TEAM DEATHMATCH
0VS0
 
HULL100
SHIELD100
BOOST100
PULSE LASERLMB
HEAT 0%
MISSILESRMB / SPACE
x8
0 M/S
— WEAPON OVERHEAT —
ORBITAL COMBAT WING — 2387
Fly with the mouse · W/S throttle · A/D roll · SHIFT afterburner
LMB primary · RMB/SPACE secondary · TAB cycle target · ESC pause
F fire control — guns auto-aim once locked, but run hot

Flight Manual

Controls

Steer (pitch / yaw)MOUSE
Throttle up / downW / S
Roll left / rightA / D
AfterburnerSHIFT
Fire primaryLEFT MOUSE
Fire secondaryRIGHT MOUSE / SPACE
Cycle targetTAB or Q
Nearest threatE
Toggle flight assistX
Toggle fire controlF
PauseESC

Combat Doctrine

ShieldsRegenerate after 4s
HullDoes not regenerate
Lead reticleHollow ring = aim here
Missile lockHold target in cone
HeatOverheat locks primary

Fire Control System

Acquisition0.75s in cone, under 1000m
Gun traverse±10° from the nose
Heat penalty×1.5 idle to ×2.7 at full slew
Sustained fire~7s manual, ~3s locked
Enemy barsCyan shield over red hull
Sight colourGreen = guns on solution

Tips

Cut throttle in a turn — your ship rotates faster than it translates, so slowing down tightens your turn circle dramatically.

The hollow lead ring shows where to shoot a moving target. Put your crosshair on the ring, not on the ship.

Hold a target in the forward cone and the fire control system spins up. Once it locks, your guns traverse onto the firing solution on their own — the crosshair goes green and drifts off the nose to show where they are really pointing. It costs you heat, in proportion to how far the guns have to slew — a hard crossing shot runs at nearly triple rate and will cook your barrels in about three seconds, while a target already on your nose barely costs anything. Tap the trigger, or press F to fly it manual.

Every enemy carries a floating bar: the thin cyan strip is shields, the bar under it is hull. Shields come back, hull does not — so pick the target that is already bleeding.

Missiles need about a second of lock. The lock indicator turns solid when they will track.

Shields absorb damage first and come back after four quiet seconds. Break contact, regenerate, re-engage.

Credits are paid for kills, objectives and victory. Win bonus is large — play the objective.

Hangar Bay 07

0 CR
Ships
Primary
Secondary
Modules
Deploy

Game Mode

Battle Zone

Difficulty

Loadout

HULL
PRIMARY
SECONDARY
MODULE
INITIALISING  FLIGHT  SYSTEMS…