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Dogfighting Basics: Guide by Dantes (tb3) Organized By:
Intro: Advice About Biomechanics and Implementing its Lessons in Netrek Are you an analytical type? Then you'll want maybe to read this article. How to Grow a Super Athlete: If not, here's the basic advice: if you want to get good at a physical activity:
So what does this mean? Here's my advice.
All of the above saying: a netrek dogfight at its highest levels is a very click and button-intensive thing. And you don't ever get to learn how to do this unless you practice doing the same mouse and key-work. Good dogfighting is very useful to your team. And very fun.
Doing Damage & The Core of Dogfighting A. Unpreventable Damage The core principle is obvious. Do damage, and avoid damage yourself. Knowing when NOT to avoid damage is part of being clueful, but that's another discussion. Here we're talking about:
Keymap / Setting Up Your System An almost sinfully bad part of netrek has to do with the default keymap that comes on clients these days. It's just... bad. Fortunately, everyone these days has a text editor (Notepad or Wordpad for the Windows folks) and a manual on how to configure your client that comes with the download. Basically open up the netrekrc file (.xtrekrc for Unix variants, do your edits and save without renaming the file. Here is what you should consider. Keys Important to Dogfighting: Primary Level Of importance / Prioritize:
Comments for Beginners on Movement & Weapons
Maneuvering and Positioning Tactics As such, consider this - a pick & roll is an effective basketball maneuver for helping another player to approach the basket. It works in Netrek as well. You don't always need to blow someone up to be tactically very effective. Next, realize the value of being where someone else wants to be. Try getting in the way of where enemies will have to fly in order to make plays. Get in the middle, and then you can engage in delaying tactics, including buttorping. I must repeat - positioning and situation have a high impact on the best choice of dogfighting maneuvers. As you become more experienced, your objectives will have an ever greater impact upon your methods. How to use Tractor/Pressor Tractor and Pressor are easy to slip into a routine. If you hit the tractor or pressor key, it affects the ship that is closest to your cursor. This means that while you have to pay some attention to where your cursor is, you don't need precision. Tractor is useful when you want to pull the ships together. You might want to pull the enemy into stray torps, or pull them in for an agressive (and more damaging) phaser shot, or to pull yourself out of the line of stray torps. Pressor is extremely effective for dodge. You push the other ship away. Like when they are charging at you. Or when you need just a slight fraction of a centimeter more space to dodge their torps. You can also push someone into or away from torps with it. Used together, they can be extremely effective. And yo-yoing your opponent is a very good way to throw them off. It's absolutely great when you can do this without getting thrown off, yourself. How to use Torps I've already discussed torps in part. The cloud is the solution 60-80% of the time --- try to hit a few torps but not all of them. Wiggle the mouse a little bit. Make sure there's a line in your netrekrc file that says continuousMouse: on. See below --- a cloud is hard to dodge.
But you can also do a lot of good with half size clouds. Think of it this way: You can have some fun sending a few torps to where someone is heading, THEN send a few to where you think they'll dodge to. And you You have more fun when you see people doing familiar patterns, especially high warp speed patterns.
How to use Phasers Phasers are an aggressive weapon that is impossible to dodge.Phasers are an aggressive weapon. The closer you are to an enemy, the more damage they do. Phaser a lot, and you will find yourself doing more damage quicker, and learning how to fight up close. These are good. You should get accustomed to the 1 second (except for bases) recharge rate for phasers. Fire a phaser then do something else. Then fire again.
I cannot walk away unscathed from a fight against someone who phasers me. Newbies who try to torp me often miss, because I can dodge. I can't dodge phasers. Remember: 20 point phaser range is about what people have theorized is the best MINIMUM damage. I suggest doing a lot of fighting at the 30-40 point phaser range, myself. When I wrote the first version of this guide, I used a 17" Trinitron for a monitor. 20 pt range was about 1 physical inch at 1024 x 768 Expanded comments on the DD & weapons training: The ramifications of the above? The BB and CA are the two strongest ships for dogfighting. BBs used to win almost all of the dogfighting contests of yesteryear, and would be best for sure if it didn't turn and accelerate like a pregnant yak. Thus we have the CA. And my strong recommendation to most players to NOT play the DD as their ship of choice. The tale of the tape is simple enough. The DD is inferior in the department of the phaser (15 points less damage per shot than the CA at equal range), torps (30 points as opposed to 40), tractor strength, and pressor strength. This means it can't be aggressive as other ships in doing useful things for your team.
What the DD is good at is buttorping, at which it is frankly above average. You fly up, play rope a dope, and Spathi away while your warp 14 torps arrive faster than people expect. It's just darn seductive for a new player, and darn poor for their development as a player.
