Keeping behind an Anaconda's thrusters in an Asp

I'm just wondering if this is possible without having to mess around with FA Off.
I've tried it a lot with thrusting downwards while pulling back on the the throttle to keep behind the Anaconda, but I swear that NPC Condas seem to turn like they're skating on ice at times.
How come the Anaconda's turn rate is somehow better than an Asp's?
It seems pretty crazy when you think about it! Lol!
 
I dont seem to manage it in an asp and even with my cobra it's difficult even against NPC...

But then again I am still a rookie :)
 
I dont seem to manage it in an asp and even with my cobra it's difficult even against NPC...

But then again I am still a rookie :)

*sadface* - I keep reading posts from people who say it is "really easy if you know how to fly"... so I am looking to hear how.
And apparently I don't know how to fly either :-\
 
Was dealing with a low grade NPC (Novice) the other night and watched it turn on the spot faster then me in Asp.
Playing normal game of jousting, I am turning right behind him to get on his tail and yet as I swing round he is almost facing me again. Which does seem odd.
 
Was dealing with a low grade NPC (Novice) the other night and watched it turn on the spot faster then me in Asp.
Playing normal game of jousting, I am turning right behind him to get on his tail and yet as I swing round he is almost facing me again. Which does seem odd.

Absolutely. What I have also noticed is that once an NPC Anaconda is facing you, there's almost no way of getting behind him in a faster and more nimble ship than boosting past him and having to around with killing your speed to turn around, by which point the conda's already rotated on the spot to face you anyway.
 
People seem to think FA off is some magical agility switch. The fact is, with FA habitually off, you're spending most of your time traveling in straight lines with the occasional sudden direction change.

Those NPC Anaconda's are surprisingly nimble, even when you're in a Cobra. Most of the time, I settle for simply being at a 90 degree angle to the target. If you're in a roid belt, don't be ashamed to duck behind a rock and pop in and out of cover.

For anyone wanting general flight advice:

* When pitching up to follow a target, thrusting down will widen your curve, increasing your distance to the target (you'll basically be belly-flopping down and around).

* Thrusting *up* will tighten your curve; you'll be moving with the target, while still turning.

* Sometimes a combination of these will work - thrust down a bit, gain some distance, then tighten the turn by thrusting up into it.

* Remember that engine pips have a significant impact on turn rate. Max out engine power if agility is important.

* The afterburner will make you turn way faster. If you're in close combat, and you don't want to overshoot, try flying straight... FA off, pitch up hard, and one second into the turn, hit your burners. You'll do a sort of handbreak turn at high speed. FA on when your target is in sight.
 
Absolutely. What I have also noticed is that once an NPC Anaconda is facing you, there's almost no way of getting behind him in a faster and more nimble ship than boosting past him and having to around with killing your speed to turn around, by which point the conda's already rotated on the spot to face you anyway.

I believe the Anaconda is too agile for its size (it turns only slightly slower that the considerably smaller Python).
 
A massive ship dosen't need to turn slowly, this isn't world of warships we're playing.

If you're attempting to utilise real world realistic physics, then yes... yes it does.
Even though there's no gravity or air-resistance to worry about in space, there is still the -rather large- matter of mass and thruster propulsion, etc.
Of course, if you're happy with cartoon-style Team Fortress crazy physics, then I suppose it does.

Also, I've never heard of World of Warships... I assume that at least uses half-realistic mechanics... XD
 
I believe the Anaconda is too agile for its size (it turns only slightly slower that the considerably smaller Python).
Sorry but did you just compare a 1 billion credit ship to a 250 mill ship?
the anaconda turns so much faster because it's the target, it's at the center of the circle you're traversing to get around it.
As an anaconda pilot I use this heavily to my advantage. If you want advice on how to take one on hug it, and don't let go. It does turn slower than a python if you're playing on equal footing. But at any range the conda will maintain its defensive advantage.

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If you're attempting to utilise real world realistic physics, then yes... yes it does.
Even though there's no gravity or air-resistance to worry about in space, there is still the -rather large- matter of mass and thruster propulsion, etc.
Of course, if you're happy with cartoon-style Team Fortress crazy physics, then I suppose it does.

Also, I've never heard of World of Warships... I assume that at least uses half-realistic mechanics... XD
The anaconda does fly like an office building most of the time it's only when you figure out how to throw that weight around and use physics to fling the nose around does it handle at all.
 
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Sorry but did you just compare a 1 billion credit ship to a 250 mill ship?

Not saying you're wrong, but I think the last time I checked, the Anaconda was 149 million creds?
Think the python is about half that or so...
Unless they've performed some crazy ridiculous re-pricing recently... :D
 
Not saying you're wrong, but I think the last time I checked, the Anaconda was 149 million creds?
Think the python is about half that or so...
Unless they've performed some crazy ridiculous re-pricing recently... :D
I'm not talking stock prices you're right with your figure, I'm talking A rated combat ships with all the bells and whistles. Just thrusters on the conda costs almost as much as a python.
 
I keep thinking that the NPC ships can do 'micro-jumps.' One second they're in one place and you're behind them, the next, they're across the screen, rolling right back at you. Surely micro-jumps is the answer to how this happens.
 
