Aerobatics
From BGO Wiki
Overview
Aerobatics is the art of manoeuvring a combat aircraft offensively and defensively in order to attain a position from which an advantage attack can be made on another aircraft.
Bear in mind that not all manoeuvre advantages apply in space, for they might need a planet-like and/or a gravitational environments.
Different ship classes (Strike/Escort/Line) will need different approaches when applying these aerobatic manoeuvres. Not even mentioning the class type of the enemy.
By customising and upgrading your engine and computer parts, you can successfully outclass your opponents with a mobile or faster ship. Some skills like engineering and piloting are also an advantage for you within the following manoeuvres.
For basic general playing tips see the Dicta Galactica page.
For a basic training on flight formations see the Tactics page.
Escort/Line Ships Manoeuvres
Bumping
Since in a Escort vs Escort or Line vs Line battle, not all weapons can be used, therefore opponent will try to get behind you, to counter that, ram his/her/AI's ship at full throttle, stopping him dead in his tracks
Flight Manoeuvres
Barrell Roll
<p><u>Barrel Roll Attack:
Canopy Roll:
Displacement Roll:
High G Barrel Roll:
Lag Displacement Roll:
Rolling Scissors:
Break (Left/Right)
A sharp turn to the left or right to make the aggressor overshoot, a defender applying this tactic is hard to hit.
Chandelle
A soft 180° degree turn to the left/right while softly climbing, to gain advantage of a higher position.
Combat spread
A pair of attacking aircraft will separate, often by a vertical distance. The fighter with the lower altitude becomes the defender, while the wingman flies above in attacking position. The defender will then attempt to lure their opponents into a good position to be attacked by the wingman, while avoiding being hit.
Cuban
TODO
Defensive Split
A pair of fighters encountering one or two attackers will often use a defensive split. The maneuver consists of both defenders making breaks in opposite directions, forcing the attackers to follow only one aircraft. This allows the other defender to circle around, and maneuver behind the attackers.
Guns-D
Guns Defense: When all else fails... try avoiding the bullet stream.
Hammerhead
TODO
Herbst / J-Turn
(WARNING: GRAVITY ONLY MANOEUVRE)
A chandelle with a steep climb allowing to quickly change direction because of stalling
High-Side Guns Pass / Swoop
(WARNING: GRAVITY ONLY MANOEUVRE)
As an attacker with significant altitude advantage, dive down with full power toward the rear of a lower flying opponent, shooting with the cannons in a single high-speed pass. With excess kinetic energy to disengage from the fight you can climb back to a safe altitude to set up another attack and dive again. A high-side guns pass is a very effective tactic (if you have more speed) against a more manoeuvrable opponent, where the turning battle of a dogfight is best avoided.
High Yo-Yo
(WARNING: GRAVITY ONLY MANOEUVRE)
A counter measure for Attackers against Defenders applying a Break Left/Right.
The Attacker climbs up above the Defender and steers sharply down into the flying path of the defender.
High Yo-Yo Defense: A counter measure for Defenders against Attackers applying a High Yo-Yo. The defender applies another hard Break Left/Right towards the Attacker.
Immelmann
From a level flight, perform a half loop with a roll to level. This is the fastest way to perform a 180° degree turn.
Kulbit
Perform a sharp looping while cutting speed.
Low Yo-Yo
(WARNING: GRAVITY ONLY MANOEUVRE)
A counter measure for Attackers against Defenders applying a Break Left/Right. The Attacker dives down the Defender and slices into the same trajectory of the Defender raising the ship again to slow it down to prevent overshooting.
Pitchback
TODO
Pugachev's Cobra
TODO
Scissors
Flat Scissors
Rolling Scissors
Split-S
TODO
Thach Weave
TODO
Tailslide
(WARNING: GRAVITY ONLY MANOEUVRE)
From level flight go into a straight climb until the aircraft stalls. Now the pilot maintains the aircraft in a stand-still position as long as possible, and as it starts to fall to the ground backwards, tail first, the nose drops through the horizon to a vertical down position and the aircraft enters a dive. Pull/Push to recover level flight. Example
Unloaded Extension
TODO
Wingman
The idea behind the wingman is to add the element of mutual support to aerial combat. A wingman makes the flight both offensively and defensively more capable by increasing fire power, situational awareness, attacking an enemy threatening a comrade, and most importantly the ability to employ more dynamic tactics. 'nuff said :)