Let's talk about dogfighting

I was in my FAS last night and got into a fight with a deadly FDS, and while it was an interesting fight and I eventually came out on top, I found it interesting that the FDS was able to out-turn me and reduce the fight to a jousting match battle of attrition.

I found this interesting because as anyone who has flown a FDS knows, it has a much worse pitch rate than the FAS, although not as bad as, say, a Python. So the only explanation was that he was using FA/off, which is something I don't use that often except in my corvette to do boost turns. Anyway, it got me thinking about the whole concept of dogfighting and roles for ships in this game, compared to something like WW2 dogfighting.

Back in WW2, every airplane had a role, and a technology level, which is to say it was either cutting edge, or outdated for the time it was fighting. Every plane that had any business in a dogfight had its own dogfighting style, failure to adhere to which would result in pilot death. For example, you didn't try and play a turning game in a P-47 against a BF-109 or Zero. P-47 was a boom and zoom fighter that started from high altitude, dived down at high speed, made ONE pass against its opponent using high alpha strike damage and converted that speed back into altitude to either escape or to repeat the attack and make a second pass.

Conversely, if you were in a Zero, you tried to catch a less maneuverable fighter like the P-47 unawares or goad a rookie pilot into playing a turning game with you at which point you would tear them apart. They couldn't outclimb you or outturn you so all they could do was dive to gain speed and eventually hit the deck with nowhere to run.

Throw in obsolete aircraft like the P-40 Warhawk compared to the then-new Zero, or the aging BF-109 in 1943 against the new P-51 Mustang and you end up with some challenging parings.

So looking back at ED, how can we compare dogfighting in general and categorize ships by role and effectiveness?


Are there in fact different roles at all in ED in terms of dogfighting or are we forced to all play one style?

Generally i'd say that in ED, alpha strike is vastly inferior to ship defences compared to a WW2 craft. What I mean is, that in WW2 using my example of the P-47 diving down to attack an unaware Zero, it was quite possible for that P-47 to kill the Zero in one burst of .50cal fire. Even a heavy bomber could be taken out in one accurate pass if you hit it in the right spot.

Not so in ED.

Take the FDL, commonly referred to as a boom and zoom fighter. I can't think of many situations where one could use that tactic properly in ED -flying at high speed to an opponent, blasting them with high alpha, killing or crippling them and then zooming away at such speed that they can't respond. It just doesn't happen in my experience, feel free to correct me if i'm wrong though!

What we have in ED is a game of jousting. Fly at your opponent, shoot them, hit FA/off, turn around, rinse/repeat. That's what the AI is doing whenever possible. Big ships, small ships, agile ships, clunky ships. it all comes down to keeping face-time on your opponent for as long as possible to pound them with your guns because combat in ED is first and foremost a battle of attrition. It does no good to do some fancy flying and get your opponent in your sights for 1/2 second because you can't kill him in 1/2 second, so you need to joust him and just dish out the pain and if necessary soak it up at the same time, and hope you are more durable.

Ships like the FDS and FGS excel at this for some reason, even though they have horrible maneuverability. The AI just gets around it by doing endless FA/off turns and forcing you to joust their many hardpoints. In addition, they are resistant to ramming, and do high ramming damage themselves.

So the problem I see is that boom and zoom alpha strike is too low in ED, and ships with alpha strike designs simply aren't overwhelmingly fast enough in a straight line to make use of that tactic.

FA/off is a bit of an equalizer in ED, in that it allows basically any ship to cheat its turning radius limitation and do incredibly fast 180 turns. If you forced everyone to play FA/on, 3/4 of the ships in the game would simply suck at dogfighting, because they would all be P-47's fighting Zero's. My corvette is in that situation, and I get around it by using 5 turreted burst lasers to take care of all the ships that can outturn me.