First, you'll need A grade thrusters and all pips into ENG to maneuver - at least in my humble non-FA off experience. That'll keep you behind "most" of the time, but you'll also need to get really, really close. Obviously the further away you are from the Anaconda as it starts to turn, the faster you'll need to fly to end up behind the Anaconda as/when it does turn.

So, in short:
* Class A thrusters help (size-correct)
* Stay very, very close - as you'll otherwise need to close a gap you can't w/o boosting; and when you boost you'll likely overshoot (and end up facing the front of the ship: not good)
* Only boost when the 'Conda boosts away directly in front of you, ands you're simply trying to stay close/directly behind it
* Max pips in ENG when the 'Conda starts to turn and follow
 
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People seem to think FA off is some magical agility switch. The fact is, with FA habitually off, you're spending most of your time traveling in straight lines with the occasional sudden direction change.

Those NPC Anaconda's are surprisingly nimble, even when you're in a Cobra. Most of the time, I settle for simply being at a 90 degree angle to the target. If you're in a roid belt, don't be ashamed to duck behind a rock and pop in and out of cover.

For anyone wanting general flight advice:

* When pitching up to follow a target, thrusting down will widen your curve, increasing your distance to the target (you'll basically be belly-flopping down and around).

* Thrusting *up* will tighten your curve; you'll be moving with the target, while still turning.

* Sometimes a combination of these will work - thrust down a bit, gain some distance, then tighten the turn by thrusting up into it.

* Remember that engine pips have a significant impact on turn rate. Max out engine power if agility is important.

* The afterburner will make you turn way faster. If you're in close combat, and you don't want to overshoot, try flying straight... FA off, pitch up hard, and one second into the turn, hit your burners. You'll do a sort of handbreak turn at high speed. FA on when your target is in sight.

Thanks for the tips, I will try those ! + REP
 
Space combat in ED is basically energy fighting. You want to maintain an energy advantage over your opponent at all times. In essence, you're trying to dictate the entire battle as much as possible by playing to your strengths, and against your opponents.

Low or no pips in ENG means your max velocity is lowered significantly. It also means your corner speed is much lower (the blue area.) What that equates to is you travel less distance when you make a sharp turn. You can make sharp turns because your radius for turning is significantly less than if you were running with many pips in ENG. The downside is, the lack of velocity also means it's easy to counter your movements because there's little orbit or slide in your movements. Another downside of low pips in ENG is that it also lowers your thruster threshold. When you apply lateral thrusters, it lowers your max velocity. You aren't slowing down. Rather, your velocity vector is changing. The HUD doesn't display this. You can see this for yourself. Fly in a straight line with max throttle then apply and hold thrusters in a particular direction. One of the major disadvantages of this is that you can effectively drop to a standstill in a tight turn and have to suddenly reverse. This can leave you in a very vulnerable situation. It happens with high pips in ENG as well, but you have more leeway because your sliding has more momentum.

AM-MRT-FIGURE-2.jpg

On the opposite end of the spectrum is high pips to ENG. This increases your max speed, your corner speed and so on. The advantage to this is that your turns are wider and will cause you to slide around while using thrusters. This is essential if you want to orbit and out maneuver a big ship that's pivoting quickly. The trick is managing your speed because it'll fluctuate quite a bit. It's easy to overshoot, but also easier to stick in a blind spot at close range due to momentum. That momentum is what causes you to slide. It's quite easy to see with Flight Assist OFF, but it happens with Flight Assist ON as well. The main difference is that with FA ON, your ship's computer automatically compensates for your control movements. That takes time, especially with higher momentum. You can use this to simulate very brief moments of what it's like with FA OFF and incorporate that into your flying. Naturally the more maneuverable and responsive a ship and it's thrusters are, the smoother it will be.

Another point is booster usage. With low ENG power, boosts have a lower velocity and take less time to wind up, and wind down. It's easy to control and you travel a shorter distance. This is actually perfect for chasing a large target, or using it to do a quick boost accelerated turn in a dogfight without overshooting. High ENG power is harder to manage close in and works better for chasing something down, or closing range. It can also be used for evasive maneuvering (pitch, roll and yaw + thrusters) to tone it down to a more manageable level. This can cause a power slide which might put you in a worse position than you were in, such as setting you up for a head to head situation.

There's also another factor involved. Knowing when to reverse your turns. Some ships have great visibility and you can track your target's movements pretty easily with the good old Mark I Eyeball. Some don't though, and this is where the target display on the HUD comes into play, as well as the radar. You can always see what the target's orientation is to you based on the display and then judge where it is based upon the radar. Secondly, exhaust trails. Ships leave these as they're flying around. They make a good quick visual cue to go along with the HUD display. It takes practice but it's doable. Combine that with head tracking and you can generally tell when you need to reverse a turn or alter your thrust vector to counter the NPCs movements. Timing is crucial. It's also different for each ship due to handling characteristics, as well as what opponent you are facing. Some ships have better yaw than pitch (type 7 for example), and that has to be taken into account as well.

For the Asp because it's sluggish, it'll take considerably more practice to learn to fly super well.

[video=youtube;6jFfl1qLHP0]https://www.youtube.com/watch?v=6jFfl1qLHP0[/video]


Edit - Forgot to mention. An A Rated Asp runs 45m+ and can still perform Exploration duties with a 26ly range. More or less depending on armor.
 
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