
Major Trant
CTRL-Q Spaceship Bebop
1449
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Posted - 2016.08.03 15:00:38 -
[1] - Quote
Option 4.
Start my setting up the default distances for the buttons in your "Selected item" window. Specifically the buttons for "Orbit" and "Keep at distance". The beauty of these buttons is that you can hit them a lot faster than trying to select a right click menu option and you can set the perfect distance, not be stuffed with a few choices that don't quite fit what you want. I believe you can also assign hot keys to them.
When setting the "Orbit" default distance be aware that your ship won't actually orbit at that distance due to the centrafugal forces at play, it will always be a bit bigger. So if you want to orbit at 7.5K, you might need to set the orbit to 6400 Metres. You will need a bit of trial and error here and allow for whether your intended target is likely to web you.
Set your keep at distance to the maximum distance that you want to allow your target to reach which for example might be your overheated Scram range eg around 12 Km. I'll come back to this shortly.
When starting the engagement the first question is: "Is your opponant likely to fight or run?" If the latter you need to burn straight at them until you get tackle on, but obviously temper that with what type of ship you are charging at, compared to your tank. If you expect him to engage, you can afford to make a safer angled approach.
When making the approach start manually, imagine a ball around the target, keep double clicking on the edge of that ball to maintain your approach angle. Make the ball bigger if you are taking heavy damaging shots, make it smaller if he is missing or only scratching your paint. You don't actually spiral in, it's usually more of a curved approached. Hit the pre-set orbit button when you are a couple of kilometres outside your desired orbit and have tackle on.
Whether you can maintain that orbit, boils down to one thing, are you faster than him? If not you are going to be fighting at his optimal range not yours and your only hope is that your ship is just so much superior that it can power through the disadvantage. If you are faster, then you have to watch for him trying to slingshot his way out or into range.
Be aware that there are two types of slingshot, one to get in close and one to break off the engagement. Early on he will most likely be trying the former, later on he will be trying the latter. If he suddenly starts pulling range, hit the approach button, then hit the orbit button as soon as you start overhauling him again. If you start overhauling him faster, indicating that he is turning back toward you, hit the "Keep at Range" button first, then the orbit button as soon as you regain control. The reason why your "Keep at Range" distance is further than your ideal orbit, is because you are possibly going to be hitting it while still outside your ideal orbit, but it will take a few seconds for you to slow down and change course and your ship needs to immediately slam on the brakes and reverse course to counter a 'slingshot into range' action.
So in short you don't manually orbit the target but constant switch between "Approach", "Orbit" and "Keep at Range" to maintain the correct range when he is trying to slingshot you. Usually towards the end (mid-low structure) I burn right in, because that is when he will be trying his most desperate attempts to slingshot his way out and you can afford to fight at a less advantagous range and take some damage in the interests of ensuring the kill. |

Major Trant
CTRL-Q Spaceship Bebop
1449
|
Posted - 2016.08.03 16:19:30 -
[2] - Quote
Memphis Baas wrote:1. The "orbit" command will aim you straight at the target, then stop you as you turn 90 degrees, then accellerate you to whatever half-speed is sufficient to compensate for the lack of cornering (agility) that your ship may have. So even if you turn on an afterburner or MWD, it'll slow the ship down to try to maintain the orbit range. The orbit command does not explicitly affect your speed other than by the default cornering slow down.
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