What's a general solution? Well there could be a rebalancing of ships so that there is a bigger differentiation between straight line speed and turning speed. You could take, say, a Viper MK3 and give it incredible turning ability and the ability to sustain relatively high speed in "the blue zone", but give it average overall boost speed. Take a ship like the FDS and FDL, and give it double or triple the straight line speed of the Viper3, and 1/2 the Viper's circling agility, and you'd create a viable boom and zoom vs circling mechanic. To complement these changes, the FDL boom and zoom fighter would need hardpoints that give it high alpha strike and such weapons should have some form of restriction, such as high reload times or extremely limited ammo or high accuracy and damage from long range. The Zero-style ship (something like say the Vulture), would have fast firing weapons that are accurate at close range.

Tinkering with high alpha vs defence is tough though, because nobody wants to be 1-shotted from out of nowhere, so I still say the game favours a grinding combat style.

What do you think? Is dogfighting fine in ED? Are there really ship roles in combat? If not, should there be?
 
I've had some of my best dog fights in my Asp since 2.1 dropped. I never really used FA OFF much before but now I'm having to use it a lot to get the better of the enemy ships. I like it like this. I have had a few where I got behind the enemy and he couldn't shake me off when in close quarters.

You have to avoid the jousts though.
 
What other people say is that devs have said that npcs don't use fa off.

I don't see how that's possible, otherwise how can a FDS outrurn a FAS or keep me from sticking on his tail? If it's just a straight comparison of two ships flying in the middle of the blue zone for throttle, FAS should easily be able to stay on its tail, but in practice I find that isn't happening, it always devolves into some kind of jousting match. But I do leave open the possibility that I just suck as a pilot ;-)
 
I think a lot of the pitch rate increases you're seeing are a result of engineer thruster mods on the NPCs. I've run into a couple that sustain pitch far beyond what a A-rated thruster alone would let them do.

I do agree as far as roles go. Every ship should have a job, so to speak. For instance, I think the Vulture should be faster, with lower maneuverability, setting it up to be a torpedo boat but susceptible to interceptors like the Viper.
 
I don't see how that's possible, otherwise how can a FDS outrurn a FAS or keep me from sticking on his tail? If it's just a straight comparison of two ships flying in the middle of the blue zone for throttle, FAS should easily be able to stay on its tail, but in practice I find that isn't happening, it always devolves into some kind of jousting match. But I do leave open the possibility that I just suck as a pilot ;-)

The same way you can, by using lateral/vertical thrusters to min or max your turn as required :p

FA-off doesn't turn any faster than FA-on, your perception of it is different because you continue to drift in a direction while turning instead of steering a wide loop like a missile.

If you use your thrusters well they are very similar, FA-off has lots of perks obviously especially if you master it but many people never learn to master FA-on first :p
 
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Yes, there is something wonky with turn rates. I accept being out-turned in a python, but when a larger ship is basically matching my DBS turn for turn, that's wonky.

AI don't use FA-off, but I think they have analog control of their lateral thrusters.. as well as an AI's reaction speed. It amounts to much the same thing.
 
AI don't use FA-off, but I think they have analog control of their lateral thrusters.. as well as an AI's reaction speed. It amounts to much the same thing.

This is a perfect description actually, better than the one I was trying to make :p
 
Great write-up OP, really enjoyed the WWII insights.

Just talking post 2.1 release, I only see two distinct patterns the NPC's use.

1: Close-Quarter Jousting. Just as you described, fly right at you firing, flip around and repeat.

You can counter by flying in reverse when they're half way through their charge. Or if you're in a RES, bring the fight near an asteroid and their technique doesn't work so well for them. Or don't joust with them, stay in the blue and pitch at them.

2: Pitch! No matter what, the NPC will pitch and pitch and pitch trying to get on your 6 whether it's working or (usually) not.

If it's not, they're toast. If it is working, start NPC Maneuver #1 - Close-Quarter Jousting :D

That's really about it if we're talking one-on-one. I would definitely welcome more variety like you described :)
 
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Yes, there is something wonky with turn rates. I accept being out-turned in a python, but when a larger ship is basically matching my DBS turn for turn, that's wonky.

AI don't use FA-off, but I think they have analog control of their lateral thrusters.. as well as an AI's reaction speed. It amounts to much the same thing.

The only explanation has to be engineered thrusters. FA off doesn't let you sustain a turn, so even if they were using it they wouldn't out turn a DBS constantly.
 
