OP, you are not complaining about NPC's. It's precisely the same against competent PvP players.
Because we are flying in a weightless vacuum with 6 axes of motion thrusters there's no question of staying behind anyone, ever. I couldn't stay behind a competently flown Lakon Type-9 in my g5 dirty enhanced drives Courier.
Ultimately, that's the game. Personally, like you, I would prefer it to be a little more artificially WWII but many players, for good reason, say it's already too unrealistically like an atmospheric flight model as it is.
What you can do, however, versus player or NPC, is limit their time on target. Basically their nose will be facing you most of the time but you can get it so it's facing you and missing.
I was at the CG last night facing skilled players in FdL and FAS in my Courier and making them miss (usually) for 20 to 25 mins while I eroded their titanic hit points.
And contrary to popular belief NPC's miss more than the better players, especially if using plasma against a small target employing lateral thrust.
My (fairly recently updated) circle-strafing thread might be of some assistance, o7:
https://forums.frontier.co.uk/showt...silver-s-Top-Tips-Beginner-s-Guide-VR-PvP-Vid
Yes I understand what you say. Thanks for the link. Maybe the simple solution is to reduce the agility of larger ships so that they can not keep their front at you all the time.
Larger ships should not be so easy to pivot aroudn their axis due to larger momentum.
And perhaps increase the turn rate and yaw quite much on the smallest ships.
For the maneuvers to work in your video I think you "need" to fly with assist on.
I only fly witth FA-OFF. And that type of strafing is harder because pitch thrusters appear to be much weaker with fa-off
Sure I can circle strafe an object with fa-off but higher ranked npc just stay put and pivot around their own axis therfore nullifying your advantage in a more agile ship.
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