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Αναφορά προβλήματος μετάφρασης
You can only select when toggling/holding, so set your preferred method.
With assist turned off, it takes a little practice to turn in the direction the enemy is going, but it will make the fight much easier as the aircraft's performance is focused on changing direction.
Be aware that constantly turning off flight assist will make it more difficult to fly and control, and can be rather confusing.
....and it will make you a sitting duck. How does FA off help one turn when FA off makes sure the velocity vector does not change and instead the view vector changes? How does that help a ship turn? If you FA off, then point and FA on I 100% guarantee you I would destroy you or get lots of critical hits on you by the time you change velocity vectors.
The counter to the head to head dance
To break the head to head you can use boost. Boost will make you faster than them. When they are doing the head to head what they are using is reverse thrust. The NPCs love to use reverse thrust. So you can counter this by boosting. Yes it will disengage but when you slow down you can flip back over and come at them with another attack.
To break out of a head to head you must use speed if your directional thrusters are not enough. Personally in a loop I use my vertical thrusters at the key points of the loop to ensure I either end up below my opponent or above them. I fire off a volley until they or I can't take any more hits and then boost off to disengage and come back for another pass.
Note this is only for PVE. Do not try this in PVP. There isn't a ship in the game that can match boost in reverse. So that is how you break out of it. The counter to reverse thrust face tanking is boost. Make sure you boost at them or opposite their facing. This forces them to flip over and face you and by the time they do, you have boosted out of range. Because they are in reverse once you fly over the top or under the bottom of them, they must go back to forward thrust. There is some period here where they are motionless in space. They must go from negative velocity, through zero, and then to positive velocity. You can catch them unawares depending on when you flip over after you boost. Now here you COULD use FA OFF to fire at them as they make this velocity transition. But I do not recommend it. Fighters are supposed to be nimble, fast and agile so fly them like they are.
If you can face the enemy head on then you can use reverse thrust and bait them into following and pulverize them while they do.
But this all depends on the ship. For instance in my Mamba there isn't an NPC FDS, FGS or FAS that can hang with my turning rate. Their nose is always off vector and behind my turn. Especially if I'm using directional thrusters and pushing myself correctly into the turn or loop. But if it is a high ranked FDL or Krait or some other fighter, it is going to be a tough fight.
Use directional thrusters to your advantage
Use your directional thrusters to tighten / widen turns and loops, not just to move side to side. If you are pulling up on a 90 knife edge, then use some bottom thrusters (thrust up) and this will tighten the turn. Conversely if you use down thrust (top thrusters) this will widen the turn. You can use this to posiiton yourself on a lead pursuit or lag pursuit, whichever is appropriate. The F22 Raptor and other modern aircraft with thrust vectoring can do this to some extent. The concept is the same. You are applying a force perpendicular (or not aligned with the velocity vector of the craft in the case of fighter aircraft) to tighten or widen your turn or loops. Remember you wan't to be unpredictable and hard to hit. Anyone can hit someone that is constant side-thrusting left or right. Be unpredictable with it.
Combat is a game of angles
You want to me moving across the field of view of your opponent, not stationary within it. This is no different than in WW2 when fighters would attack bombers. You wanted to be moving across the field of view of the gunner, not stationary at some point within their view. The former is very hard to shoot down and the latter is child's play.
This is why I always tell people when they get interdicted and submit, don't just go boosting off into the sunset. Turn toward your attacker, take some hits, and boost the entire time while charging your FSD. This forces them to follow and it makes you a more difficult target. You may have to do this a few times before you high wake out. But don't sit in one spot in their field of view and expect to live through the encounter. Most PVPers will use non gimballed pulse. But some don't. So if you have chaff, fire it off, boost towards them and keep boosting and chaffing till you get out. There isn't a single PVE or PVP interdiction in the game you cannot survive by employing some simple tactics.
This mismatch is why jousting happens, by the way. You'll see some jousting in a real 4-axis flight model- see supercruise or a game like NMS- but without any lateral movement possible, one ship wins and it breaks down into dogfighting, one ship chasing the other. With the lateral movement- even just from inertia- the chased ship always breaks out immediately and it's back to jousting again.
