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Sith Starfighter
Tactics Introduction The Sith Order of the Dark Brotherhood of Jedi is the most ancient Order within the Brotherhood. As such, they have created and lived a long tradition. Upon this, a solid teaching structure evolved over time increasing one's efficient wielding of the Dark Side. Over time, these teachings led to the First Sith Empire. With the empire, warfare became primary. The pure rage and raw power of the Dark Side became known to the galaxy and sacred to the Sith. Eventually, a new order, the Krath sect, was born. Ultimately, the Old Republic fell, and thus was the rebirth of a galaxy. To this day, the great tradition of the Sith survives. The tactical training learned over the thousands of years reached an apex with Darth Vader - perhaps one of the greatest starfighter pilots the galaxy has ever known. Now, the Sith follow in the tradition of the late Dark Lord of the Sith - Darth Vader. Dark Side Warfare realized its abililty during his reign, and Sith today follow in Vader's footsteps in Starfighter and Starship piloting. This is a compilation of tactical wisdom accumulated from the thousands of years of Sith Warfare. With mastery, practice, and vision of the Dark Side, this material will whet you skills as a pilot, lead the Sith Order to a greater prosperity, and contribute to the capitulation of the weak Jedi Rebellion - the ultimate goal of the Dark Brotherhood of the Jedi. Read the tactical tradition of the Sith. The careful reading of it will increase your knowledge of the Sith Lore which has made our Brotherhood so strong. The test will begin not by your simple response to questions of interpretation but rather in the trials of battle when not only your understanding of lore but its implementation with the Dark Side to overcome one's enemies. You may think this is a simple case of read and forget to only "extend" your list of certificates of completion, but the true knowledge you choose to gain from this course can and will help you in the execution of tactics in a fight for supremacy against the Rebellion. Knowing the commands to control your fighter is the first step to mastering your starfighter. The tools of strategy and tact come secondary but as even more important and will be discussed more with maneuvering. Finally, it is the rage and vision of a Sith that will adhere all of these skills into a dagger of destruction. The following are a list of technical controls that are used on the keypad of nearly all galactic starfighters. Speed and Throttle Control
Communication Shift+Keypress - There are multiple key presses that convey a set of orders to the currently targeted craft. Most only work for special craft which allow the player craft to give them orders. A few are listed here.
Game specific communications: X-wing vs TIE Fighter
X-Wing Alliance
Views and Information XvT/TIE Commands
XWA Specific Commands
Fighter Manoeuvers Before going out and collecting skulls, a pilot must understand the basic concepts of movement in a three dimensional space. Although you are limited by these three dimensions and the capabilities of your craft, a combination of many successful maneuvers will always mean the difference between life and death. They can help you in both evasive and offensive movements. First, it is helpful to understand that there is more than just the "put-your-joystick-in-the-extreme-lower-right" (or left) maneuver. Sure, it works in the game TIE Fighter, but to counter the better AI in the harder platforms or the skill and might of a REAL pilot takes more tricks in your bag than some simple, automatic reflex you gained in flight sims of long ago. A pilot who can fully master all possible maneuvers with an element of unpredictability will out-do even the best AI or the best multiplayer pilots. First, a lesson in axes of rotation will be outlined. Lines of rotation can be more easily understood with both a description and a picture. Imagine a spherical room with black walls. Now, think of three mutually perpendicular lines intersecting at the center of the sphere. Put yourself at this central point. Above you is a line coming from the top of the sphere extending through your center and exiting the sphere below you. This lines connects the sphere's poles. This will be called the Horizontal Rotation Line (HRL for future reference) - rotation along this line causes you to move in the left/right directions (looking across the horizon of the sphere). A line entering from the left side of the sphere and passing through your center, exiting the right side of the sphere is called the Vertical Rotation Line (VRL) - rotation here moves you in the up/down directions (vertically towards either pole of the sphere). Finally there is the Line of Sight (LOS). This line enters from directly in front of you and exits at the back of the sphere behind you. Rotation along this line "spins" you clockwise or counterclockwise relative to a clock in front of you. The Climb: A Dive: Banking: What is a Break?: The