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| Charlie's Beginner's Guide to Dogfighting
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Abstract
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This chapter will discuss dogfighting, one of the major
aspects of the game. The chapter will be split into paragraphs adressing
the issues of how to do damage and how to avoid it, a paragraph which tells
you what not to do and finally some stuff which is related to dogfighting
on a higher level. In this manual, the standard shiptype of a CA is assumed.
The intricansies of other shiptypes and dogfighting will be discussed in
a seperate section.
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Chapter 1: Dealing damage
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1.1 Introduction
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In netrek there is basically only five ways to deal damage.
Phasering, torping, using plasma, detting enemy torps and
exploding. Phasering and torping are good options which will
be adressed individually. Using plasma is a definite
don't, and will be discussed in section (3.1). Detting
enemy torps is relatively complicated but an essential
mechanic of the game and will be discussed in greater detail
in section (1.2.4). Finally, exploding does a great deal of
damage but since it uhm... kills you in the
process, it is the least desirable option.
Figure 1 on the right shows the five basic ways of dealing damage.
Feel free to point over the different pictures to start the
animations.
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1.2 How much? |
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So, there is all these ways to deal damage, but the next
question is how much damage should I deal? To
answer that question directly: it all depends on the
ships you are facing. Smaller ships need less damage
to be killed, heavier ships can take more. No rocket
science there.
For now, assume you will be mostly facing CA's
(cruisers) which need a 200 damage to be killed
(100 shields + 100 hull). Read on, and find out
how you can rack up that 200 damage...
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1.3 Phasering
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Phasers are the primary weapons of your ship.
They always deal damage and can not be
dodged. Just point your cursor over an enemy ship,
press the magic button and see how you can tattoo
your name on that enemy ship.
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1.3.1 Phasering distance
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Keep one thing in mind when you phaser: the amount of
damage you deal with your
phaser depends on the distance from which you phaser.
Let me run that by you once again. The damage you deal
with your phaser depends on the distance at which
you phaser. This means that if you phaser from far away,
you deal little to no damage, and if you phaser when close,
you deal tons of damage.
Figure 2 on the right shows the amount of damage dealt for
different phaser distances. As a general rule of thumb,
always phaser when you can deal at least 20 points of
damage. Learn that phaser range by heart!
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Fig. 2. Phaser damage depends on phaser
distance. |
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1.3.2 The phaser cycle
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Once you've tried to phaser, you'll notice that it
needs 1 second to 'recharge'. In this time you
can not use it. The trick is, to learn how long
this 1 second actually takes, so you can immediately
use it again after it has 'recharged'. Believe me,
you want to be phasering every second if you get
the chance, because that will bring you one step
closer to your ultimate goal... humiliating your
opponents in dogfights.
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1.4 Torping
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CA torps do 40 damage each. A CA has 100 hull and 100 shields and so
require a 200 damage to be killed. This comes down to 5 torps. That is
quite a lot, so you better read on to find out how you can make your
torps hit.
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1.4.1 Lines vs. clouds |
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One of the mistakes beginners typically make, is shooting torps in
a straight line at their opponent. As you can see in Figure 3, it is
relatively easy for O1 to dodge the torps. There is only one special
situation in which shooting a line of torps is warranted, and that is
when you 'buttorp'. This is one of the things you generally don't want
to be doing, so you can read all about it in (4.1.3).
The best way to make your torps hit is to fire them in clouds (Figure
4). For firing a dense cloud like that keyrepeat is almost
essential, however. You might do without keyrepeat, but
make sure you click those buttons at lightning speed.
The destructive thing about torp clouds is that they are a) hard to
dodge, and b) impossible to det. Dodging is hard because any
way you move, there will always be some outer-torp hitting.
Detting is difficult because the torps 'surround' you
in no-time and pressing det at that time, will det them all, and
hence kill you on the spot. |
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Fig. 3. F0 is linetorping O1, who can easily
dodge the stream. |
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Fig. 4. F0 is cloudtorping O1 now, who will have
a hard time dodging this stream. |
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1.4.2 Torping range |
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Torping in clouds is one thing, but knowing when to
torp is another. You will notice that unlike the
phaser which always hits, torps need time to
arrive at their destination, e.g.: your opponent. And
this is exactly the weakness of using torps as your
main weapon: your opponent has time to dodge them.
To reduce the chance that your opponent will have the time
to dodge your torps, make sure you fire your torps when
you are within 20 point phaser range (as shown previously
in fig. 2).
There is nothing more pathetic than a sight like
figure 5.
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Fig. 5. F0 is torping O1, you think
he will hit? |
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1.5 Combining
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We've covered the basics of phasering and torping,
but you're no dogfighting god yet. To get better, you'll
have to start combining...
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1.5.1 Lines vs. dots
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One of the major discussions in netrek is called
"lines vs. dots". It basically comes down to the
question:
What is better: phasering or torping?
To answer the question on the spot: phasers. They
always hit, and do tremendous damage
when used within close range. Torps have this
weakness which is called uhm... dodging.
