Xwing vs TIE-fighter tactics and tips
1.1.
Video/sounds
Use graphic settings that allows XvT to run totally
smooth on your computer, This often mean that you shouldn't use the same
settings as in single player since on-line play demands more of your computer.
All unnecessary options should be off or set to their lowest setting. As
for sounds: turn off all music and in game speech (sounds use A LOT of processor
power). The idea behind this is that if you experience lag it should be because
of your connection, not because your computer cant give you a decent frame
rate
1.2 .
Joystick
1.2.1 Configurating your
joystick
The first thing to do is to configure your joystick.
This configuration are more important than most people think. When you config
your joystick you are asked to circle the handle, if you move your stick
in a SMALLER circle than maximum your joystick will be more sensitive than
if you really pulled it hard in a BIG circle. What this do is that (with
a smaller circle config) just a little pull upwards will result in a full
turn (faster turning), this will also make your aiming a bit harder since
you will flicker a bit more.. (you can compare this with the mouse sensitivity
settings in games like Half-life and quake2) Try and find what settings work
best for you.
1.2.2 My
configuration:
I have a
Saitek X6-33m joy pad
with 8 buttons, auto fire switches
and both a digital 8-way pad and a small analog joystick. I always
use the joystick because a digital
pad is to insensitive for XvT.
Button 1: is used for power preset 1 (9), shields
0%, lasers 0%, engines at 33% throttle.
Button 2: for power preset 2 (0), shields
0%, lasers 75% engines at 100% throttle.
Button 3: for weapon change (W) to do the W-trick
when I fly Y or GUN, this button is also set to auto
fire.
Button 4: target the next enemy
ship
Button 5: target ship that's targeting
you
Button 6: assign target to wing
man
Button 7: change weapon
recharge
Button 8: fire
1.3.
Connectivity
1.3.1 Turn off ALL unnecessary programs (ICQ,
antivirus browser etc..) Because they use your RAM and processor and they
might (brrrr) use your modems bandwidth.
1.3.2 Make sure your connection has the best settings for you (windows is primarily set for a LAN environment), use one of the "Internet booster" programs like tweakDUN or Internet boost '98 which adapts the settings to modem use. Update your modem drivers! Another great page is planetquake and their techtips page. go to: www.tweak3d.net great modem guide there
2. Flying
melees
2.1.
Practice
The missions I use to train my aim and skills
are:
·
The furball melee flown
as T/I, I hated T/I's at first but the basic XvT skills lies in
the T/I and T/F because these
craft doesn't have any shields and have weak hull. Fly on HARD difficulty
off course!
·
The custom dogfight,
fly as T/I against X-wings are tough, you really need to
evade!
·
The furball for 2 man
teams.
2.1 2 vs 2
melee
2.1.1 Tactics:
This is for a 2 vs 2 X-wing game. The first things
I do when the game is at the "player x is still loading" screen is to hit
the following buttons: X 2 times (quad lasers) . (HUD view) K (show scores)
the I hit the F9 and F10 and save (ctrl + 9 or 10) the settings to my preferred
ones (see above). Then I check if someone is targeting me ("E") so I can
challenge them, if no one is I target the closest craft ("R").
Many times during a melee you end up in a head
to head fight.. When I do I use 2 different tactics:
When you fly head to head against your enemy
I do this: I wait until I am 1,6 km away from him and then I shoot my first
shot. I then try to synchronize his shots with mine so I fire when he's not
(I shoot one quad fire, evade his shot, then I shoot my second fire and evades
his second fire). When I do my evasive maneuver I use two different
moves.
The first one is to do a quick sideways roll
(always to my left) when I see his shot come, I then "sweep" back and fire,
then repeat the maneuver. The other maneuver are a kind of zigzag movement.
I turn upwards until the enemy is in the bottom of my screen and then I dive,
fire when hes in the center without stopping and stop when he's in the top
of my screen.
Evading is maybe the MOST IMPORTANT thing in
a melee, to be able to shot your enemy while you are moving up and down of
left- right without stopping, it takes A LOT of practice to be good at this
and to get the "rythm" right.
Other 2 vs 2 melee tips:
2.2. 1 vs 1
melees
Anyone want to write about this? I suck at 1
vs 1
3. About points
This is info I got on the DJO site
3.1 Player Win / Lost
The Win / Lost ratio found on the war pages is a tally of the number of players that you have won against or lost to. This has nothing to do with the number of games played. It does have everything to do with the number of people you played against.
