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BalduursGATE Field ManualMerge4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-MERGE · guide.dogfight-mergeOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-merge.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Merge

The head-on pass: the approach turns into a turning fight. What you do in the two seconds before it decides who gets the first position after it.

Valid from patch
4.10.0
Game data version
4.10.0-hotfix (55227)
Version
1
Updated
2026-09-13
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

Context. the sequence is explained flight technique. What is sourced are the game functions named and their default bindings; how strongly a manoeuvre works on your ship depends on ship, fit and patch – you fly that yourself.

What you will learn

  • Recognise when an approach becomes a merge – and what you can still decide until then.
  • Fly the pass so that you are not disoriented afterwards.

Prerequisites

What is it?

The merge is the moment when two ships on reciprocal courses pass close by each other. It is not a manoeuvre you “do” – it happens as soon as two ships fly towards each other. What you decide beforehand determines who gets the nose on the other first afterwards.

When do I use it?

Neutral. The merge stands at the beginning of almost every duel: both see each other, both fly towards each other, neither is behind the other.

What do I want to achieve?

You want to come out of a neutral situation with speed, heading and distance that suit your next manoeuvre – without losing sight of the opponent. A merge after which you first have to look for the opponent is already half lost.

Starting position

Both ships far apart, noses towards each other, the opponent locked. Combat mode, shields and weapons on.

Step by step

  1. Lock. Put the opponent under your reticle and lock him while he is still far away.
  2. Set your speed. Cap your speed instead of approaching at full throttle. Too fast means you fly far out after the pass and need a long time back.
  3. Hold the approach. Fly slightly offset, not exactly nose to nose – that gives you lateral separation at the pass and the opponent a harder firing line.
  4. The pass. Close by. Do not shoot and do not stare in this moment; prepare for the turn instead.
  5. Turn immediately. Do not fly on straight. The turn begins while the opponent is still beside you.
  6. Look back. Pull your head or camera along, keep the opponent in sight; the lock helps you find him again.

Keyboard and mouse

On keyboard and mouse you fly the merge with the mouse (pitch and yaw), roll on the two roll keys and the throttle. The speed limiter is bound by default to the mouse wheel together with a modifier – it is the one setting you can still change during the approach without taking your hand off the mouse.

Functions for the mergeq1

The merge itself is pitch, yaw, roll and throttle. Add targeting so you do not lose the opponent after the pass, and the speed limiter to cap your approach speed.

Game actionDefault keyboard/mouseDefault joystickTrigger
Pitchnot bound by defaultAxis Yaxis
Pitch upArrow downnot bound by defaultsingle press
Pitch downArrow upnot bound by defaultsingle press
Yawnot bound by defaultAxis Xaxis
Yaw leftArrow leftnot bound by defaultsingle press
Yaw rightArrow rightnot bound by defaultsingle press
Rollnot bound by defaultAxis Rz (twist)axis
Roll leftQnot bound by defaultsingle press
Roll rightEnot bound by defaultsingle press
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
BoostLeft ShiftButton 8hold
SpacebrakeXnot bound by defaultsingle press
Lock Target Under Reticlenot bound by defaultnot bound by defaultsingle press
Cycle Lock - Hostiles - Forward5not bound by defaultsingle press
Lock Selected Targetnot bound by defaultnot bound by defaultsingle press
Speed Limiter - Enable / Disablenot bound by defaultnot bound by defaulttoggle
Speed Limiter - Step Up (tap)Left Alt + Mouse wheel upnot bound by defaultsingle press
Speed Limiter - Step Down (tap)Left Alt + Mouse wheel downnot bound by defaultsingle 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.

HOTAS / HOSAS

A manoeuvre does not need particular keys, it needs particular axes and functions. If you fly HOTAS or HOSAS you assign them once and then only read which of them a manoeuvre asks for:

  • Pitch, yaw, roll – the three rotation axes. By default on one stick they sit on X, Y and the twist axis Rz.
  • Strafe X/Y/Z – sideways, up/down, forward/back. By default these are single buttons and a hat, not axes; on HOSAS you put them on the second stick’s axes.
  • Throttle – the throttle lever or the forward/back function.
  • Boost, space brake, decoupled mode – three buttons you must hit blind in a fight.
  • Targeting – at least “lock target under reticle” on a thumb button.

