Combat

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## Combat

### Suggested Ships

Alliance Chieftain
 Cobra MkIII
 Eagle MkII
 Fer-de-Lance
 Federal Corvette
 Federal Assault Ship
 Python
 Viper MkIII
 Vulture

### Suggested Upgrades

Fighter Hangar
 Frame Shift Drive Interdictor
 Hull Reinforcement Package
 Shield Generator
 Thrusters
 Chaff Launcher
 Shield Cell Banks
 Bulkheads
 Assorted Weapons

**Combat** is one of the three archetypal pilot roles recognized by the Pilots Federation. Combat encompasses multiple sub-roles, such as Assassin, Bounty Hunter, Mercenary, and Pirate. Increasing Combat rank requires destroying other Ships, and defeating pilots with higher Combat ranks rewards a greater amount of experience. Combat pilots use Hardpoints equipped with weapons to disable a target's shield, and then deal damage to the hull until the target is destroyed. Combat can be experienced alone, in a Wing, or in Multicrew.

## Combat Tips

Learning to use thrusters, keeping your throttle in the blue, situational awareness, good pip control and learning to anticipate rather than react to your targets actions are more valuable than Flight Assist off.

### Flight Assist

Flight Assist is one tool of many and not the most essential one. It allows you to make sharper turns which you couldn't have done without it, but there are more important things to learn.

While it's a non issue in very fast turning ships, Flight Assist (FA) is essential for more boom and zoom style combat where you need to turn and gain distance at the same time so that your worse pitch rate is less of an issue. Without mastering FA-off, even something small like an Eagle can be a real pain to deal with when flying with a sluggish ship with an all gimballed setup. You can set FA Off on Hold for a handy button on the throttle. It can be used for drift/strafe, boost turns etc.

### Pip Management

The most essential one is pip management (systems, engine and weapons power management). Know when you need energy in shields and when you can afford to put it elsewhere. If you have a tool which allows you to assign macros, make some. For example use the two 4-ways on a HOTAS to quickly switch pip settings. However, while macros are helpful, the essential thing is to learn and know, when you can put power to weapons, when you should put them to engines and when you absolutely need them in systems. When fighting several enemies at the same time, permanent 4 pips in systems might be the way to go, but when fighting just one or two enemies, you can noticeably improve your performance by having energy elsewhere.

### Thrusters

About as important is to learn to use vertical thrusters. They can make substantial difference when trying to stay out of an enemies frontal view and thus to avoid incoming damage, while still keeping your weapons on target. Connected to that, know how to use the blue zone, when to leave it and when to return to it.

### Chaff, Shield Cell Banks, Heatsinks

After that, also know when to use chaff, when to use your shield cell banks, heatsinks etc.

All in all, it's very much a matter of training and experience. You should take a small ship, e.g. any kind of Eagle or Viper or the Imperial Courier and go fighting. Everybody makes mistakes when learning to fight. Mistakes usually are paid for at the rebuy screen. Thus learning in a cheaper ship is advantageous.

As a side-note, people who learned to fight in smaller ships generally are also better pilots when going for bigger ships. People who started learning in big ship often just learned to rely on shields and firepower to overwhelm the enemy. People who learned in small ships usually are better on the defensive side. This is all generally speaking. There are great pilots who started in big ships and people who started in small ships and just never learned.

## Ranks and experience

> "*Combat works slightly differently, this is done on the number of kills, but the points you get for each kill are based on the combat rank of the target relative to your combat rank so if you are harmless and kill an Elite ship you will get a large number of points, for example, if you are Deadly and kill a ship below Expert you will not get any.*"
> ― Unnamed developer
>
>

This table is the current data of what experience points you earn for killing target ships with certain ranks.

## Notes

* Deadly から Elite 戦闘ランクまでは約2225の経験値が必要。これは1780人の Elite の撃墜に相当し、より平均的な船舶の分布に基づくと約2400人を撃墜したことになる。
* プレーヤーにクルーメンバー(AIクルー含む)がいる場合、戦闘経験値は、クルーメンバーに分配される。正確な比率は不明だが、1人のAIクルーが得た経験値はほぼ半分で、ランクアップに必要な撃墜数は2倍になる。
* Scouts や Interceptors などの Thargoid と戦うには、まったく異なる武器が必要である。
* Thargoid Scouts は Elite の評価なので、戦闘ランクやNPCの戦闘ランクを上げたいのであれば、Scouts 狩りが手っ取り早い方法である。

## See also

* Crime & Punishment
* Interstellar Factors
* Bounty Hunter
* Smuggler
* Pirate

## Guides

Elite Dangerous Combat Guide (Episode One Thruster Control)Elite Dangerous Combat Guide (Episode Two Pip Management)Learning FA OFF (Elite Dangerous Combat Guides)PVE Corvette - Advanced build guide Elite dangerous 3.0 Beyond
## Videos

Elite Dangerous (Trailer) • CTRL ALT SPACE 2017Ralfi's Alley- Elite Dangerous first hours👽 Wing VS Thargoid Cyclops Variant (Third Person View)1v3 big ship pvp...this is why you engineer,i let them liveElite Dangerous EPIC New CameraAssassin Corvette - Built For The KillCMDR Marcus Falden vs CMDR KRUDDIE
## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 https://forums.frontier.co.uk/showthread.php/459810-Is-FA-off-the-answer-for-combat-flying/page4
2. ↑ Answers from the devs #2
3. ↑ Answers from the Devs #3
4. ↑ Statistics collected by CMDR Remy Monsen