This is an incredibly well presented lesson. I was expecting to roll my eyes at your video based on your title, but no, you are absolutely right. Thank you for this, you got me!
The void I feel from six long months out of the game is no more, I am now replenished and my cup spllith over, thanks to this wonderful video. FR tho video is dope.
Great video! The quality keeps getting better and better! You could probably make another video by re-using segments Alignment, Relation, and then add a segment called Prediction. In your Prediction segment, you could talk about offsetting your aim-point prior to your intended strafe to stay glued to the PIP. For example, if you intend to strafe right, you want to predictively yaw left beforehand so the the PIP is moving into your crosshair. By doing that, you're maximizing your evasiveness, while keeping glued or slightly ahead of the PIP.
This really helps as a newer player! I was doing these things subconsciously but couldn't piece everything together to make it seamless. I'm definitely going to work on this. Thank you :))
Firstly, thanks for that useful video. Could you maybe explain me, why you want the pip either to the left or to the right and not above? I am used to that yaw is usually the weakest move you can make when flying and while that might not apply in space, I somehow feel uncomfortable with it. So is there any reason why I shouldn’t place my pip so I only need to pitch up to follow it?
love all your videos man, was lucky to fight you in in ac around a week ago in u destroyed me but I'm working on it, think i managed to get ur shields down once :)
Excellent video, if I can suggest you might let your viewers know what ships and speeds this is most effective for. I fly an Aurora LN and would never circle strafe any fighter, while with my Mustang Delta, I am very comfortable doing so. Those ships handle very differently and require very different approaches to flying. My only other comment, which you may have covered and I missed is effective throttle management really gives you a lot of advantages, while difficult with a keyboard/Mouse setup, with a Hotas type setup is very effective.
Amazing - And right at the end there you showed a way to use it offensively - close in spiraling, let them shoot their mag, then neutralize and fire, is that right?
Hi, notice some weird things when I go in arena commander like sometimes it feels like people are cheating but I’m sure it’s just the skill level is really hi, one example is that people can close the distance on me really fast like I’ll be in a full boosted back strafe 😅and they’re just staying on me like nothing also when I’m hitting cork screws in Circle strafes they are able to hit me and track me with no problem whatsoever
Most likely a skill issue, hackers are EXTREMELY rare in this game. You're prob missing because of a combination between distance and speed. Neutralizing is a must-learn technique along with pushing and pulling. I'm on the discord atm, if you wanna join I can check whats going on.
what i find always weird in sc flight mechanic is when you do side strafes in coupled it somewhat accelerate you always to the front aswell wich confuse me alot while doing such maneuvers with the keyboard mouse setup
Any advanced tricks we can learn to help arrest momentum better? It feels like when fights get over 400 it's so much harder to cancel and I feel like I'm stationary when people just lay into me, even though they were also moving at the same speed just moments ago.
You need to manage your throttle and know your ship they are not all the same - it takes practice but remember the faster you go the bigger your turning circle gets and the harder it is to change direction. SC is trying for a close-in dogfighting model with slower speeds. Even in decoupled these still have an impact. I fight with an Aurora LN and do decently well against a lot of players, but I would never get into circle strafe anyone it is a death sentence. I use longer-range guns and keep my distance, lots of players run to "meta" load out that are shorter ranged so they need to close. While they can (when they work) my missile load out makes it pretty risky, I generally run a pair of S3's but have run a S4 every now and then. A good solid hit from those tends to drop shields, and then I can hammer away or if it all goes south still have time and room to run.
Can you link me, if you've already done it, but the control setup you use? I tried to use dual sticks and pedals cause I like to have throttle forward and reverse on the pedals.
@@JohnathanWinters Figures since you wouldn't know where the opponent is heading with lag xD thanks for these awesome vids, really helps a budding fighting or a returnee out.
They do have mass, just insane power. That said game would be boring if there was no acceleration. That's what makes the game have a high skill ceiling.
These are great but how does all of this apply if I’m using lag pip? I prefer it over lead pip. You’re vids seem to be extremely catered to lead pip users. I only started a month ago, and my brain can’t auto-convert all of these conversions in real time as I’m watching your videos to what I need to do if I’m using lag pip - make sense? Lol it would be super helpful if all this info weren’t dependent upon me using lead pips
Things like this chap my behind. The current bullet sucking in SC needs to go away. As does the ability to have the target break any type of target lock due to simple movements such as corkscrews etc. The current flight model and combat in SC is full on arcade. It needs to change to some of that "realism' that Chris "vaporware" Roberts keeps talking about. Also, SC has it wrong in how blackouts work in SC according to one of their arguments dispelling Roberts assertions that SC is "very realistic". The bullet sucking meta really makes this game cheap. Having laser shots and ballistic move onto the target is full on potato dev programming making people better than they actually are. The PIP should be your aiming point and no rounds, regardless of their composition should track to target or get sucked onto the green part of the PIP when it is over the target. Right now people are learning to play the wrong way. No ship should be able to "shake off" targeting due to PIP direction change. The PIP is also way to sensitive as are ship movements. It takes a tone of power and time to change an objects direction in space, this increases with speed and size of the object past one meter per second as a rule.
want to clobber %99 of star citizen player simply log into the game and they wont be there because they are playing something that doesn't wipe every 2 weeks
This is one of the best explanations and tip videos I've ever seen . Never stop learning . Thanks JW for your contributions
@Johnathan Winters this tool you use to explain ship movements is EXCEPTIONAL. It's a really great idea. The only one who had this idea. good
This is an incredibly well presented lesson. I was expecting to roll my eyes at your video based on your title, but no, you are absolutely right. Thank you for this, you got me!
