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 Post subject: Flight Techniques
PostPosted: Thu Jul 15, 2010 4:00 pm 

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Well, this board is called Flight school, is it not?...

What's your favorite technique for getting out of a 'following loop' (two planes infinitely circling) when your opponent is:

1) less maneuverable than you
2) evenly matched (i.e. speed and turning radius)
3) more maneuverable than you

Assuming relatively evenly matched firepower / gun arcs. And remember: this is flight school! elaborate a bit for the sake of Skyrate newcomers.

(Also, feel free to post your own 'flight technique' questions!)


Last edited by finalfunk on Thu Jul 15, 2010 4:12 pm, edited 1 time in total.

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 Post subject: Re: Flight Techniques
PostPosted: Thu Jul 15, 2010 4:07 pm 
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Countercircling.


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 Post subject: Re: Flight Techniques
PostPosted: Thu Jul 15, 2010 6:57 pm 
Flirt

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Drop speed fast, wait for it to get a little bit off to one side, then Afterburn to smack 'im with a few arcs.

EDIT: Whoa, somebody added my avvie from Phe into Skycust! Thank you, Mystery Benefactor!

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 Post subject: Re: Flight Techniques
PostPosted: Fri Jul 16, 2010 1:08 pm 

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OK. Feel free to continue offering answers to the first question.

Second question:

When facing a crowd head on, do you:
1) barrel roll and dive right in?
2) attempt to turn (gradually? 90 deg maneuver? 180?) and get to safety
3) other?


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 Post subject: Re: Flight Techniques
PostPosted: Fri Jul 16, 2010 1:30 pm 
Smashing Pumpkins

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finalfunk wrote:
When facing a crowd head on, do you:

Charge! (Assuming the crowd doesn't include mines, platforms, or rings.) Of course, it helps to have 11 armor and 27 armor class when you do this. And 4 flaks to make them regret clustering together like that.

If I wasn't flying a tank, then I'd run away and try to pick them off one by one. Having a rear-facing long arm is very useful for this, otherwise circle back on any that get separated from the rest.

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 Post subject: Re: Flight Techniques
PostPosted: Mon Jul 19, 2010 10:11 am 
Flying Left

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Fisher pilot, sometimes geared for war, others geared for cargo. Four MGs and a tail LA.

finalfunk wrote:
Well, this board is called Flight school, is it not?...

What's your favorite technique for getting out of a 'following loop' (two planes infinitely circling) when your opponent is:

1) less maneuverable than you
2) evenly matched (i.e. speed and turning radius)
3) more maneuverable than you

Assuming relatively evenly matched firepower / gun arcs. And remember: this is flight school! elaborate a bit for the sake of Skyrate newcomers.

(Also, feel free to post your own 'flight technique' questions!)


Counterturn or g-turn as needed. Fisher needs to 'hip-check' other planes

finalfunk wrote:
OK. Feel free to continue offering answers to the first question.

Second question:

When facing a crowd head on, do you:
1) barrel roll and dive right in?
2) attempt to turn (gradually? 90 deg maneuver? 180?) and get to safety
3) other?


Armored and no mines? Airbrake on top of them. (True only for 2.5, suicide in 2.4-previous.)

Built for speed or cargo? g-turn 45 degrees or so and strafe as I pass with all them side guns.

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 Post subject: Re: Flight Techniques
PostPosted: Thu Jul 22, 2010 10:55 pm 

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question 3)

How do dogfighting tactics change when moving from forward arc(s) only to A) rear arc(s) B) forward and rear arcs? (i.e. how can one best leverage the rear arcs?)


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 Post subject: Re: Flight Techniques
PostPosted: Fri Jul 23, 2010 12:45 am 
Flirt

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Forward arcs-only, the tactic is to get behind the target and blow 'em up. With front/rear arcs, you can get behind people or pull ahead.

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 Post subject: Re: Flight Techniques
PostPosted: Fri Jul 23, 2010 1:36 am 
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With rear arcs especially, it's a good idea to outrange your opponent.


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 Post subject: Re: Flight Techniques
PostPosted: Fri Jul 23, 2010 3:21 pm 

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Question 4)
What are the most useful combat techniques to unlock early in the game? why?


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 Post subject: Re: Flight Techniques
PostPosted: Fri Jul 23, 2010 3:55 pm 
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Unlock Airbrake and Afterburner, as soon as you can spare the FP from more important skills like Flight License and Cartography.

I try to spend my CP on the Trinity+1 of Precision Fire, Eagle Eye, Crack Shot, and Gumption. But I can usually spare a few for unlocking Barrel Roll and Loop, unless I'm only flying trade planes.