The problem is that turning flight assist off generally doesn't help you, at least not initially. 4 axis flight isn't really all that similar to basic human locomotion, but it's also not so different that your brain can't kinda work with it and give you some idea of what actions will result in what responses. 6-axis flight is crazy-nonsense town and your brain just throws in the towel at first, which is why people say things like "it will make you a sitting duck" and insist there's no benefit to turning flight assist off ever.
Most games settle for a 4-axis flight model and that's ok. Elite really likes being really fancy by having a 6-axis one, but it has to include flight assist to make the game at least a little bit accessible so that people don't just give up and refund the game within the first two hours. Ultimately though your choices are to eventually bite the bullet and force yourself to learn how to do things the hard way which, by the way, is really amazing once you get the hang of it, or you can continue jousting forever but can make yourself feel better by coming on forums like this to tell anyone who will listen that since you couldn't hack it they shouldn't either.
Both are equally valid ways to enjoy the game, but I'm of the opinion that learning how to appreciate the majesty of what the devs have accomplished here is a little more fun. You may want to top up your rebuy and repair budget first, though.
But you definitely don't want to jump straight to FA-off combat, so in the short term the jousting is a fact of life. Sorry.
This is the worst thing you can do, it will certainly throw you into face tanking if you are not already.
@Topic
Breaking facetanking is difficult and NPCs will always try to bring you into face tanking. Assuming youre in a ship that is more maneuverable than the enemy, the key is here not allowing them to get you into face tanking by engaging at short distance and keeping the distance short, sticking at their tail like glue through the whole fight. If the enemy is more maneuvarable than accept face tanking and simply overwhelm them with firepower.
You might like to try AX combat instead. Very different feel.
Yes, using lateral thrusters helps sticking on tails in close range combat.
Another trick that I use to break facetanking with my frag Python MK2 (close range combat ship) is boosting and deploying cargo scoop. Deployed cargo scoop prevents the ship from accelerating while preserving significant maneuvarability bonus. The trick is to have cargo scoop "on hold" button and release it at the right moment. I don't know how to describe this maneuver, let me try.
So assuming the enemy has gained some distance, turned around and you find yourself in facetanking situation.
When passing the enemy face to face I slow down a little bit
Then at the moment of passing the enemy boost, and deploy cargo scoop.
It almost doubles the turning speed, while the speed of the ship remains slow, allowing to turn around almost instantly like on a plate.
When turned around (seeing the enemy from behind), retract cargo scoop while the boost is still active. This gives you an instant forward kick and you find yourself again at their tail behind them.
This needs a little training, but works good.
There is particullary a problem face tanking small thin profile ships like cobras and vipers. They are very difficult to hit from the front, their profile from the front is basically a thin line. Trying facetanking thin small ships with frags is pretty much useless. For those I use the boost + cargo scoop technique bringing myself in a postion above or below them so that I see their broad-side.
You break face tanks with boost and disengaging for a bit forcing the NPC to stop using reverse thrust, or by creating lag pursuits or lead pursuits using thrusters to tighten / widen turns and loops. Face tanks are caused by the NPCs using reverse thrust.
FA off will not break face tanks. Another way is with high DPS rails or plasma. Hit the NPCs with these enough times and they will break off and try another attack.
thats right, it will only certainly throw you into face tanking.
FA off, you stay on your current vector, which results in distance to target growing rapidly. This is what NPC's wants, to gain some distance. And then the enemy simply turns around and next moment you find yourself in a face tanking situation.
FA off was hyped some time as some super professional skill. But in fact this is usually claimed by posers which didn't yet even reach elite status in combat. An experienced pilot sooner or later realizes, that its just pretending skill and flexing on youtube, but not effective in combat at all. There is nothing you cannot do with FA on + lateral thrusters, what you can do with FA off actually. Thre are no any advantages, only disadvantages with FA off.