Roll: Spirals: Conclusion: Fighter Weapons Weapons are the sole tool of destruction. They are vital to success as a pilot and the annihilation of the enemy. Their use must be mastered to insure our place as rulers of the galaxy. The first step to learning how to use weapons is to understand the technological manipulation of them and then a little physics behind their use. There is a major difference between the cannons in TIE and those in XvT/XWA. In TIE, there is no defined convergence and the cannons always fire the same way. However, there are two types of cannon settings in XvT and XWA. "Point harmonization" aligns the cannons slightly toward the centerline of the fighter so that the lasers meet at a point that is assumed to be the optimum combat firing range (in XWA most craft have automatic harmonization, so the range changes on it's own). This method results in maximum lethal density near this particular range, but it leads to wider dispersion at much longer ranges. At these longer ranges, you see your lasers break off and go really wide if you miss a closer target. Point harmonization is often preferred by pilots who have the best marksmanship and are confident they can place the maximum density point on their target. For the more "mortal" pilots out there, there is another option that may be used in XWA but must be used in XvT. This is known as "pattern harmonization." This often yields better results overall, but takes more time to kill a target if you have poor laser accuracy. Pattern harmonization involves adjusting each cannon to create a fairly uniform pattern of a certain diameter at the harmonization range. Although the maximum lethal density is not achieved in this manner, the average pilot has a better chance of getting all of his lasers to hit a target regardless of distance. The advantages of this method are much like a shotgun over those of a rifle. Most people who have fired a gun or an arrow at a stationary target understand that the projectile takes a finite length of time to reach the target. The same is true for lasers. Although you are firing a very high energy packet of photons that travel at the speed of light (or nearly so), or a slower accelerated mass of ions, the lasers and ions you fire take time to reach their target. This finite time causes problems for us if the target happens to be moving, since the target's position will change somewhat from firing the lasers to their impact. So, a lead is required for the lasers and target to arrive at the same point in space at the same time. This will come to no surprise to anyone who has ever shot at a flying bird or skeet. The lead required is roughly proportional to the crossing speed of the target, so if its track is directly toward or away from the shooter (0° or 180°), no lead is necessary. However, the very maximum lead is required when the target's track is 90° to the line of sight from shooter to target. So, we must address this "lead." The process of shooting and making contact is rather complex. You can easily shoot lasers and miss all the time or aim for a stationary target and do pretty well at hitting it. However, neither of these is helpful. Most targets not only move but also fight back. So, you must know how to fire your cannons at the precise time so that when your target actually crosses your predicted path, the weapons meet with the enemy and destroy it. Your cannons have a limited range and speed, and your craft has its own speed and direction. These must be considered when firing your lasers, ions, or warheads. You must learn how to fire at your target in a wide variety of conditions. Only practice will hone the skills you learn here. Hitting a target that is flying straight toward the attacker without moving in the vertical or horizontal directions is easy, but it is a very unlikely situation. So, one must anticipate where the target will be at a given time in the future and be sure to fire his cannons at a time before the target actually reaches this point. This concept is known as the "firing triangle." A firing triangle consists of three areas in space, the location of the attacker, the location of the target and the area of space that the target will be in when the lasers and the target intersect. As the attacker, one must attempt to make three predictions about one's target. These three predictions are where the target is going, where the target's damage spot will be, and when the target will arrive at the point of damage or destruction. Using these predictions, a pilot can determine how to place a volley of lasers in space and time so that the targeted craft will receive damage in the future. Remember, your lasers do not reach your target instantaneously. They must travel some distance to reach the target and the further you are away from your target, the longer it takes for your lasers to hit. However, you can increase the speed of your lasers (or any other projectile) by increasing the speed of your starfighter according to this formula: Laser Speed = Ship Speed + 567MGLT. Using