The same way you can, by using lateral/vertical thrusters to min or max your turn as required :p

FA-off doesn't turn any faster than FA-on, your perception of it is different because you continue to drift in a direction while turning instead of steering a wide loop like a missile.

If you use your thrusters well they are very similar, FA-off has lots of perks obviously especially if you master it but many people never learn to master FA-on first :p

Well when I am pitching in a dogfight with my FAS trying to keep the opponent inside my circle, I always apply maximum vertical thruster in the opposite direction if I want to bring my nose up tighter. In the example last night against the FDS, I was doing that but he was still turning inside my radius, which shouldn't really be possible in an FDS.

Anyway leaving aside any lack of skill on my part or engineer mods or whatever that he had, I just wonder if there would be a better way to make combat interesting in ED, because I feel that it always ends up coming down to circling and either the opponent is inside your circle our you're inside his.

What's the role of a federal GUNSHIP for instance? Planetary assault? We can't actually even target ground opponents anymore, we are meant to get into our SRV to fight ground assaults apparently. So what does the FGS excel at? It has lots of hardpoints and flies like a wet sponge. Why would you bring that ship to a dogfight? Or better yet, why should you? What could FD change to differentiate ship roles more?
 
Yes, there is something wonky with turn rates. I accept being out-turned in a python, but when a larger ship is basically matching my DBS turn for turn, that's wonky.

Exactly. IMO bigger ships shouldn't be able to fight small ships without turrets. And I'm specially looking at the Corvette here :) Big ships should be slower to turn and pitch, and rely on it's better shields/armor and turrets to fight smaller, more agile ships.
 
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The problem with making dogfighting analogies with air combat simulations* is that it doesn't really work. Any simulation worth its name has a much more complex flight model - with the possibility of stalls, spins etc built in - and a more complex physics environment, where 'zoom and boom' involves a complex interplay of gravitational potential energy and inertia. The Elite 'simulation' omits all this (correctly, since it isn't relevant in the zero-G airless environment being modelled) and instead imposes a combat style through arbitary arcade limitations. That's not to say it can't be improved, but I don't think the analogy tells us much at all.


*It's worth bearing in mind that what goes on in most multiplayer air combat games doesn't accurately reflect the realities of WWI/WWII air combat: the preferred tactic was always to shoot the enemy in the back before he even knew you were there. An efficient way to fight a war, but not what most people want in a game, it would seem.
 
Well when I am pitching in a dogfight with my FAS trying to keep the opponent inside my circle, I always apply maximum vertical thruster in the opposite direction if I want to bring my nose up tighter. In the example last night against the FDS, I was doing that but he was still turning inside my radius, which shouldn't really be possible in an FDS.

The problem is the difference between human and AI reflexes, when we steer turns we lose a second here or there while adjusting throttle, moving keys around, optimum thruster throttle time etc whereas the AI does all these things simultaneously that basically gives them extra performance on a human if they are setup to be that way.

I do agree with the others though I think they have engineering modules still, but certainly I had a novice AI in 2.1 dead-zone my corvette for 3 minutes without a single mistake.

It sounds like your playing much the same way I do if your using thrusters to widen your turns and still can't get good up-time i'd recommend turrets or engine upgrades, i've got tier 3 on my python and it makes an enormous difference its almost like before it got nerfed.
 
The problem with making dogfighting analogies with air combat simulations* is that it doesn't really work. Any simulation worth its name has a much more complex flight model - with the possibility of stalls, spins etc built in - and a more complex physics environment, where 'zoom and boom' involves a complex interplay of gravitational potential energy and inertia. The Elite 'simulation' omits all this (correctly, since it isn't relevant in the zero-G airless environment being modelled) and instead imposes a combat style through arbitary arcade limitations. That's not to say it can't be improved, but I don't think the analogy tells us much at all.


*It's worth bearing in mind that what goes on in most multiplayer air combat games doesn't accurately reflect the realities of WWI/WWII air combat: the preferred tactic was always to shoot the enemy in the back before he even knew you were there. An efficient way to fight a war, but not what most people want in a game, it would seem.

