General tip for fighting?

regpath

Spaceman
I appreciate everyone who answered my question about surviving in a mine field.
Now I survived on the mine field, but the following battle is too difficult, so I ask for some tips.

1. If I face with an enemy, what should I do?
In this situation, I can shoot him and he can shoot me.
Should I attack him despite I'm also attacked? or should I avoid?

2. If I was attacked from some direction, which way should I turn?
I guess the radar display blinking in red indicates the direction of the enemy who attacked me.
For example, I was attacked from the right.. then what should I do?

Please advise me anything that could help in surviving in a dogfight.
Thanks.
 
Hi regpath,

I'm assuming you're still talking about WC1, but this would apply fairly well to the other games as well.

As far as #1, it really depends on your mission. I tend to fight whenever possible, unless a mission specifically calls for not engaging (which happens in some of the Secret Mission campaigns). The key point is to accomplish the objectives. Oftentimes, though, if you want the best medals, etc., you do have to destroy a majority of the fighters.

As far as #2, yes, learn how to use the radar to turn the craft towards you. Claw Marks (the manual) details exactly how radar works, but yes, in essence you do turn to the dot to get around quickest. As far as what to do when attacked, turning with afterburning usually is quite effective for me. The following is some of my tips from what I've learned in the game (and I'm doing quite well on Secret Missions 2 at the moment).

Remember your wingman can come in handy. I generally order them immediately to Break and Attack, but sometimes you'll find targeting a specific enemy and ordering him/her to attack that enemy works better (especially, say, in an escort mission). Also realize if you're overwhelmed, sometimes wingman Break and Attack on their own and you don't have to give the order, so it can be easy to accidentally order them to form on your wing instead in a firefight, which can be a costly mistake.

If it's a patrol mission, I recommend picking off the fighters as it's easiest for you (you'll get a feel for what fighters you're best at taking down versus the ones that take more time - for example I find Dralthi and Jalthi easy because of their larger profiles and lack of maneuverability).

DON'T just keep going after the fighter you're targeting presently if you start taking fire. You'll need to circle around (I usually pull up and afterburn around in a loop) and start shooting at the Kilrathi pegging you. I don't know how many times I've died close to a fighter kill because I wouldn't break off.

If there are capital ships, and if you have time before they jump out, take out ideally all but one fighter and have your wingman take it on while you take out the cap ships. Clearing out all the fighters could mean another wing jumps in (depends on the mission). If it's a mission where the cap ship jumps out, evade and attack it first if possible, or take out one fighter, then attack it. Be careful as sometimes it's a bit easy with the way cap ships are modeled to accidentally fly into one - allow plenty of distance.

If it's an escort mission, stay near the craft you're escorting and don't follow too far after bandits. Focus on flying around your escort craft and shooting (and taunting if you can) everything that's attacking the ship you're escorting to get their attention off that craft and on you. Save missiles for these encounters where time is critical as well.

Use afterburners liberally, but watch your fuel. Realize physics is modeled, so if you boost with an afterburner and turn, get used to the sliding and drifting and use it to your advantage. Claw Marks (if you haven't read it, do) details a few maneuvers you can use with this.

Flying head-on is risky, but sometimes if you can get a few shots off (to hit) first, you'll get the other craft to break away and have an advantage/opening.

Ramming can be useful but can also mean a quick death; it depends on the situation. I tend to fly top speed most of the time, and especially with afterburners, it can be easy to accidentally plow into a slower, bigger ship, such as a Jalthi. On the other hand, against a lighter or heavily damaged ship, or if you're desperate to get a quick kill (such as an escort mission), a well timed ram to finish off a damaged enemy can work wonders.

If a wing of two or three is flying towards you, I recommend going after the craft furthest to the rear. Otherwise (for example targeting the front fighter) it's easier for one of them to sneak onto your tail. Afterburner is helpful in these situations too.

