Arc Dodge vs Joust - Head On

By KiloFiX9, in X-Wing

If you’re an Arc Doger (say Soontir, Poe, Luke, Guri - take your pick) and you end up facing a Jouster (say something heavy like a Barrage Bomber, or like Mouldy Crow with VTG) head on at just outside 3 range; what would be your best bet maneuver to get out of arc and set yourself up for later?

I realize it somewhat depends on what ship / pilot you’re using - I’m open to all examples. Just trying to get a better idea of options. I’m still new at flying. Thanks for the insights.

Right now with like Poe I try to do Close Foil - Bank Left - Boost Right - Roll Left (or mirror to the right).

You want to get as close as possible to narrow the arc they're trying to catch you in. If you're Soontir then a 5 fed prob gets you close to do a barrel/boost and escape the arc.

48 minutes ago, KiloFiX9 said:

like Mouldy Crow with VTG

Illegal combo, I hope no one has tried using this one on you since the HWK does not have a gunner slot... More to the point, as you close the arc gets narrower expanding the benefit of rolls and boots. In the case of Soontir against a lower Initiative jouster starting how you outline, the same maneuver set you stated for Poe could work depending on how the jouster moves, though a simple 4K or 3 S-Loop either direction could end up with the target in his bullseye and Soontir out of their arc.

So doing some math:

Say my opponent and I are just outside range 3 = 2.5 x 3 = 7.5 small ship lengths (SSL). If he moves just inside range 3 it means I would be 6.5 SSL away. If I move 4 plus Boost 1 then it would mean I’d move 4+1+1=6 SSL. Which would put me right in front of him but not quite enough to bump.

Which means it’s not that likely that I can overfly him from outside range 3 if he moves slow.

Probably better to Bank 4 and Boost?

Just saw this.. cool topic.

One I like to pull with guri is set up as flanking vs lower ps ship(s) about 1 away from the edge or even a bit less. Start with a 3-4 straight. If I think they are going fast I go 4 to pull it t1. If not ill wait till second turn. Then I burn a inside boost into roll against the edge facing center. It's a brutal move with little risk and huge upside.

Just one reason I love flying guri with afterburners. Add protorps and she's a huge threat at all ranges. Add virago and shield upgrade and shes a complete monster.

39 minutes ago, KiloFiX9 said:

So doing some math:

Say my opponent and I are just outside range 3 = 2.5 x 3 = 7.5 small ship lengths (SSL). If he moves just inside range 3 it means I would be 6.5 SSL away. If I move 4 plus Boost 1 then it would mean I’d move 4+1+1=6 SSL. Which would put me right in front of him but not quite enough to bump.

Which means it’s not that likely that I can overfly him from outside range 3 if he moves slow.

Probably better to Bank 4 and Boost?

There is no Bank 4.

Guri (Bare since no upgrades stated): Bank 3 (either left or right, just do so towards the closest edge of the enemy's arc), Barrel Roll forwards the same direction as the bank. She'll end up either just out of their arc or just in their arc at range 2 with her guns pointing at them in both cases.

Soontir: 5 Straight, Evade or Focus then Barrel roll out and forwards the closest edge of their arc. Hit them on the next pass.

Poe and Luke: What upgrades other than the auto include S-Foils? It'll make a fair bit of difference.

Um, I think you're missing the last base length in your calculations. Template + Base + template for boost + base for final position. So 4+1+1+1=7 your boost would bump.

Edited by Hiemfire

Oh right. Boost also includes the base ship length. Thanks for the correction

In addition to what other people have already said in 'close the angles', try approaching at a 45 degree angle to the jouster. One it keeps your exit open if they try to cage you in next round, and two it usually means they will adjust their approach vector towards you to open up their arc. This also gives you room on their opposite flank, and allows you to come in hot and dodge to their far side.

Good jousters will try and alleviate this with multiple ships approaching at slightly different angles, so mileage will vary. You'll have to read the game and try and best dictate where they want to go with your approach movements. The 45 degree approach also helps here as if they stay straight you can dive under their near side, or if they turn in on you, you can bail out to the far side.

10 hours ago, BVRCH said:

In addition to what other people have already said in 'close the angles', try approaching at a 45 degree angle to the jouster. One it keeps your exit open if they try to cage you in next round, and two it usually means they will adjust their approach vector towards you to open up their arc. This also gives you room on their opposite flank, and allows you to come in hot and dodge to their far side.

Good jousters will try and alleviate this with multiple ships approaching at slightly different angles, so mileage will vary. You'll have to read the game and try and best dictate where they want to go with your approach movements. The 45 degree approach also helps here as if they stay straight you can dive under their near side, or if they turn in on you, you can bail out to the far side.

I like what your saying, but am realizing that pictures would help immensely in understanding all the details.

Soontir- 4 forward, barrel roll, then boost. Negates an attack from the jouster by completely getting out of arc. Then just do what Soontir does best, turn and stalk the jouster.

47 minutes ago, Matt Antilles said:

I like what your saying, but am realizing that pictures would help immensely in understanding all the details.

Agreed. His description is about maximizing your barrel rolls.. which potentially frees up boost. If needed you can use it to close distance. At least that's how I see it.

Edited by Carnor Rex