Totally! And I wasn't trying to directly compare WW2 dogfighting to ED dogfighting, I wanted to provide an example of a war where various needs arose, and aircraft were developed to fill those needs (sometimes unsuccessfully. A good example of this is the ME-110 twin engined "heavy fighter" that pretty much failed in its designated role, because it could not outperform more nimble single engine craft such as the Spitfire).

Lets look at it in reverse. What hypothetical need in the ED universe existed to spur a military to design the FGS? Or the Viper MK4? Or the Corvette? Who sat around in some board room and said hey we need a medium ship with a fighter bay and a bunch of smallish hardpoints, and we don't care how well it flies? What role exists in the game to suit the plethora of ships we have?
I like to think that some of the ships are simply old. These ships should generally be inferior to other ships, but also cheaper. So maybe the Gunship is an outdated design compared to the Assault Ship, but they made millions of them so they are still out there being used.
 
I don't see how that's possible, otherwise how can a FDS outrurn a FAS or keep me from sticking on his tail? If it's just a straight comparison of two ships flying in the middle of the blue zone for throttle, FAS should easily be able to stay on its tail, but in practice I find that isn't happening, it always devolves into some kind of jousting match. But I do leave open the possibility that I just suck as a pilot ;-)

Analog thruster control. :)
 
Yeah but... physics man. If you have decently powerful thrusters at the far ends of each axis, pitch and yaw rates for big ships shouldn't be that much worse, although it would depend on the specific ratios of mass, ship dimension and thrust...

From a realism stand point, what the big ships in this game ought to be really slow at is probably roll. Which -because of how yaw rates are gimped across the board- would actually give smaller ships a big advantage in terms of staying out of a larger ship's forward firing arc, although it would be somewhat harder to capitalize on.

I agree that a somewhat larger gap between ship speeds would be desirable although I suspect that issues with latency and rubber banding might start to appear as you increase ship speeds. The apparent maneuverability of larger AI ships is mostly due to the fact that they are more efficient in their movements AND because of their ability to change their power distribution instantly. With 4 pips engine I can routinely get my big fat FAS inside the turning radius of a viper with vertical strafing and reverse thrust.

The AI can do the same thing while using a mathematically optimized algorithm to keep it's weapon power up and instantly go 4 pips in shield as soon as it takes a hit. To what extent it actually does that... I dunno. But efficient manipulation of your power distributor is a huge advantage.
 
It's worth bearing in mind that what goes on in most multiplayer air combat games doesn't accurately reflect the realities of WWI/WWII air combat: the preferred tactic was always to shoot the enemy in the back before he even knew you were there. An efficient way to fight a war, but not what most people want in a game, it would seem.

This is why the original term to describe air combat was bowdlerised into dog fighting from dog        **g which does happen from behind.
 
I was in my FAS last night and got into a fight with a deadly FDS, and while it was an interesting fight and I eventually came out on top, I found it interesting that the FDS was able to out-turn me and reduce the fight to a jousting match battle of attrition.

I found this interesting because as anyone who has flown a FDS knows, it has a much worse pitch rate than the FAS, although not as bad as, say, a Python. So the only explanation was that he was using FA/off, which is something I don't use that often except in my corvette to do boost turns. Anyway, it got me thinking about the whole concept of dogfighting and roles for ships in this game, compared to something like WW2 dogfighting.

Back in WW2, every airplane had a role, and a technology level, which is to say it was either cutting edge, or outdated for the time it was fighting. Every plane that had any business in a dogfight had its own dogfighting style, failure to adhere to which would result in pilot death. For example, you didn't try and play a turning game in a P-47 against a BF-109 or Zero. P-47 was a boom and zoom fighter that started from high altitude, dived down at high speed, made ONE pass against its opponent using high alpha strike damage and converted that speed back into altitude to either escape or to repeat the attack and make a second pass.

Conversely, if you were in a Zero, you tried to catch a less maneuverable fighter like the P-47 unawares or goad a rookie pilot into playing a turning game with you at which point you would tear them apart. They couldn't outclimb you or outturn you so all they could do was dive to gain speed and eventually hit the deck with nowhere to run.

Throw in obsolete aircraft like the P-40 Warhawk compared to the then-new Zero, or the aging BF-109 in 1943 against the new P-51 Mustang and you end up with some challenging parings.

