Dogfighting...If a TIE fighter is close and on your tail?

By Tiltowait, in X-Wing

The best maneuver to shake him is...slow down and fly straight?

Are there any TIE fighters that can fly straight at speed 1? Aside from bombers and space cows?

Would have been funny to watch a remake of the Death Star trench run...at speed one. :)

Darth: "Stay in attack formation!"

Wingman1: "Sorry sir I have to fly into the wall!"

Wingman2: "Look out sir!" *flies into Vader's ship*

Darth: "..."

Luke: "We're going in low throttle!"

Biggs: "Luke, at that speed will you be able to pull out in time?"

Luke: "It'll be just like Beggars Canyon back home...on foot."

Hit the brakes, and he'll fly right by.

Hit the brakes, and he'll fly right by.

You're gonna do what?!? :o

Merlin: He's gaining on us Mav! What are you doing?

You're slowing down, you're slowing down!

Mavrick: I'm bringing him in closer, Merlin.

Merlin: YOU'RE GONNA DO WHAT???

Edit: ninja'd.

Edited by InstantAequitas

what happened to space ball 1?

they've gone .. plaid..

Bombers can coast at 1, and Tetran Cowall can take a 1 K-turn, bump your higher skill ship so he doesn't actually turn around and still be behind you when you pull 1 forward. Adrenaline Rush, Capt. Yorr or Wingman can help him keep up the chase.

just say

"I cant shake him"

"Blasted biggs where are you"

then Wedge flys in BOOM

"Thanks Wedge"

Ezey

It depends on the PS. Usually when there is a TIE Fighter on your tail, there is a good chance that is has a lower PS that you.

First of all it is pretty hard to tail a ships with higher PS than you. You run the risk of bumping into them.

It really depends on how far behind you the TIE is. If a straight 1 will get you behind him (even if it means you will bump and not be able to shoot, it is probably a good idea.

If the TIE is far enough behind you that he can follow you slowly (even if he bumps) and sty behind you then you have two choices, 1 - Fly fast Straight 5 or so. Try to get out of range. Even if you are at range 3 TIEs don't shoot that well at range 3. You won't have a shot, but you will still have an action.

2 - K-turn. You won't have an action but you do have a shot. In my experience being able to shoot is the most important priority in this game. This is more true for ships like X-wings, B-wings, Firesprays, and Shuttles (of course the shuttle can't k-turn) For ships like the Phantom and the Interceptor, I prioritize not getting shot at over getting a chance to shoot.

Other useful things on dogfighting in general: Engine Upgrades, Expert Handling. They are not specifically useful in the situation you described, but what they essentially let you do is let decide on some of your movement after you see where the other guy is going. Boosts and Barrel Rolls are the High PS ship's best friend.

Or you can just K-turn and blow the Tie to pieces just a thought