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Bir çeviri sorunu bildirin
If I push the button, it turns off, but only while the button is held. The moment I let go, it turns back on. This remains true even if I remap it to another button on the keyboard or a button on the joystick.
Pips to SYS grant additional damage resistance for your shields; 4 pips to SYS will effectively multiply your shield strength by 2.5x. This makes a really big difference in any fight; move pips to systems any time you're in an enemy's line of fire and you'll take much, much less damage. When you're out of your opponent's line of fire, move pips back to ENG/WEP. Pips to ENG and SYS give passive bonuses (ENG increases speed and maneuverability, SYS boosts shield damage resistance), so it's always preferable to keep pips out of WEP wherever possible - put pips into WEP as necessary to keep your weapons running, but pips in WEP when your WEP capacitor is full are wasted.
I usually use it when an enemy is running or when I need to run, but several comments I have read in this and other threads suggest that boosting helps with manuevering behind a target as well -but when I try to boost and turn behind a target I just end up a long way away from them.
Also, I know the basic idea of "up thruster to keep above a guy flying perpendicular to you".. but how do you use lateral/vertical thrusters to turn better? If I reduce my speed to sharpen my turn, the vertical thrusters lose power and I can't stay in-line with them anyways, so they slip out of my sight and I end up nose-to-nose again.
(still working on unlocking engineers, so "engineer your XYZ" is not possible for me)
W/o it your maneouvrability means nothing.
Thats just too much to explain here.
Fast way to develop those skills: get eagle with multicannons and start fighting bot anacondas. Once you realise how to kill them with eagle (and unlike it sounds its pretty routine. 3 minutes of boring fight when you barely move your mouse) you would easily pinch ♥♥♥♥ out of anything with vulture.
Regardless boost: its quick punch of acceleration. So you usually use it to get out of line of fire. SO to actually use it you need first to know how to be out of that line most of times, then you can get use of that acceleration.
Boosting massively increases your turn speed for the duration of the boost, but once the boost ends you'll still be going much higher than your 50% "blue zone" speed, meaning that you'll turn much slower than normal once the boost ends. However, in flight assist off you will not immediately be affected by this turning lag from going too fast; you will retain your boosting turn rate until you either deliberately slow your turn or toggle flight assist back on again.
With this knowledge, you can try to initiate turns from a stance that will give you high turn speed - either by starting from the blue zone or starting with a boost - and then toggle flight assist off for the duration of the turn to avoid any penalties from changes in speed. Toggle flight assist back on near the end of the turn to re-stabilize, and boost again if needed (your target may be far away after a pass + 180 turn)
For using maneuvering thrusters in a turn, you've got two main options:
- Thrust into the turn (upwards thrust when pitching up, down for down)
This will physically tighten up your turn and keeps you close to your target, but will cause you to slow down. If you're going too fast (like after a boost) this will bring you back into the blue and increase your pitch rate, but if you're starting from the blue zone this will make you pitch a bit slower. The advantage of a tighter turn path and the ability to transition from this into the "perpendicular to target" postion makes it more worth taking the turn rate penalty, especially in more agile ships like the Vulture.
- Thrust outwards from the turn (downwards thrust when pitching up, upwards for down)
This elongates your turn and increases the distance to your target, making it easier to track your enemy. It also helps you maintain speed through the turn if you're starting off slow, so it's very handy for less nimble ships trying to get some distance and track faster ships. It's harder to track enemies at closer range (because any difference in velocity between you and your opponent translates to a much larger heading change at close range) so gaining some distance makes a big difference if you're unable to quite keep up with them. These properties make it great for bigger ships that want to set up opportunities to trade damage and are slooow, but because it tends to separate you from your target more it gives your opponent an opportunity to turn and face you, as well.
With both boosting and turning, think of where in space you want to be, how you want to be oriented, and how fast you want to be going (and in what direction) several seconds in advance. Changing your velocity vector takes time, just like turning, so you can minimize the amount you overshoot after a pass by timing your boosts right, trying to match your opponent's velocity as you close in on them (usually by slowing down and applying lateral thrust to match their currrent vector as needed) instead of blasting past them and trying to turn around and re-orient after the fact. When FA-on you want to manage your speed and stick as close to the blue zone as possible whenever you can, because outside of the blue zone, either too fast or too slow, your agility suffers badly. That's why you've got to be careful with boosts, because the ending lag off a boost is often worse than the turn rate reduction from sitting still. Make sure you've either got a boost lined up immediately after a boost to forrect your orientation, or make sure that your boost timing is correct so that your turnrate bonus ends as you get on target. Starting a 180, getting like a third of the way through, THEN boosting tends to be pretty reliable for me, though two boosts or FA-off toggling will flip you around faster (but possibly will make you drift further from your target in the process).
Use of FA-off makes these techniques more effective, since in FA-off there's no reduced speed cap for traveling in directions other than forwards, which makes the whole perpendicular to target sliding thing MUCH more effective. But, as you said, you're not really ready for that yet, which is reasonable. Even in FA-on, using thrusters will help a lot, so it's definitely worthwhile to get a feel for it now, because when you're ready to transisiton to FA-off a solid control of those thrusters will make it easier.
I'm fighting a Federal Assault Ship and as it passes I go FA off, full turn with lats, FA on, and the entire time I'm being shot up by the thing's turrets and when I manage to get back around, the thing is nose-on to me and I'm getting a face full of beam shots.
....what now?
(also, just saying, it is complete BS that after an 8 minute duel between you and a federal assault ship, 4 "system defenders" can drop in and kill your mission target and cause you to fail your mission.... really.. it's BS)
You either take too long to make a maneuver, or need to start it earlier. Btw turning fa off isn't really needed, you can just use your lateral towards the target, while turning.
Also, FAS is the hardest ship to tailsit, as it doesn't need it's shield and uses it's energy to constantly boost and get head on head. Best you can do - tank it's shots with 4 pips in shields, always try to accumulate weapon energy before head on head situation, and try to escape his direct fire as much as you can, while keeping shooting at him, use chaff to avoid turret fire.
It's like a boxing, you need to score more hits than your enemy, don't have to be perfect here.