Circle strafing

And it's easy with a Saitek X52 /X52 Pro.
Pull up on the joystick and down on the throttle hat under your left index finger.
 
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I prefer the "Point at target, low throttle + either left or right on the lateral thrusters" method myself.
 
Isn't the whole circle strafing thing what the FD team wanted to avoid to prevent combat becoming dull and predictable? Hopefully this tactic will be reasonably easy to counter (other than doing the same yourself in some kind of stellar rendition of Swan Lake)?
 
Isn't the whole circle strafing thing what the FD team wanted to avoid to prevent combat becoming dull and predictable? Hopefully this tactic will be reasonably easy to counter (other than doing the same yourself in some kind of stellar rendition of Swan Lake)?

Na it had to do with "turreting", which to my understanding was either sitting still, or drifting while turning in circles, which would essentially turn combat into a series of jousting runs. To this effect they made it so your ability to turn was dictated by 2 things, 1) pitch vs yaw, being that pitch is ridiculously more powerful, forcing a roll/pitch style of flight, and 2) current velocity vs maximum speed, which is to say ~50-75% of your current velocity is optimal for best turning.


Circle strafing would entail moving and navigating with a sideways vector, actually kinda difficult to do accurately, and since it requires a level of skill, i myself like it.

You counter it by getting on their vectors "6", since if theyre pointing left or right, they still cant shoot you, but will have trouble navigating and will have to usually stop.

I use a similar tactic, where on the initial approach i'll pull up slightly so i'm off vector, roll over so theyre "above" me, turn off flight assist, cut to 25% throttle or so, use my rotational dials and give full downward thrust while pulling up. The effect is that as they pass under you, your already starting to point their vector and can easily get on their 6. If you over/under shoot, use boost to catch up. Do it 100% right, and your literally only a few hundred meters off their tail.

This works great against NPC's, but since my x65f broke my desk (not kidding), I havnt attempted it against a player. Not that i've had time.

But yeah, its just giving a constant horizontal/vertical thrust input, while maintaining your aim at something perpendicular to your vector (direction of movement). I use the dials on my throttle, it makes me feel like i'm manipulating some crazy machine, but its hella fun, but binary input works too.
 
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SlackR

Banned
I prefer the "Point at target, low throttle + either left or right on the lateral thrusters" method myself.

Would that not take you in a straight line?

Isn't the whole circle strafing thing what the FD team wanted to avoid to prevent combat becoming dull and predictable? Hopefully this tactic will be reasonably easy to counter (other than doing the same yourself in some kind of stellar rendition of Swan Lake)?

Exactly... Right now look pretty grim when somebody is circling you with gimble targetting

Na it had to do with "turreting", which to my understanding was either sitting still, or drifting while turning in circles, which would essentially turn combat into a series of jousting runs. To this effect they made it so your ability to turn was dictated by 2 things, 1) pitch vs yaw, being that pitch is ridiculously more powerful, forcing a roll/pitch style of flight, and 2) current velocity vs maximum speed, which is to say ~50-75% of your current velocity is optimal for best turning.


Circle strafing would entail moving and navigating with a sideways vector, actually kinda difficult to do accurately, and since it requires a level of skill, i myself like it.

You counter it by getting on their vectors "6", since if theyre pointing left or right, they still cant shoot you, but will have trouble navigating and will have to usually stop.

I use a similar tactic, where on the initial approach i'll pull up slightly so i'm off vector, roll over so theyre "above" me, turn off flight assist, cut to 25% throttle or so, use my rotational dials and give full downward thrust while pulling up. The effect is that as they pass under you, your already starting to point their vector and can easily get on their 6. If you over/under shoot, use boost to catch up. Do it 100% right, and your literally only a few hundred meters off their tail.

This works great against NPC's, but since my x65f broke my desk (not kidding), I havnt attempted it against a player. Not that i've had time.

But yeah, its just giving a constant horizontal/vertical thrust input, while maintaining your aim at something perpendicular to your vector (direction of movement). I use the dials on my throttle, it makes me feel like i'm manipulating some crazy machine, but its hella fun, but binary input works too.

Could you please explain how that might work on a gamepad? :)
 
Translational (side) thrust in one direction and turn in the opposite direction. After a while it should start to feel as natural as drifting with a car.
 
It works well with lazors, especially gimballed.
I can't seem to make it work so effectively with the multi-cannons, I may be doing something wrong, but I shoot right on the target lead indicator, but almost never hit my target. And I am moving around quite smoothly - FAON, no jerky movements.

:S
 
Insert space ships into this:
circle-strafe.png


;)
 
Would that not take you in a straight line?

Could you please explain how that might work on a gamepad? :)

Pull up slightly so you'reoff vector, roll over so theyre "above", turn off flight assist, cut to 25% throttle or so, use rotational dials and give full downward thrust while pulling up. The effect is that as they pass under you, your already starting to point their vector and can easily get on their 6. If you over/under shoot, use boost to catch up. Do it 100% right, and your literally only a few hundred meters off their tail.

give full downward thrust is the bit that gets me, there are ..downward thrusters?
 
I watched Mauadib circle strafe a victim ( ;) ) last night - pretty impressive maneuver, but also shows how lower skill players (like myself) will be simply trashed by the more skilful... (Or perhaps the better equiped on the joystick front)
 
give full downward thrust is the bit that gets me, there are ..downward thrusters?

Yes and you can map them to any keys or buttons...

So on my throttle there is a thumb hat that I use for these thrusters... even without flight assist off they give you a REAL advantage, when that enemy cirlces up over you, down thrust, pull up and as you see him swining into the target, up thrust to keep him there..

I want to play with Flight Assist off, but I haven't got a DECENT easy one press button available on the stick that doesn't overwrite my direction thrusters...

So ROLL ON Alpha 3!!!! Im desperate to Kick Some Ass, and eat some chewing gum... and Im all out of boots!!
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
So on my Thrustmaster Tflight the hat is for system managment as the default. I have to press and hold a button for FA off, I assume i will have to do some remapping.
 
So on my Thrustmaster Tflight the hat is for system managment as the default. I have to press and hold a button for FA off, I assume i will have to do some remapping.
Do you not use the keyboard for anything? I have the thrusters mapped to the cursor keys.
 

Yaffle

Volunteer Moderator
It may be worth your while waiting to see if there is any better mapping for you in Alpha 3.0 T.j before messing about with it.

Firstly some lovely profile may be in place, and secondly you may be about to discover you need a whole boatload of new keys to interact with the station for docking/travel which would necessitate you remapping all over again.

ETA - or use the keys. Like Oss suggested.
 
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