances. Thargoid Scouts can be damaged normally with any weapon.
- Thargoid Scouts are Elite-rated, making hunting them an efficient method of increasing Combat ranking.