Airbrake and Afterburner are vital for controlling your throttle, especially early in the game when acceleration is hard to come by. With them and Gumption, you can match speed with a faster or slower plane for a little while.

Barrel Roll is useful in any non-trader at least as fast as a Valkyrie, for avoiding damage when you have to fly through arcs, until you get high-tier perfs with really low silhouette.

Loop is good at attacking people who are behind you. Under certain circumstances, it can work better than Airbrake for fighting slow planes. Also, it leaves you at high speed for an escape, but you can Loop again right after if you're not done.


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 Post subject: Re: Flight Techniques
PostPosted: Fri Jul 23, 2010 6:47 pm 
Flying Left

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Eskay wrote:
Loop is good at attacking people who are behind you. Under certain circumstances, it can work better than Airbrake for fighting slow planes. Also, it leaves you at high speed for an escape, but you can Loop again right after if you're not done.


This.

Plus modification/clarification/specific use:
Loop is especially good in the lower ties for combating blimps. Careful pacing and placing yourself with a blimp in chase you can loop-snipe them all day if you need to.

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 Post subject: Re: Flight Techniques
PostPosted: Mon Jul 26, 2010 5:57 am 

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Thanks for the excellent answers to that last one!

Question 5) Are there any combat skills that aren't worth the points, or not worth it until later in the game?


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 Post subject: Re: Flight Techniques
PostPosted: Mon Jul 26, 2010 11:03 am 
Smashing Pumpkins

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finalfunk wrote:
Question 5) Are there any combat skills that aren't worth the points, or not worth it until later in the game?

Smuggling is currently worthless. Combat Infamy should be used with care; you can't change your mind later. Leadership doesn't seem to give much benefit for its price. And I start with only one level in each maneuver, since I don't use them very much.

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 Post subject: Re: Flight Techniques
PostPosted: Tue Jul 27, 2010 8:14 am 
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Kalin wrote:
And I start with only one level in each maneuver, since I don't use them very much.
It is my understanding that the AutoResolver (for all its faults - which are many) DOES take into consideration the skill points you have invested in Maneuvers.
So... I wouldn't necessarily put them at the bottom of your list.


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 Post subject: Re: Flight Techniques
PostPosted: Tue Aug 10, 2010 12:50 pm 

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Question 6) Is it worth buying upgrades / upgrading guns on Tier 1 or Tier 2 craft, or is it better to just save your money and chase after a new plane in the next tier?


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 Post subject: Re: Flight Techniques
PostPosted: Tue Aug 10, 2010 12:58 pm 

Joined: Sat Jun 26, 2010 10:28 pm
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finalfunk wrote:
OK. Feel free to continue offering answers to the first question.

Second question:

When facing a crowd head on, do you:
1) barrel roll and dive right in?
2) attempt to turn (gradually? 90 deg maneuver? 180?) and get to safety
3) other?

As I'm currently in a Leviathan, my tactic with a crowd is to turn and show them a broadside if I'm in front of them. Otherwise, charge in and crush them. I mean, my Armor is 13, with an AC of 20, so I rarely have any issues on that front. Mostly what Kalin said.

As for combat techniques, I went for the trinity, and at least one rank in each maneuver, with Gumption currently at 4. Upgrade how you like from there. I skipped Combat Infamy, as I'm a trader mostly, and so a low combat rating is better for me.

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 Post subject: Re: Flight Techniques
PostPosted: Tue Aug 10, 2010 1:54 pm 
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finalfunk wrote:
Question 6) Is it worth buying upgrades / upgrading guns on Tier 1 or Tier 2 craft, or is it better to just save your money and chase after a new plane in the next tier?


Never spend more on guns/upgrades for a plane than you would buying your next plane. Especially in Tiers 1 and 2 that means don't buy any guns and buy only very few/cheap upgrades. By Tier 4 you can certainly be thinking of upgrades and guns.


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 Post subject: Re: Flight Techniques
PostPosted: Tue Aug 10, 2010 2:19 pm 
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The above advice is slightly less relevant than it once was. While the sentiment is still sound, you now keep your upgrades across planes making it a little bit less of a waste spending on upgrades for low tier planes.

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 Post subject: Re: Flight Techniques
PostPosted: Tue Aug 10, 2010 2:59 pm 
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If the upgrade for a T2 costs more than a T3, I think you'll be better served by buying the T3 and then the upgrade than by buying the upgrade and then the T3. But reasonable disagreement is possible.

You don't keep guns. Never ever buy a set of guns that costs more than your next plane.


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