COMBATSIM.COM: The Ultimate Combat Simulation and Strategy Gamers' Resource.
 

| Previous | | Next |

Page 7

MarkShot's STK/EAW Guide
by Mark "MarkShot" Kratzer



Table Of Contents Download/Print PDF Version



Profile
I am not sure if the hit profile is modeled in EAW with regards to the cross section of the target exposed for the shot. I suspect that it is. In which case, I find that the best profile for shots is that of a hard turning target on which you are pulling lead. My reasons are as follows.


  • There is a much larger profile than a simple rear quarter shot.
  • It seems easier to maintain a steady guns platform in a turn than level flight. This may well be an artifact of joystick behavior than real world flight modeling.
  • In a turn, it is easier to take advantage of tracers and let the target fly into the arc of fire by leading its flight path. Straight on rear quarter shots are either dead on or off; the target does not fly into the line of fire.



Shooting Views
The forward view minus the cockpit is the best view to shoot from.

  • You can lead the target without loosing it under the nose of the plane.
  • There is less relative motion than padlock view.

Padlock is best used for close range snapshots. These generally occur when two planes are in a scissors. Your opponent will pass in front of your nose for a brief instant; especially if you are winning the scissors. In this situation, you should attempt to line up the crossing and take a quick shot.


Lead
Generally, you will need to lead the target based on how hard you are turning and the target's range. You should begin to get a feel for the amount of lead and be able to use the target's position relative to the reticule to fine tune your aiming.


Anticipate Motion
When trying to line up a target, it's best to try to spend less time chasing the target and more time trying to anticipate where the target is going. This is particular true in high yo-yos and hammer head turns etc... Rather than chasing the target up his climbing arc and then back down, it would be better to get your nose pointed to where the target will need to be coming back down. You know this, because you can see that the target does not have sufficient energy to loop. By lining your nose up in the target's descent path, you stand a good chance of having a nice shot set up as your opponent flies by.


Short Bursts
Take short bursts until you have the target lined and are getting hits. Then, let it rip and pound the target.


Pull Lead
Generally, you will need to place your nose in front of where the target is going. Often you will let the target fly into your stream of fire. One thing which you want to avoid is pulling so much lead that you get the shot, but force yourself into a spin. Unless, you can win it with the shot, it is generally not worth it. This is particularly true in forward quarter passes. It would be better to continue jocking for position and take a shot when there is no risk of a spin.

Use the Rudder
The rudder can help your gunnery in two ways:

  • You can use the rudder to quickly skid the nose and get the angle for a shot that you could not achieve by simply maneuvering the plane. This often occurs in tight spiral downs, close rear quarters when your opponent is rolling, and when you have gotten somewhat too close in trail.
  • You can use the rudder to wiggle the nose and ensure that the target gets covered in the spray of bullets.

 



© This STK/EAW Guide is Copyright 2000 Mark Kratzer. All Rights Reserved.

 

| Previous | | Next |

Click Here for Printer Version

© 1997 - 2000 COMBATSIM.COM, Inc. All Rights Reserved.

 

© 2014 COMBATSIM.COM - All Rights Reserved