this laser speed, you can find the time it takes for your lasers to hit your target using: Time = (Laser Speed)÷(600n). Where "n" is the distance in kilometers. Example: If my ship is traveling at 100MGLT, My laser speed is 100 + 567 = 667. If my target is one kilometer away, then the formula is simply: 667÷600 = 1.11 seconds. Keeping in mind our goal, this time is how long it will take our lasers to reach our target (assuming it is stationary). If it is moving relative to you, you must calculate its instantaneous velocity. Doing all of this math is a convenient little trick, but in the heat of battle, there is no time for it. You must grow accustomed through practice to know how long everything will take to reach your target. When dogfighting, since your target is less predictable, it is advisable to not fire at it until it is in closer range. Trying to hit a quickly moving fighter at 1.5km is a very difficult task and not an efficient way of destruction. At a distance, one may consider using "suppression fire." This method is used to deter your target from firing his weapons. Just putting a little effort into aiming in his general direction will force him into evasive maneuvers, losing track of his current objective. One must not forget the importance of a diverse maneuvering tactic. It is not good enough just to be able to kill your opponent with deadly accuracy each and every time. There will be times when your opponent is just as accurate. They are the times when your opponent may even be able to out-maneuver you. On the defense, evasive maneuvers can include banking, looping, and spiraling dodges including many of the other possible combinations of these maneuvers. But in the mess of maneuvering, you must be able to attack your opponent. It is still not enough to just be able to out-maneuver your opponent. You must be able to both fly with grace and kill with precision. You must also know how to destroy your opponent when he is executing a maneuver. If a pilot is well versed in maneuvering to a great enough degree, he can out-maneuver nearly everything you throw at him. However, if he is predictable and doesn't understand that he opens himself up for destruction, you can exploit his moves. Banking dodges are easy to hit when predicted correctly. However, because of the all the varying possibilities, some predictions aren't as easy. In most cases though, the tactic to use is "leading." Leading involves firing ahead of the path the target is following. Imagine a curved line that shows how the target will travel in a time lapse movie. One must fire his lasers at just the right instance such that your lasers hit the target right as he plows his craft into this triangulated area (this is assuming your target hasn't deviated from the path you thought he was going to take). Looping dodges are harder to hit because they generally involve a much tighter turning radius. It is more difficult to find out where the end of the loop is or even where in the loop the target is. The loop can be made easier to attack when it is directed straight at the attacker. However, things get trick when it is directed obliquely to the attacker in a very non-circular or even in an unpredictable spiraling roll. In the straight-directed loop, it is fairly easy to follow since there is no horizontal, and only vertical (or vice versa) relative to the observer. You do not need to spin or bank your craft to simply maintain a fairly close kill zone. Perpendicular loops are a class of difficulty which requires such a method. There are many variables required to maintain a lock and it is very easy to make a small error in any one of them that will cause you to lose your target. Spiraling dodges are also difficult to hit as they are essentially a perpendicular loop that moves a fighter in the direction of their intended target. The best way to hit a spiraling dodge is to fire along the path of the loop as is done with a looping dodge, but remember that the loop is coming closer to you or going further away - whichever the case may be. Types of Weapons Your lasers are your primary weapons. They are a powerful, renewable, and can be customized to your needs in platforms like XvT or XWA. In TIE Fighter they are very very very slow compared to the speed of lasers in XvT or XWA. You must give extra time for your lasers in TIE that you wouldn't give in XvT or XWA. Also, in TIE, you are awarded 3 points for ever laser hit and subtracted one point for every laser fired. This encourages a high laser accuracy when in combat to achieve a better score. Beware that for TIE Fighter, the EH uses a laserless scoring system which subtracts all the points gained from the laser scoring. Ion Cannons Warheads Concussion Missiles Proton Torpedoes Heavy Rockets Space Bombs Beam Weapons Tractor Beam Decoy Beam Jamming Beam Gunnery Practice As mentioned previously, it is very helpful to have a high degree of laser accuracy. Although it seems useless in single player gaming, since the AI is only so good, it is vital in multiplayer gaming. The difference between life and death is almost ALWAYS a judge of which pilot has the better "firing triangle" - which pilot came aim better. After that comes maneuvering which was already discussed. In XvT, a good way to practice laser accuracy is with the mineclearing melee. The settings you should use are as follows:
