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| Intro
When you get right down
to it, your real goal out there is surviving. Sure,
saving the world (or maybe just your family and friends)
is one thing, but when you're flying around in the big
black void you'd better be worried about your own hide
first and foremost. Thereafter you should take your
wingmen into account. But we'll get to all that soon
enough; for now, you should take heed and examine the
following pages so you gain a better sense of what it
means to be a starfighter pilot in this day and age.
We'll let you in on the keys to flying right, shooting
right, taking care not to get blown out of the sky,
and helping your team-mates do the same. |
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| Piloting
While top speed is good
and tight handling is even better, you'll want to get
in the habit of exploiting the best of both worlds,
no matter what craft you're flying. The most important
point to piloting any spacecraft effectively is that
it handles best at two-thirds engine power. Use the
] key to switch to two-thirds power and the backspace
key to switch back to full throttle as soon as you're
finished with your daredevil turning. The importance
of the two-thirds engine efficiency factor may sound
trivial, but just try pulling a tight loop in an A-Wing
at a hundred klicks and see what happens At the same
time, attempting daredevil stunts in a craft moving
any slower will yield similarly sluggish results.
Manoeuvrability is more
important in some craft than others. It's a matter of
life and death in the TIE Fighter, TIE Interceptor,
TIE Bomber, and Z-95 Headhunter, whose complete lack
of shielding (or near-complete, in the Z-95's case)
make these craft extremely vulnerable. So unless you're
darting about, regulating speed when necessary, and
keeping cautiously out of the line of fire, you're going
to be in for a hell of a fireworks show, with you at
the centre.
Bottom Line: When you
want to make an evasive maneuver, switch to two-thirds
engine power (]), make your move, then switch back to
top speed (backspace).
Finally, do not underestimate
even the flimsiest TIE Fighter, and especially don't
let one get behind you. When dealing with faster fighters,
trade up some of your laser and shield power for an
engine boost (shields and lasers won't do you any good
if you're dead). A boosted engine gives you a fighting
chance in a dogfight with a slicker craft. F9 and F10
toggle laser and shield recharge settings, respectively.
The lower the charge, the more juice you can allocate
to your engines. |
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| Firepower
Modern starfighters are
armed with what we commonly refer to as the laser. Some
ships carry two lasers while some sport four. Either
way, you'd better get to know these lighter weapons,
as you'll be seeing a lot of them. You can fire-link
laser cannons with the x key, so that you'll blast either
two or four rounds simultaneously at the cost of one
refire rate. Fire-linking is the way to go against starfighters
with weak or no shielding, since a single well-placed
fire-linked shot will destroy one of these ships outright.
While you'll want to maintain power to your lasers,
you don't need to keep them fully charged at all times
if you're not experiencing heavy combat. A good rule
of thumb is to transfer some laser energy to shields
(Shft-F10) as long as your lasers have maximum charge.
Remember that the laser
indicator on the HUD goes through two phases: Once the
bright row of lights is depleted, the indicator switches
to a row of dimmer lights. If that runs out, then you
won't be able to fire. The first row represents fully
charged laser cannons, but they'll be firing at less
than maximum when they switch to the second row. Try
to keep your lasers powered at full force or you'll
be wasting valuable time (if not your life).
Concussion missiles are
very dangerous. If you're on the receiving end of one,
you'll hear a warning siren and will be given the option
to target the warhead. Do so. Pay very close attention
to the missile's distance from you, and be prepared
to pull a tight turn once it's within 500 meters. You
can also try to face a concussion missile head-on if
it was fired from far enough away, but understand that
this is a tricky and precise manoeuvre. Outmanoeuvring
a concussion missile isn't easy, either, and escaping
an advanced concussion missile is nearly impossible.
You'd better pray your craft is carrying some kind of
countermeasure (deployed with the c key). Drop countermeasures
when the warhead is just under one klick away, then
get out of there. |
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| Shielding
Shields can save your
life, but only if you're careful - a good laser barrage
can puncture even the toughest shields. Don't misunderstand
the meaning of fully charged shields: In the Z-95 Headhunter,
for example, fully charged shields will absorb only
a couple of laser shots before shorting out. Keep the
maximum capacity of your starfighter's shielding in
mind, and understand how much it's going help if you
take a hit. As a general rule, don't fly toward the
enemy head-on just because your shields seem to be in
good shape and his aren't. He can fire at you and take
out your shields faster than you might expect, and even
if you manage to kill him, there's a good chance his
buddy will be there to finish you off. So no matter
what sort of craft you may be piloting, you'll want
to use your manoeuvring skills to avoid laser fire at
all costs. In short, shields don't last long and recharge
dangerously slowly.
If you're in a real bind,
press Shft-F10 repeatedly to pump all laser power to
your shields - it will drain your lasers but may be
the edge you need if you're being overwhelmed. Take
the extra moment to try to get out as fast as possible,
and use concussion missiles, since your lasers will
be depleted of power. |
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| Teamwork
Getting along with your
wingmen makes all the difference in the world. Recall
that Shft-c orders your wingman to cover your back should
you come under fire. Don't hesitate to use this command
if you're in trouble, but bear in mind that your friends
will likely have their hands full just like you and
may not be able to respond as fast as you'd like.
At the same time, if
you're busy fighting your own fight and see a bad guy
going after some undefended target, select that enemy
and press Shft-a to tell your wingmen to attack it.
Then you can get back to what you were doing.
When working with a wingman,
the better pilot should swallow his pride and try to
draw the enemy's attention while the other takes the
opportunity to get behind the opponent and blow him
away. This is an excellent tactic on many levels - the
diversionary pilot can concentrate all his efforts on
evasive makeovers, and at the same time, his wingman
will be able to focus on his aim. Ganging up on individual
opponents in this way is a solid and reliable strategy.
While you cannot rely
exclusively on your wingman, if you work together efficiently
you will virtually double your chances of survival. |
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All trademarks herein are acknowledged as the property of their respective owners. Star Wars is a registered trademark of © Lucasfilm Ltd.
Tie Fighter, X-wing, X-wing vs. Tie Fighter, Balance of Power, X-Wing: Alliance, Rebel Assault, Rebel Assault II - The Hidden Empire, Rogue Squadron, Dark Forces, Jedi Knight: Dark Forces II, Jedi Knight: Mysteries of the Sith, Jedi Knight II: Jedi Outcast, Jedi Knight : Jedi Academy, Shadows of the Empire, Rebellion, Force Commander, The Phantom Menace, Episode 1: Racer, Battle for Naboo, Galactic Battlegrounds, Galactic Battlegrounds: Clone Campaigns, Starfighter, Knights of the Old Republic, Battlefront, Galaxies , Galaxies: Jump to Lightspeed
Are all registered trademarks of © LucasArts Entertainment Company LEC. © Lucasfilm Ltd. & TM or ® as indicated.
Website Established November 1999
Webpage Design 1999
by Tony Denton. |
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