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    Dueling FAQ by FurryAngel

    Version: 1.1 | Updated: 06/12/02 | Printable Version | Search This Guide

    Guide to dueling in Crimson Skies, ver 1.1
    
    "A true ace is not a player winning 90% of his games - it's one of those, who
    master their maneuvers and tactics and teach others how to use them" -
    THC_Stargate
    
    Made by FurryAngel@gamespyarcade.com - feel free to mail me any comments,
    hints, rants, raves, flames and questions. You can also get a GERMAN version of
    this guide at
    http://www.immos.de/lupo/csger.txt
    
    
    1. 	About/Disclaimer
    2. 	Version History
    3. 	Planes
    3.1 	Plane Setup
    3.1.1	Armor
    3.1.2 	Guns
    3.1.3	Engine
    3.1.4	Hardpoints
    3.2	Ammo
    3.3	Rockets
    4.	Basic Flying Hints
    4.1	Aiming
    4.2	Rudder
    4.3	Throttle
    4.4	Practice!
    5.	Advanced maneuvers
    5.1	Stall Turn
    5.2	M/Snake-Turn
    5.3	Rearm-Trap!
    5.4	Battering Ram
    6.	Tactics
    6.1	Full Offense
    6.2	Defensive
    6.3	Hit and Run
    7.	Counter Moves
    7.1	Counter stalls after you respawn
    7.2	Counter Bloodhawk-Hangar lurkers
    8.	Credits/Greetings etc
    
    1.
    About
    Well, why am I writing a FAQ for a game which is already 2 years old?
    First of all - there is no such FAQ, yet and there should be one. There are
    still lots of newbies around and I think it would be fair to share all my
    knowledge and experience with them to keep the competition alive.
    Besides, CS still has a pretty active community, leagues, tourneys and events
    going on so I'm sure some people will find this useful. I have written down
    these things plenty of times now and trained many newbies into aces (hello
    Werefrog =) ).
    Feel free to give this guide to your family and friends - just don't forget to
    tell them who made it.
    
    Why a dueling Faq?
    There are people who like 1vs1 combat in Crimson Skies better than big FFA or
    team games. While even inexperienced pilots can score lots of points with just
    enough hardpoints and flaks, you will need to know lots of tricks and maneuvers
    to beat someone 1 on 1. This guide is supposed to help you find the right
    tactics, moves and plane setup for duels - you will just find stuff in here I
    personally know and consider useful, so you might want to experiment and find
    your own style instead of just doing what I suggest :)
    
    About me: I started playing Crimson Skies a few weeks after it was released.
    You can find me at MSN Gaming Zone as cl_Werewolf and as [HELP]FurryAngel at
    Gamespy Arcade. I've been with many squads already (hi BA, BSS, FSD :) ) and
    I'm an experienced duelist, but you will find a few players who are even better
    than me if you look for them in the big and sucessful squads and the leagues.
    
    2.
    Version history
    
    June, 11th: Version 1.1 - added "counter moves"
    
    June, 10th: Version 1.0 of this guide. Done this at the office when I had
    nothing to do and couldn't stop thinking about this great game ;)
    
    3.
    Planes
    Most people disallow hoplites and turrets so you should try not to build a
    hoplite and in case you are going to use a turreted plane, make sure you put no
    ammo into your turret or you might get booted. Personally, I don't mind anyone
    using turrets or hops since they were included in the game and a real ace
    should be able to beat ANYONE, but nobody asked me =P
    
    The most common planes in 1vs1 are Devastator, Fury, Bloodhawk and Firebrand.
    Planes you should not even try are Hoplite, Balmoral, Warhawk and Peacemaker. A
    Warhawk flies like a cow and is totally useless in duels and peacemakers might
    be agile, but not fast enough and drop from the skies like rocks when you stall
    them.
    
    The best all-around plane is probably the devastator. Most duelists use a
    Devastator, because it has no turrets, loads tons of stuff and is extremely
    easy to handle and still agile enough to beat any other plane with it. The only
    disadvantage is the lack of speed compared to the Fury or Bloodhawk, but the
    extra fire power is well worth it.
    
    Bloodhawks are probably the coolest planes to look at. A hawk is the fastest
    plane in the game and if you use a big engine you can outmaneuver opponents
    better than with with any other plane. On the other hand, the bloodhawk has a
    very limited weight capacity and you'll end up with either bad engines, small
    guns or little to no hardpoints at all. Bloodhawks are extremely useful for
    hit-and-run tactics, but try to keep those headons short with them unless
    you're really good at aiming and have enough rockets and a big gun!
    
