From: jhammond@acpub.duke.edu (John Kirk Hammond)
Newsgroups: rec.games.netrek
Subject: Dogfighting Manual.
Date: 13 Sep 92 02:04:35 GMT
Organization: Duke University; Durham, N.C.

Greetings from Lance.

Here is the manual I mentioned.  I posted it 'cause many people
said I should.  

I only use a CA, so if you play another ship take any advice
with a grain of salt (actually, take it all with a grain of salt.).

There are, as I see it, 3 major things about successfully dogfighting.
The most important, by far, is intensive use of tractors.  The second
is to change speed constantly.  The third is to det incoming torps.

Remapping the keyboard in the .xtrekrc file is important.  The y key
for pressor (?), etc. is impossible to properly utilize.
For those interested, here's mine: dTeyadllrrqe D
I think some of that was redundant, but it works, so I don't care! :)

I.    Tractoring/pressoring
II.   Changing speeds
III.  Detting
IV.   Shields
V.    Torps
VI.   Phasers
VII.  Cloaking
VIII. Plasma
IX.   Knowledge is half the battle :)
X.    Interesting Tidbits

I.  Tractoring/pressoring

     A.  Tractors are most useful for holding an opponent in
         place so that your torps can catch up to him.  By tractoring
         an opponent, one a) slows the opponent's turning speed down
         for a short time and b) pulls him in the direction of your torps.
         THIS IS MOST IMPORTANT.  I can not tell you how many people
         have come rushing onto the screen that I have tractored,
         using their speed, and pulled them right onto a string of
         torps.

     B.  Tractors are also useful for pulling wounded enemies
         (and full-strength scouts) into your phaser range so that
         you can finish them off.  However, see III. Detting for more
         on that.

     C.  My favorite method of killing any enemy is to pull up
         next to him, speed up to warp 8 or 9, and on the pass launch
         a volley of torps and at the same time tractor him.  Fire the
         torps almost perpindicular to your ship, because at warp 8,
         they will move outward AND forward, hence slamming into the
         opponents ship.  I will also det his torps if they look like
         they might hurt me.  Sometimes, if the torps might not hit
         him, I pressor him, and sometimes, just sometimes, his rapid
         turning pushes him BACK into the string of torps.

     D.  In the opposing situation, if an enemy tries this on me,
         I turn in his direction and pressor off of him at the same
         time, which (most of the time) propels me out of his incoming
         swath of torps.  Pressors are most useful for maneuvering
         into and out of positions for battle. I don't use them
         extensively in battle but perhaps to keep a phaser-thirsty
         ship out of range so that I can torp him, or, in cases where
         there is a good BB playing, pressors are a key to survival.

II.  Changing speeds

     A.  It is important to change speeds constantly.  Many opponents
         tend to dodge torps I send at them.  However, when involved
         in a dogfight, and torps are flying in a perfect line at
         your ship, slam your hand down around the 7-8-9 area, and
         watch as your CA accelerates past the torps (I dogfight at
         4).  A while back, I fought with West 11 or 12 times on
         an abandoned server.  Against that kind of skill, I change
         speeds maybe, once very 3 or 4 seconds, just to throw him
         off as to where I am going. That match ended in a tie or
         close to it.  Those 'lil matches took over a minute usually.
         Learn to be patient.  The next entry, B, illustrates that.

     B.  The other day, I angered an opposing BB so much that he
         roared onto the screen firing a plasma and
         a blob of torps.  I calmly turned perpindicular to his plasma
         and accelerated.  That got me out of the torps' way and out of the
         possible turning radius of the plasma.  The BB then turned
         tail and slowly moved away from me, firing torps all the
         way.  By moving back and forth and calmly accelerating out of
         his torps I followed him all the way up to a fuel planet,
         never raising my shields or firing a shot.  He started
         orbiting the fuel planet, and I sped up to 8 or 9 and roared by
         him, firing a volley of torps, tractoring him off the planet, detting,
         and phasering.  Needless to say, he died and I lost my shields.  But I
         was patient.  

    C.   Also, remember to pressor oggers that appear behind you,
         as this will keep them from blowing up on you
         (I tend to tractor them, fire torps at them, and then pressor
         them, thus ensuring their death and preserving most of mine).
         However, you must be going away from the ogger at at least
         warp 7 for this to work, because pressors only really
         neutralize the ogger's tractor.

