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[BOT] Updated as part of the Fitting-cide removal of fittings from the wiki. |
Add some explanation on skills and a link for a reference on spiraling |
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==Skills== | ==Skills== | ||
* Missile skills | * Missile skills - these will increase the damage and range of missiles/rockets. These are more important when flying solo or in a damage dealer than when flying tackle. | ||
* Shield skills | * Shield skills - these will make it easier to fit shield extenders ([[Skills:Shields#Shield_Upgrades|Shield Upgrades]] in particular) and increases their effectiveness. Helpful for all roles. | ||
* Weapon Disruption skills | * Weapon Disruption skills - these will help only if flying with weapons disruptors fit which are present on some tackle fits. | ||
==Tactics== | ==Tactics== | ||
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:If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range. | :If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range. | ||
* '''Spiral in.''' Because the Condor is poorly tanked, the Condor pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Condor pilots should just fly straight at these targets. | * '''Spiral in.''' Because the Condor is poorly tanked, the Condor pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Condor pilots should just fly straight at these targets. The [[Manual_Piloting#Spiral_Maneuver|Manual Piloting]] page has more details. | ||
* '''Anticipate your opponent.''' Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly. | * '''Anticipate your opponent.''' Try and determine your opponent’s direction of flight, and cut them off (by double clicking in front of them). Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly. | ||
* '''Call your point in comms.''' Let your fleetmates know when they should warp to you! | * '''Call your point in comms.''' Let your fleetmates know when they should warp to you! | ||