    A Compromise between the speed and agility of a Bloodhawk and the sheer
    firepower of the Devastator is the Fury. It's a great all-around plane used by
    many good pilots for both hit-and-run and kamikaze-style attacks. You won't be
    able to race as fast as a bloodhawk or get as many hardpoints as a Devastator,
    but the Fury is a great mix between these two.
    
    A real flying fortress is the Firebrand. Despite its low agility rating the
    Firebrand does some extremely sharp turns and you should be able to out-turn
    anyone with this plane if you do it right. This baby carries all the guns,
    rockets and armor you need - just remember to leave your turret without ammo
    unless you want to risk getting booted from most duels. You can just destroy
    other planes by ramming them and you won't take more than a scratch, but beware
    of fast hitters and runners, since the Firebrand is extremely slow.
    
    Another very good plane is the Hellhound (you needn't use that turret after
    all). It is faster and more agile as a devastator and can almost carry as much
    stuff! The big disadvantage about it is its size - big plane=big target!
    
    3.1.1
    Setup
    
    Armor
    Whatever plane you use - always make sure you have full armor! Your plane will
    have to go through lots of headons and if you lack armor, you might get shot
    down within a single pass - a real ace can even down you with 2-3 good rocket
    hits if your plane has maximum armor, so you can imagine how useless low-armor
    planes are.
    
    3.1.2
    Guns
    First of all - never use more than one twin gun - these are the ones with a (2)
    before them and you can shoot two bullets at once with them while "normal" guns
    only have half the firepower. You can never shoot more than one twin gun at the
    same time, so any additional gun is a waste of space. Mixing ammo is no useful
    strategy either (unless you manage to get 2 cal 70 twins onto your plane).
    Single guns are actually used by no one and you shouldn't put them in a dueling
    plane.
    The bigger the caliber you use, the less ammo you get and the more weight
    capacity will be needed. So if you want to use a big caliber, make sure you
    have enough room - and you won't be able to waste all your ammo in a duel
    without getting shot down, so don't worry about it.
    Also, the bigger the caliber, the more damage you do and the less accurate you
    are. Cal 30 ammo does very light damage and has great range and accuracy, while
    cal 70 ammo rips a plane apart with just a few hits, but it's hard to hit a
    barn with them, even if you are inside. Since the most common strategy in duels
    is using as many headons as possible I suggest you get a cal70 and learn how to
    aim with it. If you and your opponent have equal aim in a headon, you can only
    win if you have the bigger caliber and do more damage. Makes sense, no? ;)
    You might also want to try smaller calibers, but I really don't suggest that
    and you should avoid headons at any cost then.
    
    3.1.3
    Engine
    There are three kinds of engines - small, medium and big ones (let's ignore the
    nitro for now, we will come to that, later). A small engine is, of course, the
    slowest one and is also highly unstable. You should avoid small engines,
    because you'll be having a hard time only trying to fly through the rearming
    base without hitting the ground. Also, small engines stall a LOT faster than
    big ones, but you will fall quickly and you are more likely to crash. Just
    don't use them unless you are able to handle them and don't rely on speed, but
    a very quick stallturn instead.
    Big engines are the most powerful ones and need longer to stall, but they're
    also extremely stable. Using a big engine makes your plane easy to handle and
    the additional speed might come in handy. Besides, if you fly with low
    throttle, a big engine will still allow you to aim, while smaller ones make
    your plane shake like mad.
    Now that you know about big and small engines, what medium engines are, is
    pretty obvious - not quite as strong and stable as big ones, but better than
    small ones.
    Now about nitro: The small, medium and big engine with and without nitro are
    exactly the same - the ONLY difference is a short nitro burst (and the weight
    of course). You should try an engine without nitro and save the additional
    space for a big gun or an extra hardpoint, unless you depend on speed and hit
    and run often. Also, nitro is useful if you need to keep headons short because
    you lack firepower. If you don't need to run away or don't want to rely on a
    well-timed nitro boost to chase someone, just forget nitro, since it's not more
    than a waste of space, then. Besides, a nitro boost cannot be stopped and if
    your opponent is smart enough he or she will just cut throttle and wait till
    you pass and shoot you down.
    
    3.1.4
    Hardpoints
    I wouldn't go into a duel without at least 2 hardpoints - any additional ones
    would be even better. There are some weird people using no hardpoints at all,
    but the biggest guns and engines in a bloodhawk, but you need to aim and fly
    like the devil if you want to succeed that way. If you use less than 2
    hardpoints you'll be forced to rearm a lot, unless you can shoot someone down
    with just 3 HE rockets.
    
