FAOff an option or an obligation?

The idea is to become competent in both methods and to combine them. Here's a link that helped me quite a lot.

https://m.reddit.com/r/EliteDangero...te_dangerous_guide_to_learning_flight_assist/

I've found that I've become a much better pilot in the last 100 hours of learning a more adequate fa off technique than the previous nearly 500 hours of flying primarily fa on with the occasional fa off turn here and there. Ultimately it's up to you if you want to or not both are completely capable but require their own handicaps cater to.
 
I believe that there is a dedicated group of players that believe that flying with FA off is the only way to fly. A bit like the groups that say you should only ever use fixed weapons. That is their style of play and you should do what you want.

That said, FA off does have tactical advantages in certain situations and it is wise to read up and find out what these are and try using them in the appropriate situations.

Personally, I hardly ever use FA off but that's just the way I fly.

I don't think anyone who is fully competent in FA-OFF would suggest it is the only way to fly. I have been pretty much full time FA-OFF since Early/Beta Gamma

FA-OFF doesn't give an advantage in maximum roll/pitch/yaw rates, it merely allows a faster initial acceleration into a maneuver. The key in Combat is know the best time to keep it on or switched off.

Once I am comfortable with a ship I actually find it easier to handle with assist off, less restrictive & minimal interference from the computer. Pure FA-OFF flying is defintely more rewarding, however it is certainly not essential, a skilled FA-ON cmdr can pull off the same maneuvers, problem is the FA-ON pilot has to use constant thruster inputs to maintain a trajectory - ironically doing more thruster control work than a skilled FA-OFF cmdr.
 
To be the best combat pilot you can be then yes, you need FAoff. Not necessarily all the time, that is probably excessive, though you will undoubtedly be a much better pilot for it, but situationaly.

I am not the best pilot I can be :) Currently my limited experience with FAoff has suggested I'll make myself an easier target with its use, but that is a matter of practice. At some point I'll need to jump back in to a Sidewinder and spend a few hours actually getting the hang of it. In the meantime I try and recognise my ability and run like heck if I'm in over my head.

Some people seem to think that FA off is a manoeuvring win button. It's not. If a pilot is struggling with basic combat manoeuvres flying FA on (and don't think I'm implying that you are, I'm not) turning it off is going to exacerbate an already dicey situation. If, however, a pilot feels they're pushing the envelope of what their ship is capable of with FA on then yes, turning it off can give you the edge in a brawl. It does take some getting used to. Remember that once you initiate a change in attitude, you don't need to hold the stick as you do when flying FA on and I find it's better to let the stick return to centre. It seems to make for a smoother experience, but maybe that's just me, I'm sure others have their own way of doing it.

Experiment with it and see what you think. Don't be put off by the initial difficulty and the feeling of not being in control that you can get when you first try. Practice it in the safety of a no fire zone for ten minutes or so and you'll feel much more confident when it comes to switching modes during a dogfight.
 
If you fly a Python and got a FAS Elite NPC that is behind you all the time a short FA-Off manoeuvre will help. The thing is faster, turns better, is difficult to get in front without. So try this, switch FA off and boost, then nose up. Ship still moves away from the NPC but turns, after 180 degree switch FA On and find the FAS in front of you. Try this a few times out of fight, then against NPCs. Is doable with mouse + keyboard without getting overwhelmed. Works too against small and nimble fighters, but not worth the stress, those are better done with turrets.
 
You only need it to execute tight turns (with or without boost) and flying backward. Since you won't change vector as much when turning with FA off, doing so usually guarantees you will be further away from your opponent once you have executed the turn. This can lead to a joust which is not necessarily preferable to being locked in a loop de loop. Therefore I've been experimenting with 4 pis to engines when turning and eating damage to avoid a joust with say, a FAS, instead of the usual 4, 0, 2 setup when flying my FDL.
 
Only in response to that particular user, I find him to be arrogant with no patience for players less skilled than himself. I +Rep'd to all users who offered genuine responses.

I feel so special that you would disagree with me just for me and not because of the content of the post. Still not wrong, they are all optional, they will all increase combat effectiveness depending on how well you use or don't use each of them.

I have all the patience in the world for people asking genuine questions, I reserve no patience and will not pander to someone who asks a silly question with an obvious answer. Good luck.
 
Summarising everything the redoubtable Cmdr Alexander the Grape and the more informed posters in his thread have had to say about FAO (see Mr Grape’s vid guide thread here):-

https://www.reddit.com/r/EliteDange...why_youre_probably_using_flight_assist_wrong/


(All percentages said to be approx and ship-specific, the examples of different ships are Mr Grape’s, not mine.)



  • Turn rate increases by about 15% with FAO = pitch difference between Federal Drop Ship and Federal Assault Ship


  • FAO removes the ‘70% cap’ on lateral/vertical/reverse thrusters, meaning that they can reach the same speed as 100% forwards (un-boosted)


  • FAO adds 50% to forwards acceleration (Anaconda becomes Python)


  • FAO adds 20% to lateral/vertical/reverse acceleration (Cobra III becomes Viper III)


  • Bichord acceleration (using forward + another direction thrusters) is even more enhanced than just one-directional acceleration


  • And Trichord acceleration (e.g. fw + up + right) is even more enhanced!


  • FAO removes speed decline, meaning that you can achieve max un-boosted 4-pip forward speed, then switch FAO and move pips to other systems while ‘gliding’ with that same 4-pip speed

But:


  • Lateral and vertical deceleration are 50% worse with FAO

Hope this helps.

If you want to know what this means in practical PvP terms - you do need to use some FA-off in the approaches (for avoidance) and turns if you're up against someone dangerous.
 
I had a play with FAoff, didn't like it. Lots of posts give the impression that I've gotta bend over and use it anyway. So what's the go?

I honestly have not found much use for it yet compared to simply making use of lateral thrusters in combination with normal mouse/WASD directional thrust control.

The only occasion I find myself using FA-off is the "boost way, then FA-off and flip around" maneuver...which invariably results in either a head-to-head slugging match as the AI chases you, or escape.

I've possibly used it more often when in ships like the Type 9 or Tradeconda while fending off some foolish pirate (I run away from the ones that mean real danger, after all).

For me it's an option that's "there" but not necessary, not as long as you get the right feel for using the lateral thrusters & thrust control.
 
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