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BalduursGATE Field ManualForcing and avoiding an overshoot4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-OVERSHOOT · guide.dogfight-overshootOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-overshoot.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Expert

Forcing and avoiding an overshoot

Whoever sits behind someone too fast shoots past him and is suddenly in front. Both sides of this mistake can be learned.

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

Prerequisites

What is it?

An overshoot is when the pursuer is faster than the pursued and therefore flies past him. Afterwards the roles are swapped: the one who overshot is in front, the pursued behind.

When do I use it?

Defensive: when someone behind you is faster. Offensive: whenever you are behind someone and faster – then you have to avoid it.

What do I want to achieve?

As the pursued you want to use his speed against him. As the pursuer you want to avoid the simplest trap in a turning fight.

Starting position

A close pursuit. The pursuer has more speed than the pursued.

Step by step

Forcing it (you are being chased):

  1. Wait until he is close enough – too early and he corrects calmly.
  2. Take speed off: throttle back or space brake.
  3. Hold the nose or decouple so you have him in the reticle as he slides past.
  4. Once he is past: swing in behind him and throttle back up.

Avoiding it (you are chasing):

  1. Watch the distance. If it shrinks fast without you accelerating, he is braking.
  2. Take speed off in time – rather too early than too late.
  3. Go into the lag curve (see pursuit curves); it passes outside him instead of over him.
  4. If it happens anyway: do not fly on straight, break away across immediately.

Keyboard and mouse

The space brake is the most important key here on both sides. If you only know it as an emergency brake you give away half the manoeuvre.

Functions around the overshootq1

The same tools on both sides: space brake and throttle to change speed, strafing and decoupled mode to keep the nose on target while doing it.

Game actionDefault keyboard/mouseDefault joystickTrigger
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
BoostLeft ShiftButton 8hold
SpacebrakeXnot bound by defaultsingle press
Strafe up (abs.)SpaceButton 9single press
Strafe down (abs.)Left CtrlButton 10single press
Strafe left (abs.)AHat 1 leftsingle press
Strafe right (abs.)DHat 1 rightsingle press
Enable / Disable decoupled modeCnot bound by defaulttoggle
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.

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 throttle, space brake and decoupled mode – all three reachable blind. With strafe axes you can also move sideways while braking so he does not take you with him as he passes.

Speed and energy

The overshoot is an energy trade: you give up your speed to use his against him. Afterwards you are slow – in a fight with several opponents that is dangerous. Only force it when you can actually attack him afterwards.

Movement diagram

Blue path ending shortly before a kink and bending upwards, red dashed path sliding past it.
DiagramOvershoot – the pursuer shoots past UNCONFIRMEDTop view: the own ship takes off speed and swings the nose while the faster pursuer slides past.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?

As the pursuer you see the overshoot coming from one thing: the distance shrinks without you having got faster. If you only watch the reticle you notice too late.

Typical mistakes

  • Braking too early. He has time to correct and ends up even better placed.
  • Braking to a standstill. After that you are a stationary target.
  • As the pursuer, only watching the reticle. The distance is the warning.
  • Flying on straight after the overshoot. Then you hand the position back.

Opponent’s counter

He recognises the braking and goes into the lag curve himself – then he passes outside you instead of over you and stays behind you.

Exercise

training.dogfight-overshoot.01ExpertPartner: requiredUNCONFIRMED
Goal
Know both roles: force an overshoot and avoid one.
Preparation
Two pilots, agreed beforehand, one chases. Open space.
Task
Ten runs. In the first five the pursued brakes on call – the pursuer tries not to shoot past. In the second five he brakes without calling. Note how often the pursuer goes past and how he noticed.
Success criterion
As the pursued you force the overshoot at least once without calling it; as the pursuer you spot it in time at least once.
Partner
required
Functions needed
  • Throttle - Increase
  • Throttle - Decrease
  • Boost
  • Spacebrake
  • Strafe up (abs.)
  • Strafe down (abs.)

Beginner variant

Practise only the pursuer part: fly behind a partner who brakes on call and take speed off in time yourself.

Advanced variant

Overshoot without calling, using decoupled mode: brake, keep the nose, shoot as he slides past.

Next step

Once you handle the overshoot from both sides you are ready for combinations – manoeuvres made of several of these building blocks.

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 FLIGHT

  • Enable / Disable decoupled mode

Profile page FLIGHT MOVEMENT

  • Spacebrake

Profile page TARGETING

  • Cycle Lock - Attackers - Forward

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-overshoot