How many times have you seen any of the following?
"That list is good, if you can fly it well."
"A is ok, if you can fly him well."
"If you don't know how to fly it, you'll lose."
"You're flying badly if X happens."
I often see this written in posts discussing a list, a pilot, or a certain build for a pilot. Sometimes I see this written in response to a newer player or beginner - but I rarely if ever see any comments as to what flying well is or what it means. so, What does flying well or flying poorly actually mean? A lot of people say, I'll know it when I see it.
When I first heard "flying well" I assumed this meant - with no mistakes, but is that the end of it? And what are mistakes in flying? Is not flying well, the same as flying badly? I hope my thoughts on the subject can generate discussion as well as be useful to newer players to the game.
Mistakes in flying
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Unintentionally Landing on Obstacles
- one of the more basic and obvious aspects of flying well, landing on obstacles means the loss of your actions - the more familiar with the game you are, the more you realize the importance of actions and action denial. Additionally, the threat of being unable to shoot or taking damage can be far worse than the action loss. There can be times to purposely land on obstacles, as the opponents won't expect you there (Dash Rendar / Feedback Array / Corran on a no shooting turn)
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Accidental bumping
- another way to lose your actions, and if you bump the enemy you may lose a critical shot. You'll hear new and veteran players alike mourn an unintended bump. Purposely bumping on the other hand can protect your ships from incoming shots, set up future positioning or prevent your falcon from hitting an asteroid.
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Placing the wrong direction on the dial
While it won't lose you an action - it can put you in a place to be shot, and lose a shot you might have had.
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Planning a Red maneuver while stressed
Worse than the above, it gives control of your movement to your enemy, leaving you open to getting shot, losing your action, or taking damage from an obstacle or despairingly lose your ship to the following
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Flying off of the board
The worst mistake that you can make, losing a full health ship in a single turn to a misjudgement.
We can see that the most basic mistakes all involve losing shots or actions. - Is that the core of flying poorly? or is there more? I think there is...
Beyond Beginner Mistakes
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Being predictable
A large part of the game lies in the poker game of maneuvering - and when your opponent can read you, the game can go against you pretty hard, even with some luck of the dice on your side. If I know where you will be, I can shoot you, and I can steer clear of being shot by you.
Some examples...
Stressed Soontir Fel really likes the 2 hard green turns and the 4 straight.
Whisper likes the Left/Right Decloak + 1 turn.
Super Dash really likes to clear stress every turn (1/2 forward or 1 bank)
Many players will avoid obstacles, possible bombs, or bumping your ships like the plague
Many players will pick a green maneuver while they are stressed - double if the ship has an ability that causes it to become stressed often.
Attack 2 ships really like to get into range 1.
Playing against these patterns can get you into trouble against players who break these patterns - breaking them yourself will give many players quite a bit of trouble.
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Sacrificing future position for current position
Much of the time, games are determined by attack line - the path your ships take - through the course of a game. When you make a sudden move to get out of arc, only to force yourself into arc for the following turns - or place yourself onto an asteroid or off the board a couple turns down the road - your following maneuvers can become predictable. At the end of a game (say when time is called) it can be worth planting yourself right in front of the board edge. You really need to keep in mind potential maneuver options for the following turn (or more if you can)
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Assigning Initiative poorly.
The choice of initiative is tied directly to your and your opponents list - when you take initiative you give enemy pilots of equal skill the positioning advantage. When you give initiative to an enemy of equal skill, you let them fire first.
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Placing Obstacles Poorly.
Obstacle placement has a large impact on many games - wide open areas being good for swarms and large ships - Dense fields being difficult to navigate. Articles can be written on asteroid placement and how it affects the game, If you've been placing them randomly - I recommend you do some research into that aspect of the game. At worst you place obstacles that are worse against your list than the opponents - things to keep in mind - type of obstacle and obstacle size.
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Having poor initial position.
Poor placement of your initial ships can lead to all kinds of problems - from having predictable first moves, to bumping your own ships while flying in swarms (especially with mixed pilot skills) As well as give away your entire game plan. If you broadcast that you want to joust me, and I correctly understand your list is a jousting list, and mine isn't I can avoid jousting you. It also is incredibly important in determining your attack line
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Leaving ordnance in the tubes
Some would say Ordnance is a mistake in general - but when we take them - we're taking a gamble that they will pay out in damage. If you take a Missile / Torp / Bomb and the ship carrying that upgrade is destroyed before it was used - you lost those points with NO gain. (There's a counterpoint here in that the threat of ordnance can affect how the enemy plays, and the best opportunity to fire (with stacked actions) doesn't come up, it can also be a mistake to fire ordnance at the earliest opportunity)
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Targeting priority
Choosing who to attack is an important decision - as is when to switch targets, and if you should switch targets. Attacking the wrong target can cost you time and ships. Switching targets while firing at a regenerating target is almost always the wrong choice. There are also articles and posts about this - which I recommend googling if you wish to learn more.
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Choosing the wrong action
This is one of the more difficult aspects of the game - When to Focus, Evade, Boost or Roll, When to Lock, Slam or Cloak. Some math can help you figure out the best average course of action - but there's something to be said for absolutes. This is something we often need to look at a game in hindsight to analyse. In general, Playing more conservatively when you are ahead is the right thing to do. This one just takes practice usually.
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Misusing Actions
This is more a thing when you have synergies built in your list - and is really an addon to the above - this could be sending focus to the wrong ship with Kyle or Squad Leader. Or performing an action that's entirely useless, or forgetting to even perform an action. This ties in with the next post about forgetting about your cards and abilities.
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Stressing yourself needlessly
This plays into losing actions, sacrificing position, and being predictable. Just because Soontir has PTL doesn't mean you must trigger it every turn. When you see an opponent with a stress tool (R3-A2, Rebel Captive) and your ship will be in trouble with out actions (Soontir / IG-88) it can be a bad idea to leave yourself open to being double stressed.
avoid any of the above, and you ought to be a lot closer to "flying well". There's obviously a lot more to this flying well thing than I thought - and it's a fairly deep topic. At the least, I think the following traits can help you to identify flying well when you see it.
Hallmarks of flying well.
- Never losing actions needlessly.
- Positioning with future purpose (not merely reacting to the current board state)
- Missing as few opportunities to attack as possible.
- Knowing when to play aggressively and when to play conservatively.
I can really only tell you what it means to me. If you have anything to add on the subject, please do! We can only really fly better than we were - and hope to make fewer play errors.
Edited by Ravncat