Player VS. Player: Difference between revisions
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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. | 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 | 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 an 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. | 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 an 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. |
Revision as of 04:36, 23 June 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
- Dog fighting strategies - http://www.vendetta-online.com/x/msgboard/1/13981
- Thoughts on fighting. - http://www.vendetta-online.com/x/msgboard/1/13523
- Direction and Vision of PvP Combat - http://www.vendetta-online.com/x/msgboard/3/13854
Some Popular Ship+Equipment Layouts
- IDF Valkyrie Vengence + 1 Neutron Blaster MkIII & 2 Sunflare
- IDF Valkyrie Vengence + 3 Railgun MkII
- SkyCommand Prometheus + 1 Advanced Gatling Turret & 2 Sunflare
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 large projectile size, 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 an 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.
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.
Does Anyone Fight With Mouselook On?
I think not, but I'll fix this if I hear of it (and why), or they can feel free to.
I always fight with mouselook on. I use a mouse-keyboard setup and I find it incredibly helpful to always be looking at my target whether my ship is facing him or not.
-Ghost
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.
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
- Remember to try out new layouts once in a while.
- Remember you can strafe in all *4* directions!
- Adapt adapt adapt! Make the enemy play into your strengths.
- Be patient.
- 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.
- Remember, it's just a game.