The way this works is that if you play in a 4 person game, and you got the most points, that means that you beat 3 other players ... consequently, if you had the lowest points, that means that 3 other players beat you. Here is an example of what this looks like.
4 Player Game:
Wins Losses
1st Place 3 0
2nd Place 2 1
3rd Place 1 2
4th Place 0 3
3.2 Team Points Explanation
This section is a resource designed to help participants understand how the game of X-Wing vs. Tie Fighter scores team games. It is not a set of rules, but a guide to help you create a strategy in the bidding phase of your matches. We hope it proves helpful.
To keep things simple, this section will only provide information concerning crafts permissible in most tournaments .
Those craft are: T/F, T/I, T/B, XW, AW, Z95.
In the selection of which craft you choose to fly, there are several issues your team may want to keep in mind regarding the way XvT calculates scores. For all melee combat, XvT calculates scores for kills based upon a baseline value for each craft:
Baseline Points:
Tie Fighter 800 -200
Tie Interceptor 1200 -300
Tie Bomber 1200 -300
X-Wing 1200 -300
A-Wing 1600 -400
Z-95 640 -160
For team based flying, XvT determines how many craft your team killed of each type, according to the "whole" or "partial" categorization - but as a team. That is, if one team member makes one hit, and the other finishes off the enemy, that is scored as a single team kill, even though individual statistics may show 1 partial kill for each member, or even just one partial for one team member and NO kill scored for the other team member.
For example:
TFA_Rookie has been killed according to the following hull breakdown:
DOH_JEDI damaged 50%
DOH_ACE damaged 15%
TFA_TOPACE damaged 35%
In this scenario, DOH as a team would be given a full kill credit (65%), while TFA would take a partial friendly fire penalty (-300). Individually, DOH_Jedi would receive a partial kill, while DOH_Ace would receive no scored kills (but would probably get a small score bonus, perhaps 50 points). This scoring example assumes a logical 60% hull requirement for full kill, while a 30% requirement for partial kill (not always the case, see below).
Team scores are NOT the sum of individual scores!!!!! Team scoring is calculated as:
Team full kills of craft * (baseline value of craft + 500)
plus Team partial kills of craft * (1/2 baseline value of craft + 250)
minus Team deaths * (baseline value of death penalty in respective craft)
minus Full Friendly fires * 600
minus Partial Friendly fires * 300
Deaths resulting from friendly fire count as penalties against your team just the same as if an enemy had killed you. So, for example, if both of a team's members are flying tie fighters, if they ram each other with 100% hull and kill each other, the team realizes a penalty of two team deaths as well as two friendly fires:
(600 * 2) + (200 * 2) for a penalty of 1600 points.
Exactly HOW the partial/full kills are calculated is still somewhat of a mystery. Tests could not find a consistent answer to this question, even given the same craft under the same conditions. Just keep in mind that the XvT manual claims that there is a 60% hull requirement for full kill credit, while partial credit is given for 30% hull damage. We have found that under many circumstances, whatever the damage given to a craft (even well under 30%), if the damaged craft's pilot chooses to eject (not permitted in this tournament, but given here as an example of scoring quirks not described in the manual), the person who damaged the craft is given credit for a full kill in team play.
Keep in mind that XvT has revealed several bugs in score calculation, but in general, scoring is consistently calculated as given above. Tests have also shown that scoring anomalies seem to exist more for Tie Fighters than for the other craft. These anomalies seem to demonstrate small but numerous inconsistencies in the calculation of individual scores more than anything else.
Thus, for the purposes of tournaments, there are a few summary points to keep in mind:
Does your team believe that they can overcome the scoring baselines with kills? For example, if your team likes Z95s and believe the other team will take X Wings, does your team think it can keep the other team below twice the number of kills (approximately how many are needed for X Wings to score above the Zs) that it needs to win?
Your own ideas regarding how easy it is for one type of craft to kill another may not be reflected in LucasArts' method of calculating scores - so keep those baseline scoring charts in mind.
Bonus points (500 for full, 250 for partial) tend to further "even out" the values associated with killing an opponent, no matter what craft they are flying.
Friendly fire is BAD and should be avoided at all costs.
Friendly RAMMING is the worst possible point penalty your team can suffer, short of hitting the Nav Buoy.
FINALLY - no matter WHAT the strangeness, peculiarities, idiosyncrasies or whatever you would all XvT's method of calculating scores, the final scores posted at the end of a match are the valid measure of the games outcome. Only if a "million/billion point" anomaly occurs (although this particular bug seems to have been largely repaired by the 1.1 patch), will a match's final score be determined invalid.