I still think that jwinters turret explanation ist next level.
This has to be the most detailed explanation for flying Ive seen. Amazing job thank you so much
Came here from Reddit. Learned more in 10 minutes than I've learned in 100 plus hours of streams.
The void I feel from six long months out of the game is no more, I am now replenished and my cup spllith over, thanks to this wonderful video.
FR tho video is dope.
Haha
Great video! The quality keeps getting better and better!
You could probably make another video by re-using segments Alignment, Relation, and then add a segment called Prediction. In your Prediction segment, you could talk about offsetting your aim-point prior to your intended strafe to stay glued to the PIP. For example, if you intend to strafe right, you want to predictively yaw left beforehand so the the PIP is moving into your crosshair. By doing that, you're maximizing your evasiveness, while keeping glued or slightly ahead of the PIP.
This really helps as a newer player! I was doing these things subconsciously but couldn't piece everything together to make it seamless. I'm definitely going to work on this. Thank you :))
Great Vid, Great Lesson, I will be checking out earlier ones.
This is a great way of explaining all of the factors that come into play with trying to this, and gives me a ton of new things to work on.
I tip my hat to you. Again, nicely done video. Concise, informative, well disseminated. No fluff. I wish I could like it twice.
Just want to say, I love your videos, and I love your content everything is so well put together and easy to understand
I see you Homez, thank you!
Firstly, thanks for that useful video. Could you maybe explain me, why you want the pip either to the left or to the right and not above? I am used to that yaw is usually the weakest move you can make when flying and while that might not apply in space, I somehow feel uncomfortable with it. So is there any reason why I shouldn’t place my pip so I only need to pitch up to follow it?
Amazing video. Thank you!
Once again providing quality training content.
Super under rated tips here nice tutorials man.
love all your videos man, was lucky to fight you in in ac around a week ago in u destroyed me but I'm working on it, think i managed to get ur shields down once :)
Winters is here!
Need an update with Molases modes, sadly looks liike we are stuck with it.
interesting and well made video,... I look forward to testing this.
Superb tutorial!
Good vid JW!
Excellent video, if I can suggest you might let your viewers know what ships and speeds this is most effective for. I fly an Aurora LN and would never circle strafe any fighter, while with my Mustang Delta, I am very comfortable doing so. Those ships handle very differently and require very different approaches to flying.
My only other comment, which you may have covered and I missed is effective throttle management really gives you a lot of advantages, while difficult with a keyboard/Mouse setup, with a Hotas type setup is very effective.
Speed is irrelevant, you want unlimited so you can achieve the maximum acceleration.
Lets GO!
Love Premieres
Amazing video, as always!
Winters is confirmed backstrafer
Haha, rip
Now that it’s in a winter’s guide they have to fix upstrafe roll, right? Right??
Noobs only go forwards 👀
@@teahousereloaded It's counterable.
@@JohnathanWinters skill issue on my side 😂
Amazing - And right at the end there you showed a way to use it offensively - close in spiraling, let them shoot their mag, then neutralize and fire, is that right?
Nice info there
Hi, notice some weird things when I go in arena commander like sometimes it feels like people are cheating but I’m sure it’s just the skill level is really hi, one example is that people can close the distance on me really fast like I’ll be in a full boosted back strafe 😅and they’re just staying on me like nothing also when I’m hitting cork screws in Circle strafes they are able to hit me and track me with no problem whatsoever
Most likely a skill issue, hackers are EXTREMELY rare in this game. You're prob missing because of a combination between distance and speed.
Neutralizing is a must-learn technique along with pushing and pulling. I'm on the discord atm, if you wanna join I can check whats going on.
If you trichord away there’s very little I can do to stay really close.
But of course weaker pilots all try the same thing so it’s easy to anticipate.
@@teahousereloaded Yes, plus there is ways of cutting trajectories. Just more advanced stuff. I plan on talking about it in my next vid.
1:57 left wing!
Been working on these maneuvers, but I'm on kb + m so progress has been slow. The movements are not fluid at all with the digital inputs. Any tips?
Damn... Subbed.
Superb
This is awesome when are you suppose to get shots in though during all of this it seems very defensive
That's where practice comes in. Have to learn to switch between offense and defense.
