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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Duelling - Maneuvering<br />

This topic focuses on approaches used in a duel, and manoeuvring during the duel. It is suggested<br />

that you read the following subsections:<br />

File List<br />

>Turning<br />

>Approaches<br />

>Choosing Approaches/Turning Method<br />

Laser/Ion vs Laser/Ion: Because the percentage of hits in laser/ion combat is so high, the most<br />

important thing is to keep hitting your enemy. This means that unless you do it on the flashfire, do not<br />

turn away from your enemy where possible.<br />

Laser/Ion vs Ammo/Mortars/Novas: Against the higher damage slow weapons, it is important to put<br />

the enemy in a position such that they will have trouble hitting you. This means that you may find it<br />

beneficial, once you have made the initial contact, to adjust your vector while in the effective range of<br />

the enemy's weapons. If possible, try to do it while they are turning and not hitting you to decrease the<br />

amount of time you spend with your easier to hit faces under their guns.<br />

Duelling - Maneuvering - Turning<br />

There are three methods for turning during a duel.<br />

Pitch: The most common. Use the up-down motion of your mouse/stick. It doesn't provide the speed<br />

of turning of diag-turning, but generally presents a small profile to the enemy, along with ease of<br />

aiming.<br />

Yaw: In most circumstances, do not use yaw (left/right) turning. This will, with most ship profiles, allow<br />

your target a huge margin of error for hitting you.<br />

Diag-Turning: Diag-Turning involves using both axis of the stick to rotate. This makes it harder to aim,<br />

but increases your speed of rotation. Commonly used by turn-rate impaired ships such as the Dragon,<br />

Intensity, and Barracuda.<br />

Duelling - Maneuvering - Approaches<br />

There are various approaches used to a duel. The common ones are discussed here.<br />

Joust: Very straightforward, and the approach everyone started out with. Simply head straight towards<br />

your enemy.<br />

Circle: The standard circle. Assuming a starting distance of 5+k from your oppenent, point your nose<br />

at an angle to your opponent (holding them at the top of your screen is a reasonable guideline),<br />

accelerate, and bring your nose up up to face them between 3 and 4k range. If necessary, cut throttle<br />

to bring the nose up rapidly; this will give you time to draw a bead on your target prior to commencing<br />

firing. If your opponent does the same in the opposite direction, you will usually end up in a gradually<br />

tightening circle (spiral), between 800 and 1.4k range.<br />

Z-4<br />

104

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