When you play, focus on your phasers. Use them.
Then remember about torps: they do damage.
Lots of damage if you use them in a smart way.
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1.5.2 The phaser cycle
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Now here comes the real deal, the real treat,
the real secret to winning dogfights and I'll call
it the phaser cycle.
Remember, that phasers are by far the most superior
weapons since they always hit and do lots of damage
at close range.
Their only drawback is the 1-second 'recharging time'.
Keeping this in mind and having practiced a little,
you should always be phasering every second, because
hey, those are guaranteed hits, and hey, you
want to be dealing the most damage in
the shortest timespan possible.
Now, here is
the deal. Instead of just waiting during
that 1 second recharge time you should try to
shoot torps and dodge.
This is a very important concept. Let me elaborate
on it.
During dogfights,
you have to phaser your opponent, shoot torps
and in the mean time dodge his torps.
The smartest way to do all of this, is to
learn the phaser recharge time by heart and
always be doing your non-phaser stuff (dodging,
torping) during the recharge time.
Then, when the phaser is recharged, you can
immediately use your phaser again.
If you do this properly, you will be dealing
lots of damage in short periods of time.
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1.6 Tractoring & Pressoring
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Tractoring and pressoring can be a bit confusing
for new players, so I'll just take a short time
to explain the basics of T/P (short for Tractoring
and Pressoring). After that I'll
explain how you can use it to your advantage.
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1.6.1 The physics
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To tractor someone you need to press the
tractor key (the underscore key _ by default)
and move your cursor over a ship. You will be
tractoring that ship, be it friend or foe. This is an
important concept: you can tractor enemies and teammates
alike.
Let me warn you right away though:
teammates generally do not appreciate it when you
T/P them because they might get pushed into
torpstreams. Shoving teammates into torpstreams is
a definite don't and hence, earns it place
in section (3.4).
Anyway, when you tractor someone, his and your ship
get closer. When you pressor someone, you
and his ship move away from eachother. When you tractor
someone you will move towards that ship roughly 2
warp speeds higher, and similarly, you will move
away 2 warp speeds higher when you pressor. T/P does use fuel
but not an awful lot. Top dogfighters are always
leaning heavily on T/P, just to get that edge on
dodging and making torpstreams hit.
When you activate your tractor it stays on, until you
turn it off. You can do that by pressing the tractor key
again, or pressing the separate
"T/P off" key. It is very common to keep tractor on
for a few seconds while you torp your opponent.
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1.6.2 How to benefit
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Tractoring and pressoring are both very important mechanics
during dogfighting. It comes down to a simple
rule of thumb: you want to be tractoring your
opponent when you torp. That way, he'll have to
accelerate to move away from you and thus, has
a harder time to turn out of your torpstream.
The same goes for phasering: you want to be
tractoring your opponent when you are phasering
as well, because that way he will be just that little
bit closer, for just that little
bit of extra damage.
Remember that sometimes it can also
help to push your opponent into your torpstreams.
You might have miscalculated a torpstream,
which therefore is a bit off: pushing your opponent
at that very time might just be enough to make those
torps hit.
T/P is not only a deciding factor in dealing damage,
but has a major impact on dodging as well, but more on
that in the next chapter (Chapter 2, "Avoiding damage").
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Chapter 2: Avoiding damage
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2.1 Introduction
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Avoiding damage is an aspect of dogfighting which is
just as important as dealing damage. Consider this: if
you would never take damage, you'd win all dogfights.
So you better read on to find out how you can stay alive
longer, so you can keep dealing damage, and damage and
damage...
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2.2 Changing speeds
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The most important thing to stay alive is to keep
changing speeds. Why? Because it is harder to aim torps
at a target which flies at varying speeds. If you
aim at a target which flies with a constant
speed you can smart-guess it's future positions,
aim the torps there and make them hit. Aiming torps
at a target with varying speeds is hard, because you'll
never know exactly where your target will be. So use this
to your advantage when you're dogfighting and keep
changing those speeds!
You might ask yourself what this means in practice. Should you
be pressing all the numberkeys at random to keep
changing the speeds? Well, the answer to that question
is a simple: no. The easiest and the best way to
keep varying your speeds, is to force yourself to do
so by changing your keymap. This basically means,
mapping one key to a basespeed (let's say: warp 2)
and another key to maxwarp.
Now, when you are flying somewhere and you want to fly
faster you press the maxwarp key, and when you want to
fly slower you press the basespeed. You'll never need
the numbers in between because you are either flying
somewhere (always at maxwarp), or, slowing down to
dogfight, in which case you just press the basespeed key.
So far, so good. But how do you use this effectively
in dogfights? Easy. The best way to use this
technique is to press maxwarp like a maniac when you
see the first torp of a torpstream flying towards you,
and click perpendicular to the direction the torpstream
is flying. (Figure 6 explains this in more detail). This
way you'll dodge most streams with ease. Just make sure
you map basespeed and maxwarp to easy to reach keys. And
oh, remember to press the basespeed key again once you're
clear from the torps, because otherwise you'll be flying
at maxwarp speed to some random direction...