Where I think it has a specific use is as a specialty ship. I've seen the DD used effectively in trying to take enemy planets, especially core planets (close to, but not at LPS). Mainly the tactic is to fake to one planet, and then use the DD's fuel efficiency, cloaking efficiency, acceleration and speed to move to another. It seems to me that this is a legitimate tactic when done well. Analysis of torp spray uses Let me preface this by saying I've gotten my rear kicked many times by top players fighting me with nothing but phasers. It's because they dodge my torps and have slightly more reliable phasers. As a general tactic, though - they still spray too. Really. You want a nice clump that will be a reasonable balance between being spread out to make dodging tougher and tight enough that the ship can't weave through it. But it's so tactical too. The spray is your cover when trying to clear ground for a carrier. It'll be your lead-n for most fights. The spray makes enemies turn to avoid you, and during the time that they are occupied, you can pounce & then dodge away as they retaliate. And you can spray an area of space where someone is cloaked to try to tag them and figure out where they are (a common base tactic). There's nothing like sending something so damaging that is virtually impossible to dodge Using Phasers While Lagged Lots of folks used to play this game with 250 ms lag. I did it for a good while, with some success. So here's the deal. You can shoot people when they face toward you or away from you. When they are flying perpendicular/side to side they are a pain in the ass to hit. It's simple. There's a delay between when you click and when the phaser comes out. They're still in the same line as the phaser if they're flying at you, no matter when the thing actually comes out. Remember, without them, you lose half of your offense. Remember, lines cannot be dodged. Phasering to Find Cloaked Enemies Cloaking is not an extremely effective tactic, but it is effective against newer players often. Experience will teach you something about where someone will be. A player with a lot of experience can tag someone who's cloaked out of nowhere seemingly. Some of that's a matter of instinctively estimating the speed of someone and where they're going. But there's another part of this. An enemy that is moving from left to right is not going to be easy to attack if you are not on the same plane as them. As in, two inches south of them. When you move to where you reduce the angle - where they are flying at your phasers - you have a much higher chance of hitting. THIS is how people phaser oggers. Buttorping - Basics Buttorping is an essential activity at times when you are holding enemy territory and you don't want to get blown up. Part of the trick to buttorping well is being able to send accurate torps at enemies' faces, while NOT getting pushed very much. A turn ninety degrees can encourage an enemy to turn as well. Since the other person had to react to do this, they are following you. Boom, a buttorping opportunity. Buttorp well, and it will not always be a tactical disadvantage.
If R8 heads in the direction of the arrow, F0 will be behind him quickly if he turns late (and is foolish) Note that this is NOT an advanced tactic. This is NOT something you should rely on -- but good buttorping does often operate on this principle. As commented in my suggestion not to fly the DD, buttorping can be death of your tactical advance, and your evolution of skill if you rely upon it to get the job done. You need plenty of practiced motion devoted towards flying towards people or halfway towards them if you want to escort on short notice, defend your base, and so on. Oh, my though. You want the buttorping advantage at times - you really do.
The Buttphaser The Flyby Attack & Avoiding it One of the tips of an otherwise ok dogfighting guide from yesteryear was to pull up next to someone at warp 8 or warp 9, unload a volley of torps, and tractor. This is an outdated tactic. Why? First, since that was written the typical number of updates per second has increased from 5 to 10 per second. This means it's possible to see what people are doing and react faster than the days of yore. Dodging is much easier. Second, folks who have played this game a lot have good senses of where torps will end up, and how to avoid these things quickly. Third, it's easy and doesn't develop your skills and instincts if you rely upon it. So don't incorporate this into your main strategy. It can be effective at times, but it's such a common tactic and is far less effective on clue than you'd think. How to avoid the flyby & a broader dogfighting tip:
Dealing With The Ogg An attack based on cloaking, approaching an enemy, uncloaking and firing at them is known in netrek parlance as an ogg. The ogg is extremely helpful in attacking starbases, who otherwise have extremely strong pressor beams to keep themselves safe. A good ogg on a starbase is a coordinated attack, where SEVERAL people uncloak at one time and fire. It is about overloading the base. When synchronized, the ogg means that several people get to pop off shots at a starbase while it worries about dodging one set of torps and blowing one person up. The starbase who only has to blow up one enemy at a time is much safer. The ogg is much different in one on one. It is most effective when an enemy is not aware. Most people pay enough attention to the galactic that it is a little hard to pull off unless the person is engaged otherwise. But that is not to call it effective in general or even in that situation. Only sometimes. The biggest benefit of cloaking is getting around enemies other than your target. So let's say an enemy tries to ogg you. There is a delay built into the game in between them uncloaking and them firing. That's your window. Punish someone who tries this BS with you. First, positioning. You can't always fly at an enemy who's ogging you. You can't do well flying at high warp parallel to them. Instead, the most reliable defense is to move 90 degrees or 180 degrees away from them. 90 degrees does the job and doesn't take you out of the action entirely. 180 does the job when you do it as a bob and weave low warp defense - in other words, spongy but not REALLY going anywhere.
Someone flying straight at you is phaser bait. So phaser.
VI. Dodging & A System for Developing Movement It's not a good idea to leave yourself vulnerable to attack. Dodging is kind of more difficult to discuss, since it involves a lot of quick reactions. But we've covered a lot of the essentials above in understanding the benefits of tractor/pressor and turn-on-a-dime warp speeds. A Weave & Spin Dogfighting System In figuring out how to dogfight, I came to the idea of being able to fight & dodge without really giving up ground or making myself particularly vulnerable. I'm sure other fighters have different ideas, but this is intellectually exactly the system I settled on while trying to get better. It works. The core: Habit 1 = weave. Your objective is to be able to advance without being easy buttorp meat
Habit 2 = Spin/rotate. Your objective is to be able to dodge effectively without losing excessive ground.
I want to reiterate. This is an approach based on aggression. You are always prepared to bear down on your opponent, and you're always ready to dodge. So what's the concept? Objective = start using moves like this on a regular basis, and I do believe you will start developing the kind of precision hand/eye coordination that will help you succeed in netrek dogfighting. So let's return to biometrics and why I think little techniques and ideas like this can work. The concepts involve:
Since I'm laying out above what amounts to an absolute clickfest though one that doesn't inherently make you lunchmeat, and since this really and truly is how I visualized things when I started getting good, I'm pretty sure that you can get mileage from it. Netrek clue is about choosing the right tactic for the right occasion. Dogfighting is about being able to get the job done. Good luck! |