So looking back at ED, how can we compare dogfighting in general and categorize ships by role and effectiveness?


Are there in fact different roles at all in ED in terms of dogfighting or are we forced to all play one style?

Generally i'd say that in ED, alpha strike is vastly inferior to ship defences compared to a WW2 craft. What I mean is, that in WW2 using my example of the P-47 diving down to attack an unaware Zero, it was quite possible for that P-47 to kill the Zero in one burst of .50cal fire. Even a heavy bomber could be taken out in one accurate pass if you hit it in the right spot.

Not so in ED.

Take the FDL, commonly referred to as a boom and zoom fighter. I can't think of many situations where one could use that tactic properly in ED -flying at high speed to an opponent, blasting them with high alpha, killing or crippling them and then zooming away at such speed that they can't respond. It just doesn't happen in my experience, feel free to correct me if i'm wrong though!

What we have in ED is a game of jousting. Fly at your opponent, shoot them, hit FA/off, turn around, rinse/repeat. That's what the AI is doing whenever possible. Big ships, small ships, agile ships, clunky ships. it all comes down to keeping face-time on your opponent for as long as possible to pound them with your guns because combat in ED is first and foremost a battle of attrition. It does no good to do some fancy flying and get your opponent in your sights for 1/2 second because you can't kill him in 1/2 second, so you need to joust him and just dish out the pain and if necessary soak it up at the same time, and hope you are more durable.

Ships like the FDS and FGS excel at this for some reason, even though they have horrible maneuverability. The AI just gets around it by doing endless FA/off turns and forcing you to joust their many hardpoints. In addition, they are resistant to ramming, and do high ramming damage themselves.

So the problem I see is that boom and zoom alpha strike is too low in ED, and ships with alpha strike designs simply aren't overwhelmingly fast enough in a straight line to make use of that tactic.

FA/off is a bit of an equalizer in ED, in that it allows basically any ship to cheat its turning radius limitation and do incredibly fast 180 turns. If you forced everyone to play FA/on, 3/4 of the ships in the game would simply suck at dogfighting, because they would all be P-47's fighting Zero's. My corvette is in that situation, and I get around it by using 5 turreted burst lasers to take care of all the ships that can outturn me.

What's a general solution? Well there could be a rebalancing of ships so that there is a bigger differentiation between straight line speed and turning speed. You could take, say, a Viper MK3 and give it incredible turning ability and the ability to sustain relatively high speed in "the blue zone", but give it average overall boost speed. Take a ship like the FDS and FDL, and give it double or triple the straight line speed of the Viper3, and 1/2 the Viper's circling agility, and you'd create a viable boom and zoom vs circling mechanic. To complement these changes, the FDL boom and zoom fighter would need hardpoints that give it high alpha strike and such weapons should have some form of restriction, such as high reload times or extremely limited ammo or high accuracy and damage from long range. The Zero-style ship (something like say the Vulture), would have fast firing weapons that are accurate at close range.

Tinkering with high alpha vs defence is tough though, because nobody wants to be 1-shotted from out of nowhere, so I still say the game favours a grinding combat style.

What do you think? Is dogfighting fine in ED? Are there really ship roles in combat? If not, should there be?

NPCS don't have FA OFF, they are just as agile as they want, npcs Anacondas can outturn players in FDL or FAS, it's bad design, players fight abiding by certain limits, npcs don't so you fight against a npc Viper or Anaconda, only difference is the size of the ship and speed, maneuvering is the same, I tested this today a lot, Vipers or Anacondas can outturn my FDL which is not supposed to happen
 
NPCS don't have FA OFF, they are just as agile as they want, npcs Anacondas can outturn players in FDL or FAS, it's bad design, players fight abiding by certain limits, npcs don't so you fight against a npc Viper or Anaconda, only difference is the size of the ship and speed, maneuvering is the same, I tested this today a lot, Vipers or Anacondas can outturn my FDL which is not supposed to happen

NPC's fly according to the same rules as humans. Cmdr's are just being outmatched and then complaining about it. I guarantee the bulk of them haven't done any PvP
 
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