Sometimes manually flying to a point, such as in an escort mission, appears to give you a slight advantage over autopiloting there (for example, the enemy a little bit farther away from the craft they're attacking).

Finally, realize some missions in Wing Commander are just plain difficult, and meant to be that way. There's one particular mission on the all-winning path where you're supposed to defend a cap ship and it's fairly close to impossible. It is beatable (and I have), but it takes both a measure of luck and skill (as well as patience).

Good luck, and I hope some of this is helpful!
 
Do:
Read sgupta post above.
Go head on against Salthi and Dralthi.
Start firing about 1-2k clicks before the enemy is in gun range when going head on. The enemy is approaching you and will fly straight in to your barrage.
Evade as soon as you take a hit.
Use the sheldon slide. Fly at an angle towards the enemy, either left or right side, using afterburners. Turn and unleash your guns. You will slide past them, making it difficult for the enemy to land a hit on you.
Use your missiles against fighters, unless you know a capital ship is in the area then save a couple of missiles (preferably dumbfire).

Do not:
Go head on against Jalthi or Grathi.
Allow Maniac to survive as your wingman.
Give up, keep practicing. When I first WC I got decimated by the first asteroid field, then after several attempts to get by, the Dralthi equally showed no mercy. You will get better with practice, besides most of the fun missions are down the losing path.
 
Also, don't forget what Paladin said about Salthis and Dralthis. Salthis always break to their left, never to their right, while Dralthis tend to pull up for an inside loop or Immelmann (their pitch turning rate is faster than their yaw turning rate).

The details on the A.I. routines (i.e. the probability that they will use this or that maneuver in X or Y situation) for both of these fighters are available at the following links:

[url]https://www.wcnews.com/wcpedia/KF-227_Salthi[/URL]
https://www.wcnews.com/wcpedia/Dralthi_I
 
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One more I thought of. Sometimes holding the trigger to fire off "burts" works well. Othertimes, it's about timing your shots and conserving energy. Also, learn when switching between weapons instead of always going full guns benefits you. Mass Drivers or Neutrons alone do have their uses, and sometimes the extra shots are more effective than firing everything at once and having to wait too long to recharge.
 
Another pro tip, your guns will recharge slower if your shields are also recharging. That's why you can fire a Hornet's guns without running out of gun energy, until you start taking shield damage.
 
centaurianmudpig, great tip! I actually never put two and two together with this myself (and assumed it was always some sort of lag artifact from fighting). Good to know =)
 
Personally, my usual action is the following:

Go in, head-on at full speed unless enemy number is superior (1) or enemy is a heavier fighter (2). Get off a shot or two so they turn to evade, turn the opposite way and make a 360 degree loop. Usually by the time you complete it, you'll be on their tail (more or less) and they're at your mercy.

(1): If enemy is superior, drop a missile and peel away. Wait for group to break up and then pick a target. I usually send wingmen to "Attack My Target" and then attack another enemy, just so you have two different fighters going after two different targets.

(2): If enemy has heavier defenses, avoid them until you can come down on an angle or otherwise get behind them. Another option, depending on the mission, is taking out the "lighter" escort fighters first, before concentrating on the heavier bombers.
 
Practice. Wing Commander is a hard game compared to Freelancer and newer titles. I find being as aggressive as possible in all situations works best, but everyone is different. And remember, there are 8 save game slots so you can save and come back to a mission later after failing it.
 
One more detail about WC1. When I played this game for second or third time (maaany years ago) I noticed that Kilrathis like can teach some tricks from me. Then, I looked at savegame files by hex editor and noticed that few dozens of bytes near end of each savegame were mostly empty (are zero bytes) at game beginning and become filled by some data towards end of game. When I tried to fill that bytes by zeroes and load savegame edited, Kilrathis became much less "experienced", as if they "forgot" all of their skills. Maybe this was some kind of game "self-education"?..
Unfortunately I didn't detect same behaviour of enemies in further WC games.
 
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