Introduction to Jedi Master - 101
The key to becoming a good pilot is basically honing your own instincts
and abilities to their best effect, inventing your own strategies
to take your opponent by surprise. The most important thing to do
is to form a base standard of tactics that play to your individual
strengths and attempt to hide and minimize your piloting weaknesses
to your enemies. Most of the better melee flyers and pilots do not
blindly jump into any melee without first having a general idea
of how they want to take on their enemy. The same types of planning
should be taken on missions in order to complete missions with a
reasonable amount of success. Simply honing your skills and coming
up with an all-purpose plan of attack is enough to get you started
on your journey to piloting success.
However, to generally improve your rank there are quite a few
pointers that will help tremendously in climbing that ladder to
the peak we all know and love as Jedi Master. These tips both include
single and multiplayer but remember later on in the ranks you gain
very little (if any at all) promo points through single player.
A lot of these tips are common sense and used throughout the XvT
community, but I hope there will still be a few that you have not
heard of before.
- When you start playing XvT initially there is very little you
can do wrong basically shoot down anything for the first couple
of grades (Trainee, Flight Cadet) and you are guaranteed to promotion
- Always keep a backup copy of your pilot not necessarily on your
computer (i.e. uploaded on a free ISP or on a disc) you never
know when the easiest mission can go awry and lead to a demotion
or even worse, your machine decides to breakdown.
- Once you feel comfortable that you are good enough to last,
make sure you always have the mission difficulty set on hard (this
also includes multiplayer melees) - it makes infinite difference
to the amount you get promoted by. However, before you feel comfortable
taking this jump into the unknown-
- Make sure you have a practice pilot for when trying out new
missions so that when you try it with your proper pilot you are
well and truly prepared for what the mission holds for you (and
can therefore get maximum points).
- Don't bother taking counter measures - it just makes you lose
more points when you die.
- If the mission does not require it (i.e. bombing raids etc.)
don't bother taking warheads either for the same reason.
- Don't take a more powerful fighter than is offered to you as
standard plus if you think you can handle using a less powerful
one, take it.
- Don't always stick close to your requirements - if you are able
to try taking down all the Imperial craft (except the mission
critical craft of course) they may give you bonus points as well
as normal kill points - plus along the same lines you may get
bonus points for several of your craft being able to complete
Multi-player mission tips
- If flying co-op make sure you both have your own set goals to
complete the mission as a unit as quick and painlessly as possible
- see our tac-ops for individual mission walkthroughs.
- When flying against each other if the main requirement is not
to take down a capital ship (if it is do this after completing
the goal) always primarily target the real life pilot as he will
undoubtedly cause more damage than the A.I. (or they really should).
Multi-player melee tips
- Once your rank starts increasing and you get to around Top Ace
level, only agree to play those pilots in the same rank grade
as you or higher (use your secondary pilot to play them if you
still want to have any friends).
- Make sure when flying melees your flying on hard and if your
prepared to face a platform as the nav-buoy turn on randomize
- it's all points.
- Make sure you have a decent connection, this is more a tip for
generally enjoying the game but it can still lead to you being
wasted by a pilot that you could easily have defeated.
- When the game is loading, set up your craft for the first sweep
- the first run up can often decide the entire match so make sure
you are prepared! The best setting initially is to put lasers
and shield up to full (F9 and F10 twice) pour your laser power
into shields (') and set your throttle to naught (/) . The last
option is very much my personal tactic but I find it allows the
time for the craft to meet extends and allows you to save up more
- As the mission starts, allow the ship to come to you - throw
more energy into your shields from your lasers when they have
significantly recharged but only once - you do want some power
for combat. When your enemy is about 2.5 k away go to full throttle
(backspace) and put your shields at full at the front of your
craft (s twice).
- How you arrange you lasers is very much personal choice - it
seems everyone does it differently but I definitely find that
on the run up it is best to have them at dual settings (x)
- When you reach about 1.8 k turn your shields back to 50 (s three
times) then try and target your foe and start shooting (you shouldn't
yet have the green lock indicator) as soon as you see you have
a green lock swerve out of line with your foe (causing his lasers
to miss you but hopefully your last burst caught him). Re-target
him and let off a quick shot then swerve again - repeat this process
until you fly pass each other.
- As you pass each other for the first time immediately switch
to 1/3s throttles and try to get on your foe's tail.
- Your ELS (engines/laser/shield) settings during this part of
a furball are very much personal choice but I find the most effective
being the insane approach. Turn your lasers to 0 and your lasers
to 50 and you should now have a greater turning velocity than
your foe and be able to get on their tail. My reasoning behind
this is if you need your shields he is better than you anyway
and you wont live long enough to appreciate them. The main problem
behind this is that assuming you win when the foe hypers in you
then have no shields.
- In the turn itself concentrate on using your radars as your
eyes, hold you joystick firmly down in a loop and set you lasers
to single fire. Try and judge when your foe is just beyond your
sights and let of a burst- often it will hit even if you can't
see your foe due to how close you are.
- If you think the foe is going to get the better of you in the
turns then a tactic is often used where you pull out of the loop
where you fly away moving erratically- you should get some distance
as it will take your foe a moment to realize where you are, next
turn and try shoot down your foe like the first run up. I rarely
use this maneuver but have seen it effectively used by many pilots
from Rogue squadron.
- If hyper is allowed in the melee whenever your radars are smashed
try and get to a safe distance and hyper out - you are basically
powerless without your sensors.
- As the waves continue the above tactics should work in all situations.
However, you should not just be after promo points and after a
win for a ladder there are many different methods that can be
used in true Machiavellian fashion.
- Once you have asserted a decent lead (3 or 4 kills) try and
just get stuck in a turn where he can't touch you- often ELS setting
50/25/25 works in this fashion. If you have full engines you tend
to easily catch up with your foe and when you find you have no
laser power this can often be a problem where you end up over
taking your foe.
- If you want to be truly evil you can get a single kill and then
start running away from your foe with full engines- this will
undoubtedly lead to a win (assuming you can get the first kill)
but will certainly lose you a lot of friends and is hardly a lot
of fun - remember why we are playing these games?
Well that's about it. These tips should hopefully improve your
flying but remember nothing can beat good practice. No matter what
some hot shot tells you - being a good pilot has nothing to do with
natural skill but practice on playing the game - discovering the
intricacies of each craft and situation. Just ask any Rogue how
he made it to the squad.