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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Duelling - Aim<br />

Aim cannot be taught particularly easily. It is largely a skill that can only be learned through practise,<br />

but there are a few things to bear in mind. Firstly, remember to always have your deadzone set to 0 -<br />

Your ship's implementation of deadzones is poor at best. Make sure that your technicians have<br />

installed a high quality stick to enable precise control.<br />

Try to make sure that any buttons that will be pressed all/much of the time (excepting the trigger) are<br />

not on the shaft of the stick. If you are constantly pressing a thumb button while aiming you may find<br />

that it detracts from your aim. My button setup on my FF2 goes like this (NB the hat is 8 way, but I find<br />

that I cannot use all 8 functions precisely enough to prevent errors):<br />

Hat left: Nearest target<br />

Hat right: Last aggressor<br />

Hat up: Target cycle up<br />

Hat down: Target cycle down<br />

1: (Trigger) Fire main weapons.<br />

2: (Big thumb button) Jump<br />

3: (Left thumb button) Brakes<br />

4: (Right thumb button) Teamspeak transmit<br />

5: AB<br />

6: Missile<br />

7: Flashfire<br />

8: Target under reticle<br />

Capacitors: Cap choice can affect aim to a significant degree. Most pilots find it harder to get a nearperfect<br />

aim using gatling fire. Volley fire, as well as enhancing aim, offers the benefit of increased<br />

damage. This is due to the damage of the initial volley. At any point except the moment at which all<br />

guns in the gatling have fired, gatling fire will have done less damage. Note that as the number of<br />

shots taken in a single engagement increase, the significance of this advantage (percentage-wise)<br />

decreases. If you are taking lots of break-shots, where contact time is very short, the advantage is<br />

significant, however. As a further point, this advantage is enhanced by low RoF weapons such as<br />

Vantages and Injustices.<br />

Z-3<br />

103

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