The Unofficial Jumpgate Manual

Page: 113/218

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113
Realspace Combat - Other Tricks
Veteran pilots will have a whole host of tricks which they can use to gain an advantage. The files below
describe just a few of them.
Realspace Combat - Other Tricks - No Duelist
Running no duelist usually takes an extreme amount of practise, but it can often be worth it if you are a
highly targeted pilot. Aside from those very few who can aim as well without as they can with, I
wouldn't recommend this for the average pilot. If you wish to use no duelist, this is what I've picked up
from the experts to help you practise.
Do: Practise forever in the sim. Get involved in sim wars when you can to practise off-angle shots. If
you really want to do it, expect many hours simming.
Don't: Expect to aim quite as well as you will with duelist. It may well never happen. You just have to
judge whether it's worth it.
Don't: Rely on jousting/mini jousts. Most of the no duelist pilots I've seen try to go for circle breaks, to
minimise the vector. This is really, really dangerous in any ship with a large missile hitbox. Practise to
the point that you can hit on large deflection angles - in realspace fights you will have to do this
anyway. If you can't there's no point going no duelist.
Don't: FF-[bleep] when simming no duelist. If you do, you're only providing a crutch for yourself that
you won't perform as well in RS.
Realspace Combat - Other Tricks - Quick Docking
An invaluable skill. The quick dock is performed by flashfiring in, and usually involves stopping as
close to the docking tube as possible (the closer you get, the harder it is to perform), and a quick burst
of speed to perform the dock. I'd suggest this as useful to any combat pilot who likes to fight the gank.
It takes a lot of boring practise, but it's worth it. Particularly with TRI's new POS initiative, it's hard to
under-emphasise the importance of this skill.
Realspace Combat - Other Tricks - Dive Bombing
The ability to hit other pilots with nukes or torps. Not a skill I've ever mastered, so I'm not really in a
position to teach, but it is clearly useful to those who know it. The basic technique is: Line up the
enemy extremely carefully. Turn towards them, and fly straight for them. Release the torps or nukes at
(your speed + enemy speed + (200 to 500) range. If you release before that, they will evade them, if
you release after they will not arm and do only kinetic damage (missiles have a 1 second arming
period).
Other techniques include nuke 'mining'. If you're running gate to gate from someone, target the gate
you're heading to. Preferably as the enemy flashfires towards your ship, release the nuke. It will, due
to its lack of thrust, slowly fall behind your ship. If the ship behind you is not paying attention (they get
no missile warning), they will get hit and blow up in a very pretty fashion. Even if they are paying
attention, they have to juke to avoid the missile - which may give you just the edge you need to
escape.



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