CQC Fastest 180 turn

Yesterday i saw a stationary ship flip 180 degrees in about 1-1.5 secs.
Is this a legitimate technique or a cheat?Even though it was very fast it did not look odd.It seemed like boost was used to aid the quick flip.Any ideas?
 
Can't say if this is what happened then but I find you get the fastest turns with FA off and boost.
Boost however would not have left the ship sitting still.
 
Can't say if this is what happened then but I find you get the fastest turns with FA off and boost.
Boost however would not have left the ship sitting still.
*cough* Ahem*cough* FA OFF people make me laugh my ass off thinking that losing control of your ship actually helps you turn around. By the time they have turned around, I have turned around as well and my guns are aimed at them already while they try to adjust and aim at me. At which point I have blasted them to hell already and probably just wizzed by them leaving them to flop around trying to turn with their FA OFF non-sense again. So please do continue to do that, makes my live so much easier in killing you.
 
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*cough* *cough* FA OFF people make me laugh my ass off thinking that losing control of your ship actually helps you turn around. By the time they have turned around, I have turned around as well and my guns are aimed at them already while they try to adjust and aim at me. At which point I have blasted them to hell already and probably just wizzed by them leaving them to flop around trying to turn with their FA OFF non-sense again. So please do continue to do that, makes my live so much easier in killing you.

Both FA on and FA off have advantages. Using both will get you the best results.

I'm currenty running flight model tests but there are clear advantages to each already shown in the results so far for acceleration and deceleration.

Old tests I did found in the blue zone FA off pitch about 10% faster in a default sidewinder though these are old tests that I plan to redo as there have been changes.

I have not run tests on boost turn rate with FA on and off yet so I have no figure to offer. Might get it done tonight.
 
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The main benefit to using FA off in a boost flip-turn is that the extra turn rate from the boost will run out before you can finish rotating around. FA off lets you continue the turn at the maximum rate even after the boost has expired. In CQC the benefit is smaller than in the main game, but it still saves you a bit of time. And once you're back on target, FA on again and fire away.

As for what OP saw: if they were stationary and flipped around far too fast, the most likely culprit is network lag. As in, on their screen they started turning a couple seconds earlier, but you didn't see it due to lag, then once the network got in sync they appeared to turn extra fast as the game "caught up" with the other ship's actions.
 
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The main benefit to using FA off in a boost flip-turn is that the extra turn rate from the boost will run out before you can finish rotating around. FA off lets you continue the turn at the maximum rate even after the boost has expired. In CQC the benefit is smaller than in the main game, but it still saves you a bit of time. And once you're back on target, FA on again and fire away.
Bolded for emphasis, that is the part where you lose a lot of time trying to acquire your target in CQC, enough that it is actually bad for you to FA off turn. But like I said, keep doing it, makes it easier for me to kill you.
 
*cough* BULL%^$& *cough* FA OFF people make me laugh my ass off thinking that losing control of your ship actually helps you turn around. By the time they have turned around, I have turned around as well and my guns are aimed at them already while they try to adjust and aim at me. At which point I have blasted them to hell already and probably just wizzed by them leaving them to flop around trying to turn with their FA OFF non-sense again. So please do continue to do that, makes my live so much easier in killing you.

Agree. I gave up on trying to use FA/OFF. Perhaps it makes it easier to turn with Keyboard/mouse control, but with HOTAS it gives me absolutely no advantage in combat. (all this IMHO - entirely possible that my brain just does not "get it")
The only advantage I see is that the boost speed lasts longer, so I use it sometimes when go after a power-up to overtake others on a straight line (oops giving up one of my tricks :) )
 
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As for what OP saw: if they were stationary and flipped around far too fast, the most likely culprit is network lag. As in, on their screen they started turning a couple seconds earlier, but you didn't see it due to lag, then once the network got in sync they appeared to turn extra fast as the game "caught up" with the other ship's actions.

I was pretty sure the game pops up "connection error" if the lag exceeds 500ms. Perhaps something got changed in the last update
 
The other thing FA off is really nice for in CQC: it lets you trichord and accelerate *significantly* faster than without. Often useful when trying to create distance quickly or race to a powerup. :)

For most combat maneuvers, though, you're right that the disorientation from switching modes is often not worth the very marginal benefits. I think I do get some benefit from it, but it's mostly habit / muscle memory carried over from fighting in Open. (And from before 2.0 when FA off let you accel / decel faster even without trichording).
 

Lestat

Banned
For the players that Practice FA off. They are better then any FA on players. But the key word is Practice
 
Since my stick died, FA Off is a no go. Mouse and keyboard + FA Off (despite some people's arguments) is a spinning nightmare, unless you toggle the releative mouse movement, which in turn triggers a hopeless turn rate while flying FA on.

*shuffle, shuffle, scrape, lift, shuffle* "What are you doing?" "Trying to pitch..."
 
For the players that Practice FA off. They are better then any FA on players. But the key word is Practice
I can count on one finger the number of players I have seen where FA off in CQC didn't make it easier for me to kill them. So I call bull on that.
 
It's not like you can really tell the FA off/on state of another player anyway, unless they're literally just drifting along...
 
You can actually very easily tell if someone is using FA off while turning, since they lose accurate control while in FA off mode, they will 'waffle' a bit while turning fa off again. Its very a distinctive motion and very easy to spot.
 
I don't know about turnrates with FAO; Most time i use it to keep my prior trajectory in order to scan following ships and/or boost towards a certain angle to ensure an intercept course which would be a wide circle otherwise.
But maybe I'm wrong and misunderstand the whole thing nonetheless.
 
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Turn rates with fa on and off are the same, people. Unless you're boosting, blue zone pitch rate is as good as it gets. If you are boosting, fa off simply allows you to maintain the elevated pitch rate from the boost a bit longer (after the boost wears off). The trick to a faster "180" is to use thrusters to move your ship in such a way that you don't actually need to pitch a full 180 to get your target back in your sights.
 
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Done a quick boost turn test from 0 speed.
Ship - Default Sidewinder

FA on - 5.78 seconds
FA off - 4.72 seconds

https://youtu.be/a7aqHv-vi-4

Well short of the 1-1.5 seconds OP said.
A condor or imperial fighter would do better but I doubt by that much.

As for the debate if FA Off is useful? Some think it's not. Some think it is.
Does not look like we are going to agree.
Maybe after I have done all the tests I will start a post with the numbers to debate.
 
I'm a bit confused about how a 5.78 - 4.72 is "well short of the 1-1.5 seconds".

Seems like in your test it was a full second faster, which is right on the inside edge of that range.

I really wish I had a better way to view my own ship's movement through space to see exactly what trajectory I take using different control inputs, it'd make stuff like this a lot easier for everyone to visualize and compare.
 
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I'm a bit confused about how a 5.78 - 4.72 is "well short of the 1-1.5 seconds".

Seems like in your test it was a full second faster, which is right on the inside edge of that range.

I really wish I had a better way to view my own ship's movement through space to see exactly what trajectory I take using different control inputs, it'd make stuff like this a lot easier for everyone to visualize and compare.

That is in response to the original post where they had seen "a stationary ship flip 180 degrees in about 1-1.5 seconds"
 
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