    3.2
    Ammo
    Believe it or not, the best ammo is dumdum. No other type of ammo destroys
    planes with damaged armor faster than dumdum. Some may say that explosive ammo
    might be more useful since it damages both armor and unarmored parts, but we've
    shot down fully armored planes with all kinds of ammo and looked at the time -
    dumdum was faster than anything else.
    As mentioned above, mixing ammo doesn't really help since you would need two
    twin guns and lots of space. You would either have to use a lower caliber or
    less hardpoints, so just one caliber 70 with dumdum should still be stronger.
    
    3.3
    Rockets
    The most useful rockets for duels are High Explosive (HE) and Flak. You should
    try to use HE, since they do a LOT of damage. You need some pretty good aiming
    to hit with HE rockets, so if you just can't seem to hit with them, try Flak.
    Flaks explode in a cloud of shrapnel, ripping apart the armor of anything that
    flies through. And because they leave damaging "clouds" you don't really have
    to aim at all. Then again, Flaks are weaker than HE rockets and you are likely
    to lose your plane in a headon if your opponent uses HE.
    
    4
    Basic flying hints
    
    4.1
    Aiming
    Learn how to aim - try some "guns only" battles with friends to get used to
    guns and to learn how to hit with them. Small calibers almost hit by themselves
    while you need to know where your opponent will go and aim a bit ahead of him
    with bigger guns.
    Aiming with HE rockets is pretty difficult if you are used to flaks and I got
    veeery frustrated until I finally learned how to use them. Some say it is
    easier to hit with them if your game difficulty is set to "normal" instead of
    "hard", but I think it's only a rumor.
    If you want to hit someone with HE, look where he or she is going. If the enemy
    plane is flying to the left, aim for the left edge of the red box that appears
    around it. Same thing with the right edge and planes flying right of course
    (and the same with up and down, I needn't repeat that now, do I?) :)
    If your opponents goes too fast, you'll need to aim a little ahead of him. All
    in all, it needs lots of practice to hit with these rockets and there is no
    formula or anything that can help you with it, so better keep training...
    Also, try to spread your damage and damage all components of the enemy plane -
    as long as one of his or her parts remains undamaged, the plain won't go down!
    
    4.2
    Use the rudder, Luke!
    Whenever you start circling, use your rudder, to dramatically increase turning
    speed. Also, some folks like to use inverted rudders, while others say this is
    utter bulls.... try and find out what you like best
    
    4.3
    Throttle and turns
    The less throttle you use, the more slowly you will turn. Then again, your turn
    will also be a lot sharper. Try to out-turn your opponents by changing your
    speed when the time is right.
    
    4.4
    Practice a lot
    A good plane doesn't make a good pilot - you shouldn't try to get a better
    plane if you get waxed but also think about your strategy and aiming. Maybe you
    could still improve.
    
    5.
    Advanced Maneuvers
    
    5.1
    Stall turn
    Invented by:? - In my first FAQ I stated that the creator of this move is
    HKenshin, wo mastered it and brought it to the community - here's a little
    correction about this, sent in by the master himself:
    
    "Thanks for giving me credit for the stall turn. But I really can't take credit
    for being the inventor of the stall move. I'll give ya abit of history here.
    
    .. It was October and I fought this one pilot who was stalling his plane and
    coming around on me quicker than normal. Well.. I learned this move quite
    quickly during the match and came close to defeating him. The pilot only stuck
    around for about another week and left to play another game. So i was the only
    one who was using this move at the time. Which is why alot of people credit me
    with this move...
    
    I took the move and perfected it and started using it in my matches. I had no
    idea how devestating this move became. I was kewl about it too.. whenever
    someone asked how to do it.. I told them. But now everybody uses it.. hehe..
    what did i start?
    
    There.. abit of history behind the stall move."
    
    This move was made famous back in the old days by one of the greatest pilots
    the community had ever seen! The stall turn is the most important move and
    you'll need some time to master it.
    To do a stall turn, steer up until you face towards the sky. Now cut your
    throttle, use NO THROTTLE AT ALL! Wait until you start falling and turn around
    into the direction of your opponent by either pushing your stick in the upper
    left or right corner or by doing a 180 roll and pulling your stick back.
    (There are a few other ways to turn around, so you should practice the stall in
    an empty game with no one around until you find the way you like it best).
    While falling you will be able to rapidly change your direction. Speed up as
    soon as you face your opponent again.
    Use this move after headons or after you cross the path of the enemy. NEVER use
    it with someone up your six or you'll become a sitting duck!
    
    5.2
    M- or Snake-Turn
    Invented by: Me (well, this move was probably discovered by a few other pilots,
    but I found it out myself eons ago and named it the M-turn because of the way
    you fly when doing this).
    While circling at full speed try steering a little up and down. Going up will
    make your turn a tad slower, but as soon as you go down again, you will start
    turning at insane speed! If you do it right, it will look like /\/\ or ~~~
    (hence the names for this turn...)
    
