Gonna' practice FA OFF this evening.

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Deleted member 110222

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Any tips?

I'm looking to learn so I can enhance my combat in my slower boats.
 
Any tips?

I'm looking to learn so I can enhance my combat in my slower boats.
An easy one to do and works depending on your ship speed vs the guy shooting you is look in an empty direction, hit the boost button, wait for you to hit max speed or close to it, hit flight assist off and begin doing a full 180 turn so you can then shoot the enemy as you're flying backwards gaining distance on them still, they will fly in a straight line towards you which also makes fixed weapons easier to land.

In smaller more maneuverable ships, FA off and turning while using the (lack for better term) up and down thrusters can help to turn even quicker, far less noticeable in a large ship (they are fat)
 
Do you mean just toggling it for tight turns or occasional off-axis shooting? Or FA Off permanently?

The former isn't too difficult, if you can keep the roll adjustments to a minimum. The latter is for ungodly freaks with overactive skill glands.
 

Deleted member 110222

D
Do you mean just toggling it for tight turns or occasional off-axis shooting? Or FA Off permanently?

The former isn't too difficult, if you can keep the roll adjustments to a minimum. The latter is for ungodly freaks with overactive skill glands.

The former, my good man.

It's just so I can slightly enhance my Cobra Mk IV in combat, for defensive purposes.
 
...The latter is for ungodly freaks with overactive skill glands.

Hey! It's not that bad...though it might be more challenging on the Xbox.

V8UC, that thread also has (imo) a lot of input from two of the humblest, yet best Fa-Off pilots, in ED*

*Don't be daft, I'm not one of them :D
 

Deleted member 110222

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Well, I'm wanting to ask, when I turn off FA to make a turn, then would I be correct in saying that using the lateral thrusters in conjunction with the pitch be needed to make a decent turn? :s
 
Well, I'm wanting to ask, when I turn off FA to make a turn, then would I be correct in saying that using the lateral thrusters in conjunction with the pitch be needed to make a decent turn? :s

Well, if I'm looking to make a "yaw" turn (say to a landing pad) I'll start yawing, then disengage FA and it'll naturally start yawing quicker. I try to keep the pitch and roll adjustments to an absolute minimum as once you start adjusting you can easily end up over-compensating on 3 axes and see-sawing all over the place.

For a tight "roll & pitch" turn (in combat), I put the throttle in the blue zone (seems most effective), pull back and disengage FA, and starting pitching much quicker. Boost also speeds up the turn a lot, but will also put distance between you and your target/attacker. Which is a good thing or a bad thing, depending on which it is! When doing this turn, again try to keep roll inputs to a minimum or you'll start overcompensating again and start wobbling all over the place. Once you get the hang of it, you're only really focused on the ship/blip, keeping the joystick pulled back, and adjusting the roll back and forth to keep the ship/blip at the 12 o' clock position.
 

Deleted member 110222

D
Well, if I'm looking to make a "yaw" turn (say to a landing pad) I'll start yawing, then disengage FA and it'll naturally start yawing quicker. I try to keep the pitch and roll adjustments to an absolute minimum as once you start adjusting you can easily end up over-compensating on 3 axes and see-sawing all over the place.

For a tight "roll & pitch" turn (in combat), I put the throttle in the blue zone (seems most effective), pull back and disengage FA, and starting pitching much quicker. Boost also speeds up the turn a lot, but will also put distance between you and your target/attacker. Which is a good thing or a bad thing, depending on which it is! When doing this turn, again try to keep roll inputs to a minimum or you'll start overcompensating again and start wobbling all over the place. Once you get the hang of it, you're only really focused on the ship/blip, keeping the joystick pulled back, and adjusting the roll back and forth to keep the ship/blip at the 12 o' clock position.

Alright, well, I'll take this advice & practice in an asteroid belt. I can use a crater on an asteroid as a "target".
 
Well, if I'm looking to make a "yaw" turn (say to a landing pad) I'll start yawing, then disengage FA and it'll naturally start yawing quicker. I try to keep the pitch and roll adjustments to an absolute minimum as once you start adjusting you can easily end up over-compensating on 3 axes and see-sawing all over the place.

For a tight "roll & pitch" turn (in combat), I put the throttle in the blue zone (seems most effective), pull back and disengage FA, and starting pitching much quicker. Boost also speeds up the turn a lot, but will also put distance between you and your target/attacker. Which is a good thing or a bad thing, depending on which it is! When doing this turn, again try to keep roll inputs to a minimum or you'll start overcompensating again and start wobbling all over the place. Once you get the hang of it, you're only really focused on the ship/blip, keeping the joystick pulled back, and adjusting the roll back and forth to keep the ship/blip at the 12 o' clock position.

This is cool/hilarious! Yaw speed was reduced to push players into roll & pitch type combat (decent yaw speed results in endless circle-strafing). Then FA toggle gets introduced to reverse the nerf in yaw speed for pilots skilled enough, and yet you disengage FA to enhance roll & pitch combat. I've never been sold on toggling the FA off before, but I like the sound of this.
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Deleted member 110222

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Instead of learning to fly with FA off, why not learn to do flying tricks, like a really quick 180` with fa off, then switch it back on when your facing where you need to face, practice in front of a station. Practice makes perfect.

That, my good man, is exactly what I want to do. You've put it in better words than I have.
 
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