What this is about
Multi-target combat is not about shooting more but about order and geometry: you never want two opponents behind you at once and never want to be between them.
The situation
You against two or more. Or: your group against several, and you currently have two on you.
What the opponent does
Two opponents working together split up: one drives you, one waits where you have to go. Two who are not working together get in each other’s way – and that is exactly what you want to force.
What you do
Four rules:
- Never in the middle. Fly so that both are on the same side of you – then only one can shoot first.
- The closer one first. Not the weaker, not the more valuable: the one who can hit you first.
- Split them. If one is faster than the other, pull him away – he comes alone and the second needs time.
- Pin your targets. You can hold several opponents and switch between them without searching first.
Follow-up
If the split works you have a normal duel for a short while – and that is what levels 3 and 4 are for. Use it immediately: the second opponent is on his way and your window is as long as his approach.
How the opponent answers
They stay together and take turns: one attacks, one keeps distance and waits on your escape path. No manoeuvre helps against that, only breaking off – or a wingman of your own.
What you need
The pin and switch functions from the table, plus countermeasures and enough energy to sustain the split.
Cycling targets by category, finding attackers, pinning up to three targets and switching between them – there are dedicated functions for this.
| Game action | Default keyboard/mouse | Default joystick | Trigger |
|---|---|---|---|
| Lock Target Under Reticle | not bound by default | not bound by default | single press |
| Cycle Lock - Hostiles - Forward | 5 | not bound by default | single press |
| Lock Selected Target | not bound by default | not bound by default | single press |
| Cycle Lock - Attackers - Forward | 4 | not bound by default | single press |
| Pin Index 1 - Pin / Unpin Selected Target | Left Alt + 1 | not bound by default | toggle |
| Pin Index 2 - Pin / Unpin Selected Target | Left Alt + 2 | not bound by default | toggle |
| Pin Index 1 - Lock / Unlock Pinned Target | 1 | not bound by default | toggle |
| Pin Index 2 - Lock / Unlock Pinned Target | 2 | not bound by default | toggle |
| Remove All Pinned Targets | 0 | not bound by default | single press |
| Decoy - Launch Burst (tap), Set and Launch Burst (hold) | H | Button 3 | hold |
| Noise - Deploy (Tap) | J | Button 5 | single press |
Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.
Anything marked “not bound by default” you have to bind yourself in the game settings – we do not guess a key.
HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.
Typical mistakes
- Flying between them. The worst position in the game.
- Attacking the wrong one first. The more distant one can wait.
- Staying on target although the second is coming. Half a kill is no kill.
- Breaking off without a plan. Fleeing without knowing where flies you into the second one.
Exercise
- Goal
- Separate two opponents so that only one can shoot at a time.
- Preparation
- Three pilots: two attack, one defends. Agreed beforehand, open space, shields up.
- Task
- The defender flies so that the two attackers never have a firing solution at the same time. The attackers call out when they had one. Three runs of two minutes, then swap roles.
- Success criterion
- The attackers report fewer simultaneous firing solutions in one run than in the previous one.
- Partner
- required
- Functions needed
- Lock Target Under Reticle
- Cycle Lock - Hostiles - Forward
- Lock Selected Target
- Cycle Lock - Attackers - Forward
- Pin Index 1 - Pin / Unpin Selected Target
- Pin Index 2 - Pin / Unpin Selected Target
Next step
The real answer to being outnumbered is not to be: wingman.