Which of these are bound by default is in the table above. Everything marked “not bound by default” you assign yourself.

For the merge you need pitch, yaw, roll, throttle and a thumb button for targeting. If you put the speed limiter on an axis or a rotary you can set the approach speed steplessly without looking.

Speed and energy

The merge is where too much speed is punished. If you approach at full throttle and boost you have a wide turn circle after the pass and fly away from the opponent – the turn then takes longer than his entire manoeuvre. Take speed off before the pass, not after. Save boost for the turn or the exit.

How much speed is “too much” depends on the ship. Fly the same merge twice – once capped, once at full speed – and compare how long you need until your first firing solution.

Movement diagram

Sketch from above: blue own ship on the left, red opponent on the right, both fly towards each other and pass close by; afterwards two grey arcs.
DiagramMerge – movement sequence UNCONFIRMEDTop view: both ships start far apart (S), lock each other (1), fly reciprocal courses (2), pass close by (3) and turn afterwards (4).Own graphic · claude-entwurf, 2026-09-13
Animation from above: the blue and the red ship move towards each other on reciprocal courses and pass close by.Still image: Animation from above: the blue and the red ship move towards each other on reciprocal courses and pass close by.
AnimationMerge – as an animation UNCONFIRMEDThe same sketch in motion: both ships fly the paths of steps 1 to 3.Animation in the online version · Duration 6 sOwn animation · claude-entwurf, 2026-09-13

The sketch shows the manoeuvre from above: own ship blue, opponent red, start marked “S”, steps numbered.

What should the opponent see?

He sees your nose and your flight direction. As long as both are the same he can predict you easily. A slightly offset approach and a short strafe just before the pass make your path harder to predict – and do not yet give away which way you will turn.

Typical mistakes

  • Entering the merge at full throttle. The most common mistake. You fly far out and hand the opponent the first turn.
  • Shooting during the pass. Low hit chance, big distraction.
  • Flying straight after the pass. Every second straight is a second the opponent gets for free for his turn.
  • Losing the lock. Without a lock you search empty space after the pass.
  • Exactly nose to nose. Looks determined, but makes you predictable and in the worst case both ships meet.

Opponent’s counter

He can turn earlier than you (see Lead Turn), he can take off speed himself, or he keeps more distance at the pass to see your first turn before choosing his own.

Exercise

training.merge.01AdvancedPartner: requiredUNCONFIRMED
Goal
Fly the pass cleanly and close and have the opponent back in sight immediately afterwards.
Preparation
Two pilots with identical ships, agreed beforehand, in open space without obstacles. One flies the merge, one the opponent.
Task
Ten runs. Each time: lock, hold the reciprocal course, pass close, straight into the turn. Swap roles after each run. Note who got the nose on the other first after the pass.
Success criterion
You no longer lose the lock after the pass and start the turn without first flying straight on.
Partner
required
Functions needed
  • Lock Target Under Reticle
  • Speed Limiter - Enable / Disable

Beginner variant

Fly the merge with plenty of lateral separation and heavily reduced speed. The only goal: do not lose sight of the opponent at the pass and enter the turn cleanly.

Advanced variant

Go straight from the pass into the turn and alternate: once like in a rate fight, once like in a radius fight. Watch who loses how much speed.

Next step

The next step is the lead turn: turning earlier instead of waiting for the pass. After that the rate fight or radius fight decides how the turn continues.

Checklist

  • You have locked the opponent before the pass and keep him afterwards.
  • You do not enter the merge at full speed.
  • You start the turn immediately, not after a straight stretch.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page FLIGHT

  • Enable / Disable decoupled mode

Profile page FLIGHT MOVEMENT

  • Speed Limiter - Step Down (tap)
  • Speed Limiter - Step Up (tap)
  • Speed Limiter - Enable / Disable

Profile page TARGETING

  • Lock Selected Target
  • Cycle Lock - Hostiles - Forward
  • Lock Target Under Reticle

Profile page SHIP WEAPONS

  • Gimbal State - Toggle Locked / Unlocked

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAACTION-MASTER – Steuerungsfunktionen und Standardbelegung aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Name, Gruppe, Auslöseart, Profilseite und die Standardbelegung (Tastatur/Maus/Joystick) gelesen – keine eigene Belegung.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0-hotfix (55227)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.dogfight-merge