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Old 05-06-10, 04:51 PM   #13
sckallst
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Join Date: Jul 2008
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It's too bad that the in-game TDC is not as functional as the "real" one. That said, the PK is very nice. The weird thing though is that as you get better and better at planning attacks (at least from the moment of visual contact on in), some of that functionality becomes less important as you minimize the amount of extraneous movement on the appraoch that makes the PK most valuable.

This is getting off on a tangent just a bit, but I thought I'd mention it in relation to plotting. I play exclusively with no map contacts. For the longest time I got hung up on trying to plot things on the nav map dynamically (in other words, on the fly). For those that do this, and try to be accurate, it's stressful and really hard to do for one guy. The worst part is always having to hit your marks "on time".

I've also used the MoBo application which is way cool. But, in learning how to do that and just digging into this subject matter in general, I've swithced away from navigational plotting to actually doing manuevering board/relative motion solutions "off to the side" on the in-game nav map. The tools are there to do it (using the compass as an improvised parallel ruler). The greatest advantage to plotting this way, over trying to do a dynamic nav plot, is that you mostly free yourself from the need to be "on time" all the time. It's made me into a better player, given me greater insights into the whole subject matter of the game, and it's just rewarding in an of itself. Of course YMMV, but for someone looking to expand their library of knowledge/techniques I recommend it. I may even get around to doing a video of how to do this some day. In the meantime, I'll look up the links for a couple of pdfs from which I learned the basic stuff and post them if anyone is interested.
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