Great video dude! How do you neutralize a jouster? lol
now my question is can u do a corc screw with coupled mode on?
for turning, do you use Q and E?
What do you mean by turn? Are we talking about rolling or look direction?
Atmosphere fighting teaching next please
dang none of this is really possible with MnK is it
It very much so it, gotta master decoupled and tapping.
this will be good to know when this game releases so my grandchildren can get an edge!
Amazing.
what i find always weird in sc flight mechanic is when you do side strafes in coupled it somewhat accelerate you always to the front aswell wich confuse me alot while doing such maneuvers with the keyboard mouse setup
Decoupled is dae wae, esp for K&M
@@JohnathanWinters ye feels way better if you get used to use space brakes
@@0BLACKESTFUN0 You can do it without space brake with practice.
Great explanation!
Are y’all recruiting?
We are not an org more of an open table for all PvP orgs.
Any advanced tricks we can learn to help arrest momentum better? It feels like when fights get over 400 it's so much harder to cancel and I feel like I'm stationary when people just lay into me, even though they were also moving at the same speed just moments ago.
You need to manage your throttle and know your ship they are not all the same - it takes practice but remember the faster you go the bigger your turning circle gets and the harder it is to change direction. SC is trying for a close-in dogfighting model with slower speeds. Even in decoupled these still have an impact.
I fight with an Aurora LN and do decently well against a lot of players, but I would never get into circle strafe anyone it is a death sentence. I use longer-range guns and keep my distance, lots of players run to "meta" load out that are shorter ranged so they need to close. While they can (when they work) my missile load out makes it pretty risky, I generally run a pair of S3's but have run a S4 every now and then. A good solid hit from those tends to drop shields, and then I can hammer away or if it all goes south still have time and room to run.
Speed is an illusion it is all relative, go watch my neutralization video.
Can you link me, if you've already done it, but the control setup you use? I tried to use dual sticks and pedals cause I like to have throttle forward and reverse on the pedals.
check his playlist, he's got almost everything covered there.
this really makes me want to get a stick ahaha, its impossible to do smoothly on mkb
It is impossible, but it's not needed. That said if you can afford it, nothing like flying with sticks.
So which one do you think would help this better, lag or lead pip?
Lead
@@JohnathanWinters Figures since you wouldn't know where the opponent is heading with lag xD thanks for these awesome vids, really helps a budding fighting or a returnee out.
@@unloyal4847 You can still tell with lag, it's just diff. I find lead easier to follow mid combat.
these visuals are pure porn for the eyes! What quality shots! Insta subscribed!
does it matter if you use lead or lag pip?
No, but lead is easier. Lag works off of the crosshair instead of ship.
damn someones been using blender :P
Never close the gap huh 😏
Lag pip + mouse and keyboard= confused
Switch to lead, it works for lag 2 but it's diff.
Imagine if sc ships had mass. Would be better
They do have mass, just insane power. That said game would be boring if there was no acceleration. That's what makes the game have a high skill ceiling.
I often face players doing this. And I always destroy them with two 4 missiles bursts of size 3 EM missiles
What a god.
you should run an in-game class for us n00bs 😛
These are great but how does all of this apply if I’m using lag pip? I prefer it over lead pip. You’re vids seem to be extremely catered to lead pip users. I only started a month ago, and my brain can’t auto-convert all of these conversions in real time as I’m watching your videos to what I need to do if I’m using lag pip - make sense? Lol it would be super helpful if all this info weren’t dependent upon me using lead pips
Work's on both I've covered it in previous videos. Lead is just better though easier to read on the fly.
Lead is better for small ships, lag for big ships imo.
You could always bind a swap key so you have the best of both worlds.
Things like this chap my behind. The current bullet sucking in SC needs to go away. As does the ability to have the target break any type of target lock due to simple movements such as corkscrews etc. The current flight model and combat in SC is full on arcade. It needs to change to some of that "realism' that Chris "vaporware" Roberts keeps talking about. Also, SC has it wrong in how blackouts work in SC according to one of their arguments dispelling Roberts assertions that SC is "very realistic".
The bullet sucking meta really makes this game cheap. Having laser shots and ballistic move onto the target is full on potato dev programming making people better than they actually are. The PIP should be your aiming point and no rounds, regardless of their composition should track to target or get sucked onto the green part of the PIP when it is over the target. Right now people are learning to play the wrong way. No ship should be able to "shake off" targeting due to PIP direction change. The PIP is also way to sensitive as are ship movements. It takes a tone of power and time to change an objects direction in space, this increases with speed and size of the object past one meter per second as a rule.
SC is not a sim.
Iam confused
o7
First!
These videos assume one has friends to practice with.
want to clobber %99 of star citizen player simply log into the game and they wont be there because they are playing something that doesn't wipe every 2 weeks
🙂🙃🙂🙃🙂🙃🤢
too bad this is impossible with Q and E
It's not, requires decoupled and tapping.