Difference between revisions of "Player VS. Player"

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{{SKV|info=Coming soon.}}
  
 
== Player Submitted Questions ==
 
== Player Submitted Questions ==
  
 
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Revision as of 22:31, 17 August 2006

This page is intended as an overview and guide to PvP combat in Vendetta.

  • UNDER CONSTRUCTION - Help if you can! :) *

Some Message Board Threads

  1. Dog fighting strategies - http://www.vendetta-online.com/x/msgboard/1/13981
  2. Thoughts on fighting. - http://www.vendetta-online.com/x/msgboard/1/13523
  3. Direction and Vision of PvP Combat - http://www.vendetta-online.com/x/msgboard/3/13854

Some Popular Ship+Equipment Layouts

  1. IDF Valkyrie Vengence + 1 Neutron Blaster MkIII & 2 Sunflare
  2. IDF Valkyrie Vengence + 3 Railgun MkII
  3. SkyCommand Prometheus + 1 Advanced Gatling Turret & 2 Sunflare
  4. Orion Rev C Centurion + 2 Neutron Blaster MkIII or Mk II
  5. Itani Border Guardian + 2 Neutron Blaster MkIII or Mk II
  6. Serco Vulture Guardian + 2 Neutron Blaster MkIII or Mk II

Some Tactics

Backrolling - Although effective in botting, it is frowned upon for PvP. Backrolling involves holding two strafes, one of the being backwards, and one roll key. This makes you difficult to hit, but keep in mind you won't hit your enemy much either. There are much more effective and creative ways to fight than backrolling.

Jousting - Best applied when using Gauss Cannons, jousting consists of leaving FA on and making passes at your opponent. Gauss is most effective when jousting because of its good auto aim, and high damage per shot. Though heavier, Plasma Devastators are also effective at this tactic due to the same advantages.

Spamming - Not to be confused with simply using missiles. Spamming involves emptying most of the ammo from a missile tube at one target. This is another frowned upon tactic in PvP. Not only is it very annoying, but when facing an experienced pilot it is very ineffective as well. The best use of missiles is through careful aim and timing your shots correctly.

Rocket Netting - When using rockets, a useful tactic can be to use their proximity detonation to your advantage. Netting involves shooting multiple rockets in SLIGHTLY different directions giving your target less escape routes. I emphasize slightly because if done with too much variation, not only will your rockets most likely miss, but you'll make a large target of yourself as well. As with all tactics, this one takes practice to become efficient.

Power Strafe - Power strafing can technically be considered any manuver that involves keeping your ship in a strafe at a high velocity. In my opinion, this is easiest to accomplish by turning FA on, forward thrust to 0 and using full thrust on either your port or starboard strafes. It's best to vary your strafes though, as staying in a pure power strafe for very long will make you a target.

Distance Control - In my opinion, this is the most difficult style of combat, but can be one of the most effective. Distance control involves using FA off and on when needed to keep your target exactly where you want him. Note that this does not mean simply staying far away. Real distance control (in an energy dogfight, for example) involves staying between 200-150m from your target and not allowing him to get an angle on you. Pick and choose your moments to close the range inside 150m so that you always have a good shot when you move in close, then back away once your enemy has recovered and is able to line up a shot on you. Distance control can take months to perfect, but if you stick with it the results can be very rewarding. Before you become experienced in this tactic, expect to get blown up plenty of times while practicing it.

There's plenty more out there, create your own! And always remember to be flexible. Adapt!

Combat Ranges

What Range To Fight At?

Your desired combat range depends entirely on your ship and weapon configuration:

All energy weapons are best used at close range with the exception of rail guns. (Though rail guns use ammo, they are often considered energy weapons due to their high energy consumption.) Under 150m is optimal for most.

Rockets and missiles are best used when at mid-range, around 150-200m. Be aware that all rockets have a safety range where they will not detonate. If your target gets too close to you, you will not be able to hit.

Rail guns are best used at long range and are a defensive weapon. Stay as far back as possible, make your enemy come to you, and remember that you are capable of scoring a hit on your target anywhere under 1000m. But, I'm not going to give away all the secrets of rail combat, you'll have to find those on your own.

Heavy ships such as the ragnarok and prometheus turn very slowly. Naturally, you want to keep your target in front of you. So heavier ships are best used at close-mid range while being careful not to let your enemy get the turn on you.

Light ships can be used at a variety of ranges and depend, once again, on the weapon layout you are using or facing. Obviously one would want to take the fight as close as possible if his enemy is using rails, while one might want to keep his distance if his enemy is using rockets. Don't get stuck in a rut. Adapt and be flexible.

Tips On How To Control Your Distance To The Target

If you're aiming for distance control, you're going to want to be able to switch back and forth between FA off and on very quickly. However, keeping FA off will yield the best results when trying to stay at a specific range.

Awareness

Possibly the most valuable tool in combat is a pilot's awareness. When in a dogfight, it can be difficult to keep an open focus. It is all too tempting to focus tightly on the crosshairs and try to get that crack shot in. If you do this for too long in open combat, you're asking to be ambushed. A great pilot will know when you're sneaking up behind him and have adjusted before you're within weapons range.

