
Zal Dakkar
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Posted - 2009.09.04 17:21:00 -
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Edited by: Zal Dakkar on 04/09/2009 17:22:49
Originally by: Coreldan Care to explain how is this done in-game?
2D plane: How can you move in a single direction without actually heading directly in that direction? The only available tactic is to zig-zag back and forth. The zig-zag motion cancels out all motion perpendicular to the desired direction of travel, and thus the end result is that you move in a single direction. This is similar to the concept of beating (or tacking) in sailing, in which case you cannot head directly into the wind, but instead head into the wind at an angle and zig-zag back and forth.
3D plane: When you have an added degree of freedom for movement you can spiral at an angle in a given dirction. Instead of just zig and zag, you now have zig, zag, and zug. Imagine you are 50km off your target and are heading at a 40 degree angle to the right of the target in the horizontal plane. You reach 45km away, and instead of needing to zag to a 40 degree angle to the left of your target, which would result in a temporary drop in transversal, you can instead change to a 40 degree angle that is a combination of right and down with respect to your target. After that manuever, you again make a similar slight course correction at 40km, and again at 35, 30, and 25 at which point you are close enough to obtain an orbit.
In closing range it is important to keep in mind the lock time, attack range, and tracking capability of your target, as well as the nature of turret mechanics. As stated in the guide, against missile users transversal does not matter, in which case you can simply approach and ease into an orbit once in range. Against a sniping zealot at 100km you will have no chance at tackling him if he locks you and begins firing because even if you are approaching at a 45 degree angle at 5km/s as your angular velocity will still be low and he will still be able to track you and will pop you in a few seconds. The same scenario is much different if he has not locked you and is distracted or you start at 50km.
I would advise practicing this with corp mates and keeping an eye on your angular velocity in the overview. Similarly, you can have them shoot at you with only one gun, and see how/when/why you get hit. Also, you should take a look at the turret hit chance formula - they either miss due to being outside of optimal range (in falloff or beyond) or due to the target having a sufficiently large angular velocity.
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