Freespace 2 fighters12/31/2023 ![]() ![]() Shields are the most important area of the ETS, then engines, then guns. Of course, every situation is a little different and sometimes you'll want a fast firing rate more than high weapon damage because you're having a hard time hitting a fast moving target. In order of importance, think of, i) energy drain, ii) damage of the weapon, iii) firing rate. It's better to have the higher firing rate which comes with not linking. Besides, while you need the punch of the two Avengers at once, a single Prometheus is a good enough weapon to stand on its own, so linking isn't as valuable that way. For instance, link two Avengers, for sure. Link your guns when it's not going to drain your energy too quickly, and you need that extra punch. Specialty weapons, bombs especially, are not so good in dual fire mode. Also, if they're not heavy payload missiles, like Furies or MX-50s, then you'll always want dual fire mode. Put missiles into dual fire mode whenever you don't have to conserve them. If you're using the afterburner to catch up to a target, turn it off when you fire missiles.īack to Contents Linking and Dual Fire Mode You're liable to be hit by your own missile since you'll initially speed past it. Also, don't fire with your afterburners on. Make sure you steer a little away from the target after launch or else you might collide with it, or be damaged by the explosion. You want to fire when your target is about 400 to 600m away and coming pretty much straight at you. But this is a much harder shot and requires excellent timing. Alternately, you can fire while they're approaching. (This is also true when you're trying to fire long-lock-time missiles at close range.) The best firing position is between 150 and 300m behind your target while they're moving away from you. If you've got non-locking missiles, or you've got fast locking ones, then simply pay attention to your target aspect indicator. Launching from about 800-500m is a good rule of thumb. But the farther away you launch, the better the chance the enemy will evade the missile. When you're close, you can't always keep them centered to establish a lock. ![]() It's easier to get a lock with a long-lock-time missile when you're far away, because your target is moving around less wildly in your view. Longer lock times mean you want to launch from farther away. Know the capabilities of your missile, particularly its lock time if it's a locking missile. Using missiles effectively is an essential part of dogfighting. By matching speed, you can keep them in your sights more easily. If you're going a lot faster than your target, it can be hard to keep it lined up. Speed matching can be useful in the opposite situation. This way you can then line up a shot at your more maneuverable target as you approach it, since they'll always be in your forward view as you approach. But often the safest procedure is to afterburner out of there, put power to the rear shields and then turn to face the enemy at about 300m. If you have Flails, then you can push the target away for a better shot. If a ship is faster and more maneuverable than you, and it's flying all around you, you can cut your speed to zero and basically become a gun turret to try and hit it. If this is done correctly, you can end up right on your target's tail and get in a lot of good shots. (You can turn more tightly at low speed or at a stop.) Then put your speed back up to full again to follow them. You can quickly reorient your ship to face them as they speed away. When a target is approaching, cut your speed to zero as they pass. Use your afterburner to catch up to targets far away from you, or to keep up with targets speeding away from you. When dogfighting, controlling your speed is essential. It may be reproduced, redistributed, or embedded in other HTML documents, so long as this copyright notice and the author's byline is preserved. This document is copyright Julian Egelstaff, 1998-99. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |