Earning Your Wings! A Guide For Understanding Movment.

By Osoroshii, in X-Wing

Hey, so, any tips on guessing R3? Say you want to guess whether BR your int will get it out of arc. How would you accurate judge that?

As a note: I do not have the depth perception to add bases on end beyond two or three accurately. Bad eyesight, bad depth perception.

I could put together a short guide "Out of Arc" and cover the width of the arc at each range of the firing arc. One thing to always take into consideration, always measure to see the distance a target is you are shooting at. Bear in mind the range ruler has predetermined sections that are 2.5 small ship bases each. So the line separating section 1 and 2 will be the center of the ship of it moves forward 2. The section the separates sections 2 and 3 on the range ruler is exactly forward 5. The that line will either be the front of the ship for a forward 4 or the back of the ship in a forward 5.

When scum comes out we will need a chapter on K-turns and S-turns. Not to mentioned the different strategies such as S-turns being harder to block (when a K-turn gets blocked you still get stressed). The Defenders white 4-K turn, the B wings 2 K-turn. 4 being the most common K turn while 3 usually for ships that have more than one K turn on their dial. Those that have 5 K-turns etc.

Edited by Marinealver

Hey, so, any tips on guessing R3? Say you want to guess whether BR your int will get it out of arc. How would you accurate judge that?

As a note: I do not have the depth perception to add bases on end beyond two or three accurately. Bad eyesight, bad depth perception.

I could put together a short guide "Out of Arc" and cover the width of the arc at each range of the firing arc. One thing to always take into consideration, always measure to see the distance a target is you are shooting at. Bear in mind the range ruler has predetermined sections that are 2.5 small ship bases each. So the line separating section 1 and 2 will be the center of the ship of it moves forward 2. The section the separates sections 2 and 3 on the range ruler is exactly forward 5. The that line will either be the front of the ship for a forward 4 or the back of the ship in a forward 5.

wait, huh?? sorry. I didn't understand that.

I think I meant being out of the length of the arc, versus the width... but I'm not exactly sure what you're saying. You mean the distance of the line at R1 horizontally parallel to the front side of the ship base is straight2 long?

How would you gauge the full R3 length of an arc.

Like Soontir trying to avoid being shot at by Han completely. I made a mistake in saying "out of arc". I meant out of firing range completely. How to guess the distance of R3 or 7.5straight long.

Thanks muchly for your tips by the way.

Edited by Blail Blerg

Cool!

I hope you all are aware of this:

http://randolphw.github.io/echolocation/

It has Echo but it doesn't have Lorrir special barrel rolls nor does it have K-turns.

Hey, so, any tips on guessing R3? Say you want to guess whether BR your int will get it out of arc. How would you accurate judge that?

As a note: I do not have the depth perception to add bases on end beyond two or three accurately. Bad eyesight, bad depth perception.

I could put together a short guide "Out of Arc" and cover the width of the arc at each range of the firing arc. One thing to always take into consideration, always measure to see the distance a target is you are shooting at. Bear in mind the range ruler has predetermined sections that are 2.5 small ship bases each. So the line separating section 1 and 2 will be the center of the ship of it moves forward 2. The section the separates sections 2 and 3 on the range ruler is exactly forward 5. The that line will either be the front of the ship for a forward 4 or the back of the ship in a forward 5.

wait, huh?? sorry. I didn't understand that.

I think I meant being out of the length of the arc, versus the width... but I'm not exactly sure what you're saying. You mean the distance of the line at R1 horizontally parallel to the front side of the ship base is straight2 long?

How would you gauge the full R3 length of an arc.

Like Soontir trying to avoid being shot at by Han completely. I made a mistake in saying "out of arc". I meant out of firing range completely. How to guess the distance of R3 or 7.5straight long.

Thanks muchly for your tips by the way.

The truth about this guide is, the better we all fly the more exciting the games get. Not losing or winning a match due to pilot error, makes for the best matches.

Hey, so, any tips on guessing R3? Say you want to guess whether BR your int will get it out of arc. How would you accurate judge that?

As a note: I do not have the depth perception to add bases on end beyond two or three accurately. Bad eyesight, bad depth perception.

I could put together a short guide "Out of Arc" and cover the width of the arc at each range of the firing arc. One thing to always take into consideration, always measure to see the distance a target is you are shooting at. Bear in mind the range ruler has predetermined sections that are 2.5 small ship bases each. So the line separating section 1 and 2 will be the center of the ship of it moves forward 2. The section the separates sections 2 and 3 on the range ruler is exactly forward 5. The that line will either be the front of the ship for a forward 4 or the back of the ship in a forward 5.

wait, huh?? sorry. I didn't understand that.

I think I meant being out of the length of the arc, versus the width... but I'm not exactly sure what you're saying. You mean the distance of the line at R1 horizontally parallel to the front side of the ship base is straight2 long?

How would you gauge the full R3 length of an arc.

Like Soontir trying to avoid being shot at by Han completely. I made a mistake in saying "out of arc". I meant out of firing range completely. How to guess the distance of R3 or 7.5straight long.

Thanks muchly for your tips by the way.

The truth about this guide is, the better we all fly the more exciting the games get. Not losing or winning a match due to pilot error, makes for the best matches.

Still why I want a chapter on K turns and S-turns. But before that with the debris clouds should we talk about how terrain can affect ships.

I have bookmarked this post in my browsers, on both my pc and ipad. until they sticky this thread.

I have bookmarked this post in my browsers, on both my pc and ipad. until they sticky this thread.

Would be nice if this could be pinned to the top.

Yes

Sticky request bump.

Bump to top

Deserves it

Well just tried an Epic game with huge ships, noticed some interesting things like how movement is so much shorter and how the back end of the huge ship tends to drift after banks moves.

Still can't wait on the chapter of K-turns and S-loops

It's been awhile since this thread has made the front page and there seems to a handful of newer players. So I'm dusting this off and sending back to the front page.

Thanks man. Did not realize the relation between templates and bases.

Thank you again

New player here. This thread has been tremendously helpful. Thank you SO much.

Giving it a newbie bump.

I'm very happy my movement guide continues to help people become better pilots ☺️

I'm very happy my movement guide continues to help people become better pilots ☺️

Glad it has been included in a sticked thread.

Still waiting on the chapter on K-turns and S-loops. Maybe include jousting examples with pilot skill or something.

this thread itself should be stickied. haha. and maybe we should have a sticky subforum..... hmm. maybe im on to something. gais gais, i have a great new idea.

Needs another bump today.

Needs another bump today.

And another one today, from a Rookie who finds this incredibly useful

I just noticed this was in the top 5 viewed post on X-Wing!! Just wanted to celebrate :P

I just noticed this was in the top 5 viewed post on X-Wing!! Just wanted to celebrate :P

And why not? You did a great job explaining movement. Congrats! :D