Also, if you don't target the mines, you will begin to understand when the target is in your sights without the need for a "green light" so to speak. The goal of the exercise is to kill as many mines as possible with a single shot with the fewest hits to your craft. It is a difficult task and may take a lot of practice before you learn accuracy and maneuvering well enough. Have patience. Eventually, you probably will get killed. T/Fs can only take two hits and the other craft only a few more. Keep practicing, and you WILL improve. In XWA, the skirmish option gives you more things to try. Play the first Race Mission. Timing isn't necessary. Killing all of the turrets, however, is vital. Once you can kill all of the turrets at a slower speed, go for a greater speed constantly pushing yourself to get all of the turrets. If you miss one, you're going too fast. Reduce your speed a little until it's easier. Go faster and faster making sure you shoot as few lasers as possible and destroy all of the turrets. If you still need more of a challenge, start worrying about timing too. Make a Custom Skirmish. All fighters should be set to Super Ace. Start with one enemy fighter (your choice for difficulty) and dodge its fire while trying to kill it. When you can kill it without taking damage, add another fighter to the flight group. Now, with two fighters, repeat, trying not to take damage. Continue doing this, practicing both your gunnery on their initial approach and your maneuverability skills. Create a Custom Minefield. Similar to the method in XvT, this will practice your gunnery skills. In the Custom Skirmish, put yourself in a TIE Fighter (or other unshielded imperial craft - although T/Fs are the weakest and most difficult to survive in) with difficulty on Hard. Set your enemy to: 6 waves of 6 Type-ONE mines with Super Ace AI. Turn the mines OFF (meaning: make their mission - "None: Stationary"). Try to kill each mine in one shot, don't target the mine, and try to get hit as little as possible. Get as many mines using these rules in your chosen amount of time. 10 minutes is generally a good amount of time. More on Combat Manoeuvering The approach is considered a lost art due to the fact that most pilots prefer to avoid contact while approaching and push a dogfight where they intend to make the kill. The problem with this is the majority of a game is spent on the approach, the time when both fighters are far away and flying toward each other. A player with exceptional approach skills will almost always defeat a player with marginal approach skills and outstanding dogfighting skills. The logic behind this is that the player with approach skills will have a huge opportunity to shoot down the other pilot before the other pilot has a chance to take advantage of their skill. Even if an approach pilot does not make the kill before reaching the dogfight they still have several options in extending and denying their opponent a chance to kill them in the dogfight. Conclusion? A player with better approach skills will win because dogfighting skills are specific to only one part of a pass while approach skills can be used anywhere in a pass. There are three ways to maneuver during the approach, the first and most common way is breaking. Breaking techniques are far more general than any other technique and thus can be used in any number of situations without becoming a liability to the user. Because breaking is more aggressive than anything else, one must consider three factors in how to break: how aggressive is your target, how skilled is your target in both dodging and accuracy, and how skilled you are in dodging and accuracy. Assume your target has average accuracy, below average dodging ability, and doesn't fire very often. Now, you have average dodging ability and average accuracy. The best breaking technique is to use small unpredictable breaks to get out of the line of fire and then back in to take a quick shot. You would take advantage of your target's lack of accuracy and nonaggression by being more aggressive and hitting his below average dodge. According to the factors mentioned above, the user of a breaking approach must adapt his technique to match the skill level and technique of his opponent. For an opponent with better accuracy or higher aggression, make wider, but more unpredictable breaks. For an opponent with worse accuracy or lower aggression, you can take shorter breaks. In the worst case scenario, your opponent has excellent laser accuracy and dodging skills while still remaining relatively aggressive. This is where timing comes in. In a breaking approach, speed is essential for survival. You must remember to have your fighter moving forward at the fastest