How To Stay Sharp

When not in combat: -Frequently check the in sector ship list (the "u" key). This is an invaluable tool for knowing who is in the sector, how far away they are, and whether or not they are hostile. You can often plan your target order and tactics or make the decision not to engage at all before your enemy is within radar range.

-Don't go AFK in space unless you're in an empty sector. And by empty I don't just mean a sector with no one in it. I mean a sector that's out of the way, in the middle of space. No wormholes, no stations, no nothing.

When in combat: -Get used to glancing at your radar. If you see red dots closing in, chances are you might want to disengage and re-evaluate the situation before engaging again. If you see many small yellow dots (rockets), you'd best get out of the way before you explode.

-Pay attention to sounds. Often times you can hear a ship that is close to you. That engine noise can be a sign that someone is trying to line up a shot. Also, should you hear incoming fire that doesn't appear to be coming from your target, check your radar to see who is closest to you. If it's apparent that the fire is coming from your wingman, you may continue as normal. If it's not clear who the fire is coming from, assume that it's an enemy and adjust for it. Another tactic that I like is to set your incoming ship notification sound to just outside of energy weapons range. I find 650m gives me enough warning to figure out if the incoming ship is friend or foe.

-The eyes have it. The best way to keep track of the situation is to keep it in front of you. When fighting multiple opponents, if possible try to keep them in view. This applies doubly if you're flying a vulture or any other ship with a large profile. Though sometimes, with smaller ships such as a centurion, you can get away with (and often it is better) to let the enemy surround you and rely on your agility to keep you alive. Though I can't stress enough, if you take your eyes off of a target carrying rockets, you deserve what's coming to you.

-Coordinate with your wingmen. Be aware of who is doing what and where at all times. If there's more than one of you on a target, try to adjust your flying to make sure that both of you have clear shots. It is very annoying to have a friendly pilot unintentionally intercept shots that were meant for an enemy.

PvP FAQ

When To Use Auto-Aim And When To Turn It Off

Learning to toggle your auto-aim takes a great deal of practice. In close range, the auto-aim is mostly accurate and you're pretty safe to leave it on. When fighting at ranges outside of 250m, you may find your energy weapons are more effective with auto-aim off. The key is to not get frusturated and keep working at it. Eventually, you'll find yourself getting an occasional hit at long range with auto-aim off rather than never hitting at range with auto-aim on.

Does Anyone Fight With Mouselook On?

From what I've heard, people who use a joystick setup prefer mouselook off. I use a mouse setup and prefer it on. Though there are some pilots who use a mouse and like mouselook off. My advice for this, as with everything else, is play around with them both and find out what you like.

About Fighting With Or Without Flight-Assist Turned On

It is somewhat easier to land ENERGY shots with FA turned on. It is easier to dodge and aim ROCKETS with FA turned off.

Mix up your styles and don't get stuck in a pattern. FA on or FA off, flying in a pattern will still get you hit. Try setting your FA toggle to your mousewheel or a joystick button that can be pressed quickly. Play around with it and see what you like. Everyone has their own style.

Combat Binds

Combat binds are programmed dodge patterns. Basically, you press a button and the ship will cary out the manuver that you have programmed ahead of time. I can't stress enough, DO NOT USE COMBAT BINDS. While temporarily effective, they lock you into a predictable pattern and make you incredibly inflexible. The binds will take away your ability to adapt during a fight. Also, you're not going to become a better pilot by using programmed binds. Keep practicing, find tactics you like and perfect those, but never lock yourself into a pattern such as a bind.

Other General Combat Tips

  1. Remember to try out new layouts once in a while.
  2. Remember you can strafe in all *4* directions!
  3. Adapt adapt adapt! Make the enemy play into your strengths.
  4. Be patient.
  5. Don't get frusturated. If you feel that anger boiling up about being ganked by those two guys you hate, turn off the game and take a break for a while.
  6. Remember, it's just a game.
  7. If you're really interested in learning PvP, find a mentor to spar with. And not just any random mentor, people will do anything just for a mentor point. Ask around and find out who's good at PvP and try talking to them about practicing. If you're going to practice PvP, you're going to want it to be with someone who is much more experienced than you. You'll learn much quicker this way. And again, refer to #4 above.

Mentors

The following are people who I know to be experienced PvPers and have expressed an interest in mentoring players:

Shape, Gavan, Eldrad (If you can find him), yoda, Bojan

That's just a few. There are other good pvpers who I haven't listed because they haven't expressed a desire to mentor. Ask around on channel 100 for people who are experienced at pvp. Remember, you don't want to get taught by any old sap who just wants to use you for your mentor point. You can look for me online as well if you like. I'm Ghost in-game.

Questions and Comments

If you're unsure of something, or have a question that wasn't covered, click the edit button to the right and post your question there along with your in-game name. Either myself or someone else will be happy to assist you when we can.

--Ghost

Ghost's SKV Combat Tips
Coming soon.

Player Submitted Questions

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