Author Topic: "fighting"  (Read 10327 times)

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That's the problem, the AI never wins circle fights and so should try something else after circling while being shot at for 10 minutes.

     Try playing the TVWP Demo, the AI will kick your ass in a circle fight guaranteed.

 
Actually the AI could do some Split-S's and stuff when it's getting pwned (and the Split S could end with pulling up for the semi-loop, since there is no gravity in space to mandate going down to get more energy from the Earth's gravity).
It could also use Aburners more often, because speed is life.
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Offline Polpolion

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This circle fighting is driving me nuts. ESPECIALLY with the velocity mod!!!

Adding glide helps to alleviate this situation a lot, which is part of the reason why I added to my Fast Mod, which if I do say so myself, is a quite excellent alternative to velocity mod. Well I'd imagine so, because I've never actually played velocity mod.

Well, just if velocity mod is pissing you off, go download and try Fast mod from Freespacemods.net :p .
« Last Edit: May 06, 2008, 03:59:01 pm by thesizzler »

 

Offline Mobius

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That's the problem, the AI never wins circle fights and so should try something else after circling while being shot at for 10 minutes.

You're generalizing here, it depends on the circles...you can get different results.
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Actually the AI could do some Split-S's and stuff when it's getting pwned (and the Split S could end with pulling up for the semi-loop, since there is no gravity in space to mandate going down to get more energy from the Earth's gravity).
It could also use Aburners more often, because speed is life.

    Use of Afterburner is dependent upon the difficulty level.

 

Offline Excalibur

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That just gives you a wider arc so that the AI can shoot at you. :doubt:

Do a barrel roll and turn hard. Then do it in the opposite direction. Slow down, keep changing direction, etc.
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You could always try the corkscrew maneuver. That works surprisingly well.
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Offline IceFire

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The AI isn't that bright but to suggest that maintaining the circle is something that a human wouldn't do is also not right.  If you've played FreeSpace 2 in online matches for a while you'll definitely find a group of folks who will do exactly what the AI is doing.  Following the tight circle and completely unable to disengage (because doing so would mean getting shot at).  A good player would have an escape option by playing with the angles a bit to try and break out of the circle at the best point...but while it does seem a little inane its not all that far off base.

I'm not sure how a Split S really helps in space combat FreeSpace style. Without gravity, pulling a Split S is a pointless move as the opponent can push a negative G as fast as you can pull a positive G "upside down" relative to him.  The other portion of the Split S, once executed, is that you're usually in a position to dive away from the fight and escape but that doesn't work here.  You might be able to exploit a momentary lag in response from the attacking fighter if you can leverage some sort of angle advantage versus the opponent's ship and its maneuvering axis but thats VERY tricky.
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I try to avoid circle fights. My evasive maneuvers usually end up me jerking in front of my pursuer in what looks like random jerks of the stick, but I'm actually judging from the last shot the AI fired at me, and taking action then. I then twist out of his sights when I get the chance.
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Offline Star-Epock

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As Icefire said, FS is void of Physics. Its not meant to be a strategic Space sim by any stretch.

If you want real combat, try IL2-Sturmovik. Lucky, VERY lucky if you shoot down another plane in a mission.

Independence war, had larger thrusters on the bottom of the ship, so pulling up was faster, diving slower.

These two games have some Dogfight tactical possibilities.

I did think FS on Insane was Like "No where to run" on PXO with 8 people. Use a mouse to aim, joystick for the dogfight, Morning stars and Missiles for the kills.

Ive been trying to make Alpha 1 a none mincing machine in a campaign in FS for years. I cant make it work.  :drevil:
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Offline chief1983

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Get halfway decent against people, and it's not too difficult to get a kill or two in IL-2 single player.  Assuming you're not terribly outclassed by your opponents, and even then, the AI have some annoying tendencies that make them easy to get.  They also have some tendencies to cheat too, so watch it :)
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Get halfway decent against people, and it's not too difficult to get a kill or two in IL-2 single player.  Assuming you're not terribly outclassed by your opponents, and even then, the AI have some annoying tendencies that make them easy to get.  They also have some tendencies to cheat too, so watch it :)

          Hmmn, last time I played that game I was chasing a plane for 20 minutes until I ran out of ammo. Got it to start smoking but I think it made it home okay. Darnit.

 

Offline chief1983

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Tohtori's favorite practice in that game is a quick skirmish vs about 15 AI planes.  My favorite is a mission in Pacific Fighters, the US P-40 Bellows field mission, where you start off on the runway as they're attacking you.  Pretty much instant action right there.  That and a Zero almost always gets on your tail as you're leaving the airfield.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
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redsniper:  Platonic hips?!
iamzack:  lays

 

Offline jr2

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Here:  hold "Z", and as your speed drops, whip your ship to a new direction and mash the afterburner.  Might work.  Prolly not, but it's worth a shot.

EDIT: Oh, and remember your yaw speed might be different from your pitch speed.  For example, the Ulysses has killer yaw speed.  Try it some time, grab a Ulysses, and haul your mouse to the right or left... you can use this to your advantage if you remember it.

 

Offline chief1983

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Yeah from what I can remember, it seems that most fighters favor pitch over yaw.  So I typically find my myself using bank to line up a full pitch move to stay on someone.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Excalibur

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The AI does circles...that means we all fly in circles - think about it. Hint: AI. Define.

btw, slowing down does work - if you hit the computer, it tries to crokscrew away (sometimes) or whatever, then it blows up. (assuming you're good enough)
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Offline jr2

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One of the moves that makes the AV-8B Harrier II such a deadly opponent is its ability to use its directional thrust nozzles as a brake - it can throw it's engine thrust forwards, and drop speed faster than normally possible, making the unfortunate pilot on it's tail it's new target.  The F-15 also has a monstrous airbrake behind the pilot on it's back, probably for the same reason.

 

Offline Commander Zane

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However, an airbrake the size of a tank manufacturing plant's hangar doors isn't going to do spacecraft a whole lot of good is it?

 

Offline jr2

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No, but reverse thrust definitely does.  When you hold Z, the craft brakes, producing the effect.  How is another question altogether.

  

Offline zonination

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Do a barrel roll. :D
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