    5.3
    Rearm-Trap!
    Invented by: HDIOGO
    Try to race for the rearming base and cut your throttle a few moments before
    you reach it. If you're lucky, your opponent will use nitro to catch up with
    you and can not stop so he will pass you while you rearm and you can shoot him
    from behind.
    
    5.4
    Battering Ram
    Instead of shooting someone down in a headon use full throttle and RAM him!
    This works well in a racing Bloodhawk and should get you some nice kills!
    
    6.
    Dueling Tactics
    
    6.1
    Full offense
    Use the biggest gun you can get, dumdum as ammo, HE as rockets. Try to use
    little to no throttle in headons so you have enough time to shoot at the enemy.
    Also, try to fly close to the ground so you have to steer up in headons - this
    will allow you to do a stall turn as soon as you pass your opponent because you
    already face upwards, while your opponents is still looking at the ground,
    which makes it harder for him to stall. Only try to rearm when you think you
    can shake your opponent, because using full offense will force you to use
    slower planes and probably no nitro.
    
    6.2
    Defensive
    If you use a faster plane such as a nitro-Fury or a bloodhawk you will probably
    lack some firepower. If so, try to avoid headons or at least keep them as short
    as possible by using full throttle and nitro. Use your extra speed to rearm a
    lot and take a few flaks with you to quickly hit your opponent without having
    to aim.
    
    6.3
    Hit and Run
    If you want to be successful with this tactic, you have to fly like the devil,
    but it does work indeed. Thanks to HDIOGO for this one :)
    If you are one of these freaks using a racing bloodhawk with no rockets, try to
    completely avoid headons at any cost! This shouldn't be much of a problem since
    you will be faster than your opponent in a hawk. Rearm all the way to keep the
    hangar doors closed. Try M/Snake-Turns against your opponent and use your great
    speed to outmaneuver him. If you fight a firebrand or devastator you are
    probably screwed as soon as your enemy gets up to your six. Since the standard
    map for duels is "Boeing Field" try to reach the bloodhawk hangar and do a few
    stall turns in there to confuse your enemy so he or she doesn't know which way
    you will leave the hangar. As soon as the opponent enters the hangar as well
    you should pass him in a headon, hit him with your guns and try to get to his
    six while he or she is still leaving the hangar!
    Also, try to fool the enemy using "rearm-trap"
    
    7.
    "Counter-Moves"
    
    7.1	
    Counter stalls after you respawn
    You'll often get into this situation when playing aces - you get shot down and
    when you respawn you have to attack from the skies while your opponent is on
    the ground. If both of you survive the headon, your opponent will most likely
    do a stall turn and shoot you down, because you cannot stall quickly enough or
    get him by circling. So instead of circling or stalling yourself after the
    headon try to LOOP! There is only about 50% chance you will shake your opponent
    that way, but it's a lot safer than anything else.
    
    Here's also a little not from IBA_TayWolf55:
    "When respawning, point your nose to the groun for 5 seconds, eliminating your
    enemy's chance to stall." Thanks for pointing this out, mate :)
    
    7.2	
    Counter Bloodhawk-Hangar lurkers
    Real flying aces know how to stall-turn in the bloodhawk hangar on Boeing Field
    and try to lure you there and shoot you down, which is very likely to happen.
    If you see the enemy running for the hangar, ignore him and rearm instead. Do
    that a couple of times and your opponent will probably stop hiding in the
    hangar, because he would always give you a chance to rearm.
    
    8.
    Credits/Greetings etc
    
    Okay, first of all I'd like to thank the whole Bloodangel Squad, especiall
    HKenshin, as well as Werefrog, Amenutep, IronHorse, HDIOGO, Rabid66, Anaxagoras
    and all the other aces for their time and their many training hours. You taught
    me how to fly :)
    Also, I'd like to say hi to the FSD, crAzy, SD and the BSS squad (or the
    members that are still left of these old squads). Thanks for a real cool time
    and the lots of fun we've had!
    And of course I'd like to thank the foundation members of the BSS for the
    coolest time I've had with this game! I miss you guys!
    Even more greetings go to DustyMoment and the ex Hot Thong Oilers and the
    Ducksquad for being the coolest people around =) Wuv joo all
    Additional greetings go to crAzy_Raccoon and the whole crimsonlies team for
    having simply the best community site around! And of course for publishing
    these hints!
    Nice and warm greetings to IBA_TayWolf55 and Stargate for sharing their
    knowledge :)