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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Realspace Combat - Choosing a Ship<br />

As of the recent ship modifications by each of the factions, there are massive varieties of ships that are<br />

viable in realspace. Which one you choose depends upon the way you fly, and what skills you want to<br />

learn. In general, for pure effectiveness, you obviously want to pick the ships that match your skill set.<br />

For pilots with relatively poor aim and good evasives/combat mentality, pick light ships (LFs, MFs).<br />

Good all-rounders will probably prefer Fs or MFs. For the hit-em-hard people, who aren't necessarily<br />

the best tactical thinkers/evaders, you will do best in Fs, HFs, or bombers, which maximise the<br />

effectiveness of your aiming skill.<br />

For the purposes of self education on how to PvP, I would recommend:<br />

Quants: Typhoon. The best educational ship in the game. Hell on beginners, deadly in the hands of an<br />

expert. It's unforgiving, but it teaches you all the right moves.<br />

Octs: Chiroptean. The Nix/Dragon encourage a few too many bad habits, and the raven underemphasises<br />

aim. It flies like a mini-phoon, but it is a little more forgiving.<br />

Sols: Interceptor, Intensity. I'd recommend a mix of these two ships. The ceptor under-emphasises the<br />

importance of aim, but the tensy can encourage a few bad habits (the so-called "spam and flee").<br />

Realspace Combat - Situational Awareness<br />

One of the most important abilities in RS combat is situational awareness. This involves keeping as<br />

accurate a picture of where enemies are, where friends are, where objects are, and how the battle is<br />

progressing in your head. You should always have time to think during a battle - as more skills become<br />

automatic, you will probably find that your situational awareness picks up.<br />

Radar: The ability to read the radar and track enemies on it, and their position relative to you and your<br />

friends is very useful. I'd suggest cycling your radar down to something below 10k, to make it easier to<br />

read. If you're a fleet leader you may well wish to keep the range up to retain a better overall picture of<br />

the battle.<br />

Target Cycling: Whenever you get the chance, cycle targets. Take a look and see if you're a long way<br />

from the rest of the fleet, see if any enemies are pointing right towards you (indicating that they may be<br />

coming for you). See if there are any good targets around. I tend to cycle targets whenever I am<br />

chasing someone that I am not in range of, when I'm out of range while going evasive, and often when<br />

I am shooting at something large that isn't shooting back (top side of a phoon, for example).<br />

Targeting: Many factors control targets that you select (in no particular order).<br />

• Proximity: You will reach a closer target faster, and hence be causing damage quicker and<br />

reducing 'useless' flight time.<br />

• Damage: Already damaged targets are more likely to already be down on flashfires, and are<br />

closer to death - increasing the chance that you will down them before they make it away.<br />

• Friends: Your target may be causing your friends trouble. If you pull an enemy off a friendly<br />

pilot, you obviously help your fleet. Best targets are often those that are busy engaging one of<br />

your friends - particularly if your friend is firing back. When you shoot at them, not only will you<br />

be helping your friend take less damage, but the enemy may not realise, at least initially, that<br />

they are taking damage from multiple sources - and will probably take significant damage<br />

before running.<br />

• Enemy ship type: You will want to engage, in general, ships that are capable of dealing a lot<br />

of damage before others. This is not a hard and fast rule - because the Dragon, for example,<br />

is so poor at chasing and has such high DA that it is often not the best first target.<br />

Z-8<br />

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