Don't go straight, go forward!

By Audio Weasel, in X-Wing

I was readingdone off the TIE.Advancedthreads and thought to myself "how often do you use a forward move after the initial approach?

All the time, 1 straight/forward (semantics) is a very useful move for blocking or if you just have no idea where your opponent is going to go, you'll often still have them in arc unless they did something bold.

Speaking of semantics, I think "straight" is the proper term. The components list in the core rules lists 3 bank, 3 turn, and 5 straight templates. See, forward indicates a direction, but straight just gives you the bearing.

But more than that, I really dislike people saying "soft turn" and "hard turn." There is no hard or soft turn, there is a turn or there is a bank. Period. It's in the rules.

EDIT: But to answer the question, I don't see why straights wouldn't be used after the furball begins. Not every ship wants to stay in the close-up dogfighting. Some want to jet out fast and come back. For those ships, straights are useful. Also, I use straights if I need to block. And finally, sometimes you don't need to turn to keep a target in arc and in those instances, the straight makes it less likely you will be blocked.

Edited by Budgernaut

But more than that, I really dislike people saying "soft turn" and "hard turn." There is no hard or soft turn, there is a turn or there is a bank. Period. It's in the rules.

Curiously, I sometimes find myself saying "Hard Turn" and "Soft Bank".

Problem is I've heard from some real life pilots that they call a 90 turn a BANK.

Well, in real life I think a bank and a turn are different ways of changing direction, not references to how quickly you make that change.

I don't get heated about what people call things, as long as you can make yourself understood that's fine with me.

I'm not a pilot, but I think you mean yaw vs bank/turn? Not sure.

I used to call the 45 turns "tilt", like on a bike. It drove my friends crazy.

Speaking of semantics, I think "straight" is the proper term. The components list in the core rules lists 3 bank, 3 turn, and 5 straight templates. See, forward indicates a direction, but straight just gives you the bearing.

But more than that, I really dislike people saying "soft turn" and "hard turn." There is no hard or soft turn, there is a turn or there is a bank. Period. It's in the rules.

EDIT: But to answer the question, I don't see why straights wouldn't be used after the furball begins. Not every ship wants to stay in the close-up dogfighting. Some want to jet out fast and come back. For those ships, straights are useful. Also, I use straights if I need to block. And finally, sometimes you don't need to turn to keep a target in arc and in those instances, the straight makes it less likely you will be blocked.

You probably had to be there.

Edited by Audio Weasel

Speaking of semantics, I think "straight" is the proper term. The components list in the core rules lists 3 bank, 3 turn, and 5 straight templates. See, forward indicates a direction, but straight just gives you the bearing.

But more than that, I really dislike people saying "soft turn" and "hard turn." There is no hard or soft turn, there is a turn or there is a bank. Period. It's in the rules.

EDIT: But to answer the question, I don't see why straights wouldn't be used after the furball begins. Not every ship wants to stay in the close-up dogfighting. Some want to jet out fast and come back. For those ships, straights are useful. Also, I use straights if I need to block. And finally, sometimes you don't need to turn to keep a target in arc and in those instances, the straight makes it less likely you will be blocked.

There are no "Squints" in the rules either, only TIE Interceptors.

I'm not a pilot, but I think you mean yaw vs bank/turn? Not sure.

I used to call the 45 turns "tilt", like on a bike. It drove my friends crazy.

Well, yaw-ing is when your horizontal stabilizer moves your fighter or general aircraft to the left or right, keeping your craft level. Roll/pitch turning is really only done when a sharp turn is needed.

A 30 degree angle rolling turn will give you the bank. an 80 degree rolling turn will give you the hard turn.

Note that I didn't use 45-90 degrees. Actually sending your plane 90 degrees will cause your fighter to roll a little more and descend if you turn. Unless you're using your horizontal stabs to stay level. Which in several cases, but not all, you should be.

That's... Actually a huge issue I have with a vast majority of flying games.

They refuse to understand how amazing important sensitive yaw actually is and just assign it to "ON/OFF" type button presses. Hate that so much.

Problem is I've heard from some real life pilots that they call a 90 turn a BANK.

Well, with what some aircraft are capable of these days, I can understand why they would call it that.

No

Problem is I've heard from some real life pilots that they call a 90 turn a BANK.

Well, with what some aircraft are capable of these days, I can understand why they would call it that.

You misunderstand. The best way to turn really tightly in the vast majority* of aircraft is to bank into the turn.

So banking is the harder version of turning.

And X-wing has it the exact other way round.

* I dunno, there might be an exception. If there is, it's probably Russian. :P

Depends on the match-up. But yeah, a straight 5 to 'hit the gas' is often a good idea after the first pass, especially if you have a boost to follow it up.

Equally, it's especially useful when paired with them sods as has advanced sensors - a bank then straight 5 is a good way to line up then scream into range.

Problem is I've heard from some real life pilots that they call a 90 turn a BANK.

Speaking of semantics, I think "straight" is the proper term. The components list in the core rules lists 3 bank, 3 turn, and 5 straight templates. See, forward indicates a direction, but straight just gives you the bearing.

But more than that, I really dislike people saying "soft turn" and "hard turn." There is no hard or soft turn, there is a turn or there is a bank. Period. It's in the rules.

EDIT: But to answer the question, I don't see why straights wouldn't be used after the furball begins. Not every ship wants to stay in the close-up dogfighting. Some want to jet out fast and come back. For those ships, straights are useful. Also, I use straights if I need to block. And finally, sometimes you don't need to turn to keep a target in arc and in those instances, the straight makes it less likely you will be blocked.

There are no "Squints" in the rules either, only TIE Interceptors.

Fair enough. And I do like the slang from the X-Wing novels.

No

Problem is I've heard from some real life pilots that they call a 90 turn a BANK.

Well, with what some aircraft are capable of these days, I can understand why they would call it that.

You misunderstand. The best way to turn really tightly in the vast majority* of aircraft is to bank into the turn.

So banking is the harder version of turning.

And X-wing has it the exact other way round.

* I dunno, there might be an exception. If there is, it's probably Russian. :P

You're correct. But what I was thinking of was the difference between banking and giving rudder to turn compared to rolling the aircraft 90 degrees then pulling on the stick

Disclaimer: I'm not a pilot and I don't know the terms

Edited by Scojo