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BalduursGATE Field ManualMissile evasion4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-MISSILE-EVASION · guide.dogfight-missile-evasionOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-missile-evasion.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Missile evasion

An incoming missile is a problem with a time window: get across its approach line, release countermeasures, keep flying.

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 missile evasion is the right manoeuvre and what it gains you.
  • Be able to fly missile evasion in game – with keyboard and mouse or with HOTAS/HOSAS.

Prerequisites

What is it?

Missile evasion is the reaction to an incoming missile: fly across its approach line and release countermeasures. There are two kinds in the game – decoys and noise – and they sit on two different functions.

When do I use it?

Defensive, immediately. As soon as the warning comes. There is no time to think here.

What do I want to achieve?

You want to use the window in which the missile still has to correct. The more you are across its line, the more it has to turn – and the more likely it loses you.

Starting position

Warning in the cockpit, the missile is on its way. You still have thrust and countermeasures on board.

Step by step

  1. Find the direction. Where is it coming from? Locking the attacker helps to find the bearing.
  2. Get across. Do not flee in a straight line – bank across the approach line.
  3. Release countermeasures. Decoys in a burst, during the lateral movement, not before it.
  4. Keep changing the path. After the burst keep changing direction so it does not re-acquire you.
  5. Resume the fight. Do not fall into flight – after the run the shooter is usually still there.

Keyboard and mouse

Decoys and noise are bound by default to two separate keys within reach of the left hand. Set the burst size before the fight, not during the run-in.

Functions against missilesq1

Two kinds of countermeasures, plus everything that changes your path quickly. The decoy burst size can be adjusted.

Game actionDefault keyboard/mouseDefault joystickTrigger
Decoy - Launch Burst (tap), Set and Launch Burst (hold)HButton 3hold
Noise - Deploy (Tap)JButton 5single press
Decoy - Increase Burst Size (tap)Right Alt + Hnot bound by defaultsingle press
Decoy - Decrease Burst Size (tap)Left Alt + Hnot bound by defaultsingle press
Pitchnot bound by defaultAxis Yaxis
Pitch upArrow downnot bound by defaultsingle press
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
BoostLeft ShiftButton 8hold
SpacebrakeXnot bound by defaultsingle press
Cycle Lock - Attackers - Forward4not 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.

You need two buttons for decoys and noise – both reachable blind – plus pitch/roll and throttle. By default decoys and noise sit on joystick buttons; check the table for which ones.

Speed and energy

Boost helps to get out of the approach cone but also makes you brighter and easier to predict. A lateral movement without boost usually beats a run with boost.

Movement diagram

Blue path bending upwards, below it a red dashed missile path and yellow decoy dots.
DiagramMissile evasion – across the approach line UNCONFIRMEDTop view: the missile comes from behind; the own ship turns across its line and releases decoys.Own graphic · 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 whether you react. Anyone who does nothing after the first warning gets the second missile. Anyone who does the same thing every time gets it from the other direction.

Typical mistakes

  • Fleeing straight ahead. The easiest task you can set a missile.
  • Decoys first, movement later. The burst does little if you are still on the old path.
  • All countermeasures at once. Afterwards you have none, and the fight is not over.
  • Continuing to flee after evading. The shooter is still there and now has a clear run.

Opponent’s counter

He fires two missiles in quick succession so the first pulls your countermeasures. Or he waits until you start the lateral movement and puts the missile into your new direction.

Exercise

training.dogfight-missile-evasion.01AdvancedPartner: requiredUNCONFIRMED
Goal
Be able to run the sequence warning – across – countermeasure without thinking.
Preparation
A partner with missiles, agreed beforehand, in open space. Practise without fire first, then with.
Task
Ten runs. The partner calls the launch. You turn across the approach line, release decoys, keep speed. Note at what distance you reacted and what happened.
Success criterion
You react to the warning without searching first, and you fly the lateral movement before you think about the countermeasure.
Partner
required
Functions needed
  • Decoy - Launch Burst (tap), Set and Launch Burst (hold)
  • Noise - Deploy (Tap)
  • Decoy - Increase Burst Size (tap)
  • Decoy - Decrease Burst Size (tap)
  • Pitch
  • Pitch up

Beginner variant

Practise without an opponent: find decoys and noise blind while flying. Only once that is solid, add a partner with missiles.

Advanced variant

Missile evasion in the middle of a turning fight without breaking off: evade, countermeasure, and straight back into the turn.

Next step

Anyone constantly evading instead of fighting needs the defensive spiral – and, earlier, a better situational picture.

Checklist

  • You can say in one sentence when this manoeuvre is the right one.
  • The functions from the control table are on keys or axes for you.
  • You have flown the manoeuvre with a partner at least once and evaluated the exercise.

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 COUNTERMEASURES

  • Decoy - Increase Burst Size (tap)
  • Decoy - Launch Burst (tap), Set and Launch Burst (hold)
  • Noise - Deploy (Tap)

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-missile-evasion