speed possible and remember to change the predictability in which you break. Predictable maneuvering gets you killed. Experienced pilots can guess at critical points in your approach or break where you are most vulnerable, and they will exploit you each time as they are predictable. That is when they will kill you and win the game. The most dangerous time of any approach technique is when you cross your target's line of sight. It is then that you are most vulnerable as any shot your opponent fired may hit you if they correctly guessed where you would be. If you have also fired at him it is equally dangerous for him. If this happens then the best result is that you will both get hit and die, but sometimes you will die and he will not, so it is best to minimize how many times you actually cross their path and try instead to monopolize on hitting your target as they are dodging. The rule of thumb is this: Fire when your target is dodging, and dodge when your target is firing. A spiraling approach technique is rare in XvT but fairly common in XWA with the "rudder." A pure spiraling technique is when all you do is spiral, while moving in the general direction of your target, and firing at him. This allows you to maximum offensive fire while still making it difficult to be hit in return. However, you lose the ability to aim well, may fall into a predictable path, and may lose control of your maneuver to your disadvantage. As one becomes more skilled, one realizes that it is instead more advantageous to used partial spirals. A partial spiral is when a player implements a breaking technique but throws in a fraction of a spiral every once and a while. For example, you use a breaking technique, but when you break out of the line of fire you then spiral out of the way. Then, shortly afterward (or long depending on your target's skills) you stop spiraling and break back in for a volley of laser fire. This type of dodge is far more difficult to hit than a simple break but is also more difficult to get right and use effectively as you may lose track of your target in a maneuver that looks more defensive than offensive. Additionally, variations in speed are more important while spiraling than when simply breaking. When spiraling, you want to change your forward momentum in small increments by going from 100% to 66% throttle and then back to 100%. This will make your predictable path a little less predictable since your target may know where you will be but can't be sure when you will be there. Moving along the path of the spiral, you must also change speeds. Spiral slower in some areas or even change the width of the spiral by contorting the "spring" so to speak. This will make you even more unpredictable. There are two more ways to make a spiral less predictable. You can constantly change the center point of the spiral which can make your path completely unpredictable - especially if you contort the radius of rotation. Imagine how a slinky might behave during a planet-wide tremor. Try to emulate this randomness. The new center points you choose will change the direction of your spiral constantly. In fact, changing the direction of a spiral is the way you perform the second cut in predictability...a spiraling spiral. Imagine a fighter that is spiraling around the path of a bigger spiral; yes, it's as effective as it sounds and not terribly difficult to implement. Picture a spiral directed by a slowly rotating banking motion, or, if you'd like you can find a film of me doing it in the expert section of Marikallees v.2. Looping was mentioned briefly earlier without an explanation. Though rarely used, looping is a purely defensive move to gain distance and prepare for future attacks against your opponent. A loop is generally an "out-of-the-plane" maneuver which brings your craft directly out of the combat scene by turning 90° to port or starboard and then pull up or down to perform a loop. This loop will be very difficult to hit since the deflection to your target is very high, most of the time you will be able to complete the loop and move into your technique of choice before you take any damage. If you wish to attack then you have to exit the loop and perform either a break or spiral to attack your target. This technique will both prolong the approach as well as keep you alive for a bit longer against a skilled opponent. However, if you use this continuously without moving into an attacking technique, it will be considered avoiding/running. This is not an honorable situation. So, when you do loop, be effective, and try to only do it it once or twice to completely change direction and throw your target's aim off then move into a break or spiral to attack them while they are still caught off guard. A weave is performed when you combine several different techniques or several different directions of the same technique. If you break up then down then back up then back down again continuously, that is a weave. It is a rhythmic execution of maneuvers used with the goal of avoiding fire while still attacking