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THE JUMPGATE DEFINITIVE GUIDE - Tripod

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Realspace Combat - Other Tricks<br />

Veteran pilots will have a whole host of tricks which they can use to gain an advantage. The files below<br />

describe just a few of them.<br />

Realspace Combat - Other Tricks - No Duelist<br />

Running no duelist usually takes an extreme amount of practise, but it can often be worth it if you are a<br />

highly targeted pilot. Aside from those very few who can aim as well without as they can with, I<br />

wouldn't recommend this for the average pilot. If you wish to use no duelist, this is what I've picked up<br />

from the experts to help you practise.<br />

Do: Practise forever in the sim. Get involved in sim wars when you can to practise off-angle shots. If<br />

you really want to do it, expect many hours simming.<br />

Don't: Expect to aim quite as well as you will with duelist. It may well never happen. You just have to<br />

judge whether it's worth it.<br />

Don't: Rely on jousting/mini jousts. Most of the no duelist pilots I've seen try to go for circle breaks, to<br />

minimise the vector. This is really, really dangerous in any ship with a large missile hitbox. Practise to<br />

the point that you can hit on large deflection angles - in realspace fights you will have to do this<br />

anyway. If you can't there's no point going no duelist.<br />

Don't: FF-[bleep] when simming no duelist. If you do, you're only providing a crutch for yourself that<br />

you won't perform as well in RS.<br />

Realspace Combat - Other Tricks - Quick Docking<br />

An invaluable skill. The quick dock is performed by flashfiring in, and usually involves stopping as<br />

close to the docking tube as possible (the closer you get, the harder it is to perform), and a quick burst<br />

of speed to perform the dock. I'd suggest this as useful to any combat pilot who likes to fight the gank.<br />

It takes a lot of boring practise, but it's worth it. Particularly with TRI's new POS initiative, it's hard to<br />

under-emphasise the importance of this skill.<br />

Realspace Combat - Other Tricks - Dive Bombing<br />

The ability to hit other pilots with nukes or torps. Not a skill I've ever mastered, so I'm not really in a<br />

position to teach, but it is clearly useful to those who know it. The basic technique is: Line up the<br />

enemy extremely carefully. Turn towards them, and fly straight for them. Release the torps or nukes at<br />

(your speed + enemy speed + (200 to 500) range. If you release before that, they will evade them, if<br />

you release after they will not arm and do only kinetic damage (missiles have a 1 second arming<br />

period).<br />

Other techniques include nuke 'mining'. If you're running gate to gate from someone, target the gate<br />

you're heading to. Preferably as the enemy flashfires towards your ship, release the nuke. It will, due<br />

to its lack of thrust, slowly fall behind your ship. If the ship behind you is not paying attention (they get<br />

no missile warning), they will get hit and blow up in a very pretty fashion. Even if they are paying<br />

attention, they have to juke to avoid the missile - which may give you just the edge you need to<br />

escape.<br />

Z-13<br />

113

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