    D.   When you are attempting to catch up to a target, and he is
         fleeing at similar speed, you can do 2 things: 1)  If there
         are enemies in the area who could help him, you must get
         him quickly, so det torps sent in your direction.  2)  If
         you and he are alone, if he fires a line at you, slam the
         1-5 warp area and turn a little to the side.  This usually
         lets you dodge most of them, but he gets those few extra
         seconds to flee a little more.  However, if he has no help
         in the area, you might still have a chance of catching him.

III.  Detting.

     Here is the Netrek concept that will get me in trouble with other
good dogfighters.  Most never det in battle.  I, however, live on
detting.  I will cover detting on the "accepted scale" from A to C.

     A.  Det when tractoring scouts in and phaser them to death.
         Scouts fire dinky 25 pt torps that do 6 pts of damage when
         det them.  If you can tractor them and you are moving at
         sufficient speed, you can crunch a scout in a CA.  As long as
         you det.  This goes for any wounded ship, too.  If a CA is
         wounded and is sitting stopped, rush at an angle, fire torps and
         tractor him in.  However, you MUST remember to det torps.  If
         you don't 10 to 1 you will mutual with him.
  
     B.  Det torps for wounded ships, planet takers, and SB's.
         If you want to be a good escort, stay AHEAD of the planet
         taker and det any torps headed for the planet.  However,
         REMEMBER to fire at incoming oggers, and if you must, mutual
         with any too close to the planet.
  
     C.  Det enemy torps to wound other enemies.  This I use only in
         special situations.  When a cloaker (planet taker) flies over
         enemy torps, det them.  You will take damage, but so will he.
         Any planet taker that slows down 'cause of wounds is usually
         dead in any clueful game.  Planet taking counts on the taker
         to make it to the planet as fast as possible before oggers
         overwhelm the escorts.

     D.  OK, I also det a lot in combat.  When I am dodging, I will
         often det to open a "hole" in a stream of torps, or det the
         first few torps in a string so that I can zoom by.  Remember,
         detting ideally only inflicts 25% of the damage on your ship,
         so detting 4 or 5 torps really is nothing in a CA.  I also
         tend to det whenever I make a pass at an enemy.  Granted,
         at one inch away those torps might not hit me, but I don't
         take the chance.  50-130 pts norm on a dogfight, I guess.
         At one inch, one pass is usually enough :).  Some good
         players can use my detting against me, but not always.

     E.  You know those situations where you and an opponent suddenly
         zoom on the screen at the same time and right at each other?
         Usually, you will ram each other with a blob of torps.
         However, the best way to survive is to slam your hand down
         on the speed of 1-4, turn rapidly to one side, fire torps,
         pressor, and DET constantly.  About 50% of the
         time this will allow me to destroy the incoming ship, but
         I in turn usually take almost 80-90% damage.  However, I
         survive.

     F.  If you are in a situation where both you and your opponent
         are both wounded and he is taking pot shots at your ship,
         go into repair mode.  When he fires a torp, and you can't
         dodge it, det it.  Repair mode will usually repair enough
         shields for a 10 pt det.  This way you conserve your fuel.
         Once you get enough fuel, start moving and unleash a full
         string of torps at the enemy.

     G.  If you are in a situation when you have enough fuel to kill
         a crippled ship but he is right on top of you and his
         explosion will kill you, pressor him away before phasering
         him and killing him (assuming he has no fuel).

IV.  Shields

         Never keep your shields up all the time.  Your hull doesn't
         repair and your fuel regenerates slower.  Get in the habit of
         putting shields up ONLY when you are doing the following:

         1.  Approaching an enemy planet for bombing or planet taking.

         2.  Within about 3/4 the phaser distance of a CA or -->BB <--.

         3.  If torps are gonna hit ya.

         4.  If a cloaker is coming to ogg you and he is within phaser
             distance on the galactic.

         5.  If friends fire a lot of torps over you and an enemy is
             in the vicinity to det them on you.

         6.  It's fun to let a SC to get within phaser range: let him
             lock you a few times and he (sometimes) get cocky.  Once he
             turns around to engage you, tractor him in and kill him.