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Fig. 6. O1 should maxwarp and click
on the location of the white cross hair to dodge
F1's torpstream.
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2.3 Basespeed 2 vs. 3
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As soon as you are struck by the beauty of varying
speeds you'll definitely want to be changing your
keymap. This will involve making an important
decision: use warp 2 or warp 3 as a basespeed?
In practice there is no straight answer to this
question. Both basespeeds are being used by a variety
of good dogfighters. In practice, the
main difference between the two are, that
using warp 2 is easier because you can immediately
enter orbit on a planet without having to slow down,
and the advantage of warp 3 is that since you are at
a higher warp it will be relatively easier to dodge
incoming torps. Fighting at a higher basespeed also
means that you drain more fuel though.
For now, stick to warp 2 because being able to orbit
planets in a split second is a good thing. Later
on, you can always try using warp 3 and see how that
feels.
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2.4 Dodging
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Now we arrive at the main thing of avoiding damage:
dodging! Dodging is a skill which relies on many
principles, but for now the three most basic ones
will be explained.
First of all, in general, you want to turn away
from your opponent when the torps are incoming.
That way you'll have more time to try to find an
angle to dodge them. Over time torps always spread
out so if you move away from them, at some point
you might get lucky and slip through them unharmed.
Secondly, varying speeds is your friend. As
explained in the previous paragraphs you should
always use your maxwarp key to accelerate away from
torps, so you have more time to dodge.
The third way of dodging involves using tractor
and pressor beams and is a very important way
of dodging. This will be adressed in the next
paragraph in more detail.
There are more ways of avoiding damage, but these
will be discussed in the advanced section. For now,
master these ones and you'll be one step closer to
becoming a dogfighting-god.
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2.5 Tractoring/Pressoring
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Tractoring and Pressoring has been mentioned in the
dealing damage section, but also earns it place in the
avoiding damage section.
In general, you can tell the difference between twinks
and clue in their use of tractors and pressors (T/P).
You can safely state, that someone who does not use
T/P during dogfights will always lose to someone
who does. Now, why is T/P so important?
Well, using Tractors and Pressors can basically give you
a momentarily speed-boost of relatively 2 warps. Combined
with hitting the maxwarp key at the right time and clicking
the right direction to dodge to, this will get you out of
hairy situations 99% of the time.
When you use T/P to dodge you can either push or pull
friend or foe in order to make your ship move in the
desired direction. Remember to be wary of T/P'ing teammates
though, because while you might skillfully dodge that
incoming stream using your buddy as a pressor point, he
will likely be pushed into someone elses torps and die.
That is a definite don't, but you can read more on
that in the next chapter (Chapter 3, "Things not to do").
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Chapter 3: Things not to do
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3.1 Plasma
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When your ship has two kills, you can refit to a
new ship and get plasma. (This can be done by
refitting to CA, DD or BB, but this manual assumes that
you'll only fly CA, which is the superior ship to dogfight
in). Plasma's are 'special' weapons and are very popular under
inexperienced players. They are basically big torps which
deal 100 damage when hitting. You can only have 1 plasma
in the air at a time.
OK, the bottomline here. Do not use plasma if you are
seriously trying to become a good dogfighter. To put it even
more extreme: do not ever use plasma, if you ask me.
Why? Because plasma uses a lot of fuel, rarely hits and
can explode near you when phasered (dealing damage to you
and your buddies in the process).
To fire a plasma you need 3000 fuel, which is the equivalent
of 10 torps, or 4 phasers. Now, when you either miss
your plasma, or your plasma gets phasered (probably
hurting you in the process), you basically missed 4 phasers.
Missing 4 phasers in a dogfight is a bad thing, and is a
99% guarantee to losing the dogfight. Look at the animation
in fig. 7 and see how easy it is to dodge a plasma.
The chance that your plasma misses or gets phasered is
very high. Plasma can be dodged like torps and phasering
them is just a matter of pointing at them and clicking the
mousebutton. Consider people who phaser your plasma: you just
wasted 3000 fuel on it, while they just blow it up with only 700
fuel and probably hurt you when doing so. Watch the animation
in fig. 8 to see someone get maimed by his own plasma.
Plasma deals damage to all ships nearby when it explodes. This means,
that if someone would phaser your plasma at the very moment you
fire it, it would explode near you and deal 100 damage to
you, or worse, to you and your teammates who might
happen to be near you at the same time. Your teammates do not
appreciate that.
To summarize, plasma wastes a lot of fuel, rarely hits, can be
easily phasered and hence rendered useless, and even worse, can
explode on top of you or your teammates. Tip of the day: stay away
from plasma. It is what makes the difference between twinks and
clue.
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Fig. 7. O1 easily dodges the plasma lobbed by F0.
Point over the image to start the animation.
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Fig. 8. O1 easily phasers the plasma's lobbed by F0
and kills him in the process.
Point over the image to start the animation.
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