your target. The most effective weave, and therefore most unpredictable, is one that makes you a nearly impossible target for your opponent to hit while moving you toward him and offering several opportunities to fire on him. Anything can be used to compile a weave together, all it takes is a series of maneuvers that are each hard to hit put together to bring you toward your goal, killing your target. When compiling a weave it is best to use several different techniques. Try using all your axes of rotation and a wide variety of maneuvers while trying to keep your laser offense during times when you will have a chance at hitting your target. For example: A break to port followed by a break up and then a spiral clockwise will give you an unpredictable weave that will take you back toward your target so that you might take a shot. The final point of a weave is where you pull the trigger. At that point, you then move into a completely new weave. The limit to what kind and how many different weaves you can come up with is how creative you are. Sit down and come up with twenty or thirty weaves and you'll realize how simple it really is. Once you design them, try to make a skirmish against some Super Ace AI and try them out to see if they are effective and then try to perfect them for the real test in a multiplayer match. I prefer to design and implement my weaves in real-time, just before I use them against my opponent. When I fly like this I find that even I'm surprised by what I manage to come up with; and the result is that I am far more difficult to hit than I would normally be. Coming up with weaves on the fly gives you the option of adapting the weave to your opponent and adaptability is where the true skill for winning lies. Different opponents all need to be handled differently. Deflection and survivability go hand in hand as mentioned earlier. Deflection is the angle between your path of motion and your target's line of sight. This means that if you are flying 90° away from your target (and they are looking at the underside or top of your fighter) then you will have maximum deflection while still closing some distance between your fighter and your target. This is probably the most difficult deflection angle to hit and if you use it constantly then you will have excellent survivability. Zero deflection is when you are facing your target. This is very bad since your target will be able to tag you with a laser blast very easily. So, when appropriate, have a high deflection angle when you are not directly attacking your target. This will give you a higher degree of survivability. After you let out your lasers though, be sure to increase your deflection as quickly as you can to avoid taking damage. The profile of your fighter is how much of it your opponent sees. To be as hard to hit as possible, you should try and show your opponent as little of your craft as possible. Some fighters have very small profiles like the A-W or T/F while others like the X-W or GUN have larger ones. Decide what angle to show to your opponent so that the profile is smallest. Although this is a very small and sometimes uncontrollable aspect, it can be used to your advantage nonetheless. Always keep moving; a fighter that stops moving is effectively saying "Shoot me, I'm an easy kill." Your movements should always maneuver you with the goal of firing on your target safely, if you get to that point and decide that it isn't safe don't hesitate to break off the attack and wait for a better time. When you aren't firing, always be in a very hard to hit maneuver. Practice your approach as much as you can when first learning. The dogfight can be learned later as the approach is always the first chance to kill or be killed. If you can't survive the approach, the dogfight is meaningless. General Tips And Tricks There are plenty of ways to build on your score in single player missions. Speaking from the point of view of a Dark Jedi, you have no limits in terms of what you can morally and ethically do. Chances are, if there's something in the mission which isn't on the goals list, it shouldn't be there - therefore, it's your duty to... "remedy" its situation. For example, in a battle in a deep space sector between a House of Dark Jedi and rebel trash, you find a freighter full of civilians nearby. Well, they shouldn't very well be there, should they? You know how to take of that right, right? BOOM! Civilians?? Target practice? Fun! Note: Killing off transports full of innocent civilians is not something a Dark Jedi should be afraid to do. If it appears as a simple inspection goal and thats all, then inspect the freighter, and drop a few torps to teach them a lesson or two. We'll have no civilians traveling aimlessly through their waypoints in the middle of combat. There's too many of them! I can't
shake 'em! Hit and Run, Run, Run! Stay awake, pilot! Ramming Missions and High Scores The Computer Preset Energy Settings Mission Editing / Pilot Revising Conclusion |
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