V.   Torps

     A.  Though I covered most of this in tractor, PRACTICE, PRACTICE,
         PRACTICE.  Some people here at Duke who program 'borgs say
         my torps are almost vector anyway.  I have been accused many
         times of having a 'blessed borg.'  It is because I practiced
         lots last year (this year I don't play very much anymore).
         PRACTICE AIMING THOSE TORPS.  Learn to lead your opponent.

     B.  Don't det your own torps when you are first learning.  This
         is the lazy man's way of getting another shot.  When you
         are first learning, and you die cause your first shot missed,
         you will soon learn to start aiming better.  If, however,
         you keep detting your torps, you will waste all your fuel
         in no time and gain little experience from the situation.

VI.  Phasers

     A.  I use phasers when I make a pass at an enemy.  Usually
         it is the difference that kills him.  It is difficult
         to remember to tractor, torp 8 times, shields up, det,
         phaser, and move...but the extra 40 pt phaser sometimes
         is all you can get on the guy.

     B.  I don't suggest attempting to whittle down an enemy with
         phasers.  The only person I've ever known to do this
         effectively against me was Val, and he's gone...

VII.  Cloaking

     A.  Don't cloak (remember, this is a dogfighter's manual).

     B.  Cloaking is only for dodging 'outgoing oggers' (those coming
         to ogg you before you reach your target) or to pass over
         some interference dogfighters who are between you and your
         target.

     C.  Cloaking is for mainly planet takers and oggers.  That is NOT
         my forte.

VIII.  Plasma

     A.  Never use plasma.

     B.  However, plasma is useful when there is a solitary planet
         taker orbiting a planet and you are racing to it.  A plasma
         and a blob of 8 torps will usually do the trick.

     C.  SMACK!

IX.  "Knowledge is half the battle." :)

     A.  KNOW YOUR ENEMY.
         Know what kinds of ships the bitmaps are.  Learn what kind of
         shields and hull and torps and phasers each ship has.  Learn
         to add up quickly in your head, "Well, 3 torps and a decent
         phaser.  120 for the torps, 40 for the phaser.  That CA is
         hurtin' and won't be able to flee from me for a bit..."

     B.  Keep track of your shields and your fuel.  Make sure you have
         enough fuel to get out of there, 'cause you might get 2
         kills, but an ogger will rip you to shreads when ya have
         an empty tank.

     C.  Learn to cripple an enemy.  When you are rushing to say ogg
         a SB hanging around the enemy home planet or especially to
         take the home planet, NEVER kill oggers coming to engage the
         blob of escorts and planet takers you are moving with.  If
         you do so, you a) waste your own fuel and shields and
         momentum, and b) enable the enemy to reappear right next to
         your target with full everything.  Bad move.  Either cloak
         before you get to outgoing oggers, or hit them with 4 torps
         to cripple them <-- This is possible.
X.  Interesting Tidbits

     A.  I don't really ogg...I usually uncloak about an inch from
         the player and depend on my aim to kill the guy...ogging
         would better be explained by MUCUS, _ensign, Val, and
         FreeKill.

     B.  Escorting
         
         1.  Fly in FRONT of the carrier.
 
         2.  Det torps that might hit him on the planet.

         3.  Oggers usually race onto the screen at full speed...
             Use it to your advantage: tractor and jam 8 torps up his nose...
             He can't dodge due to his high speed.

         4.  NEVER fire torps over your home planet when an enemy can
             det them on your carrier.

     C.   Flying Interference
           
          1.  If you are staying at an important front line planet,
              and you are flying "interference" in guarding it...
              keep your eyes open for takers and their escorts
              massing below and call for help.

          2.  If ya get caught defending a planet against a mass
              of enemy ships, as I often do, good luck.  The best
              thing to do is 1) cloak and maneuver over the taker
              and det his escorts torps. 2) Distress a lot and
              move back and forth over the planet, firing a few
              torps to make enemy ships turn from their course.
              In this case, you MUST survive long enough for help
              to arrive.  Most likely, on a clued game, you would
              be ogged by the escorts, but sometimes they hestitate
              too long and friendlies arrive.
          
That's it!

Insights, criticism, etc. please either post to r.g.n or mail
jhammond@raphael.acpub.duke.edu

Thanks!





 
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