Merger

  • A merger occurs when two ships flying towards each other ("nose-to-nose") cross flight paths (the "merger point")
  • After a merger, both ships will typically turn, and either one ship will gain a pursuit position over the other, or both ships will begin circle flow
  • Both ships will typically fire weapons during a merger; for this reason, merger can be an effective combat tactic if you are the stronger ship, but will be ineffective if you are the weaker ship
  • On the Aegis, merger can be effective when timed with system intrusion (weapon intrusion to prevent the enemy ship from firing during a merger, shield intrusion to allow for direct hits to the hull during a merger, or engine intrusion to slow the enemy ship's turn rate)
 

One-circle flow

  • One-circle flow occurs when both ships at a merger turn in the same direction, so that they are flying towards each other
  • In one-circle flow, the ship with the smaller turn radius will gain an advantage, potentially being able to maneuver into a pursuit position; increasing engine power will increase your ship's turn rate and thus reduce your turn radius
  • If neither ship gains an advantage in one-circle flow, another merger will occur on the other side of the circle
  • To initiate one-circle flow at a merger, turn in the same direction as the enemy; on the viewscreen, if the enemy begins moving towards the left, turn left; if the enemy begins moving towards the right, turn right
  • If you begin turning first during a merger (a "lead turn"), you may induce the enemy to turn in the same direction, leading the enemy into one-circle flow
 

Two-circle flow

  • Two-circle flow occurs when both ships at a merger turn in opposite directions, so that they are flying away from each other
  • In two-circle flow, the ship with the faster turn rate (whichever ship traverses their circle faster) will gain an advantage, potentially being able to maneuver into a pursuit position
  • If neither ship gains an advantage in two-circle flow, another merger will occur in the same location as the initial merger
  • In two-circle flow, the time between mergers is twice as long as in one-circle flow; this can provide extra time to recharge weapons if needed
  • To initiate two-circle flow at a merger, turn in the opposite direction as the enemy; on the viewscreen, if the enemy begins moving towards the left, turn right; if the enemy begins moving towards the right, turn left
  • It is often effective to "wiggle" into two-circle flow, by first making a lead turn in one direction, inducing the enemy ship to turn the same way as if into one-circle flow, and then turning the opposite direction just before merger, entering two-circle flow
  • Two-circle flow increases the distance between the two ships, providing an escape advantage to both ships
 
The above image shows a merger position as seen from the viewscreen: the two ships are "nose to nose" and heading towards each other. Here, the target ship (a Klingon Bird of Prey ) is seen banking to the left side from the helm's point of view (the target ship is turning right from the target ship's point of view). If the helm turns left (in the same direction as the target ship is heading), it will initiate one-circle flow. If the helm turns right (in the opposite direction as the target ship is heading), it will initiate two-circle flow.  
Another merger position, this time the target ship is banking to the right side from the helm's point of view (the target ship is turning left from the target ship's point of view). This time, the helm must turn right (in the same direction as the target ship is heading) to initiate one-circle flow, or left (in the opposite direction as the target ship is heading) to initiate two-circle flow.  

Reverse turn merger

  • A reverse turn merger is performed by putting the engines into reverse while turning towards the enemy ship; it is like "one-circle flow in reverse"
  • A reverse turn merger will keep the enemy ship in your firing arc longer than one- or two-circle flow, and decrease your ship's turn radius, making it easier to take a pursuit position
  • Reverse turns can be initiated before, at, or after merger
  • A reverse turn initiated before merger will keep the enemy ship in your firing arc for the entire duration of the turn; however, a reverse turn initiated too early will allow the enemy to correct its course and enter another merger, and keeping the enemy ship in the firing arc may not be necessary or helpful if all the weapons are spent and recharging before you've reached the merger point
  • A reverse turn at the merger point is difficult to time
  • A reverse turn after the merger point will keep your ship out of the enemy's firing arc while you are performing the turn (and moving slowly)
  • Once you have turned about 90 degrees, put the engines back into forward and attempt to establish a pursuit position or prepare for another merger; the exact optimal timing of when to switch from reverse to forward will depend on the relative speed and positions of the two ships
  • A reverse turn away from the enemy ("two-circle flow in reverse") is not recommended, as it will expose your tail to the enemy during the turn and take twice as long to put the enemy back in your firing arc
 

Z maneuver

  • Named for Lt. Zeeles, the "Z maneuver" is an advanced maneuver that involves "ramming" the oncoming enemy ship at merger in order to use ship deflector shields to accomplish a fast 180-degree U-turn at merger
  • When your ship comes close enough to an enemy ship for the two ships' deflector shields to make contact, the deflector shields will repel each other, causing the ships to "bounce" off each other (neither ship takes damage)
  • In a "Z maneuver," the helm "rams" the enemy ship at the right speed and angle so that the resulting "bounce" causes your ship to spin around quickly 180 degrees, placing it behind the enemy ship in a pursuit position
  • Performed correctly, the "Z maneuver" is significantly faster than any other type of turn; performed incorrectly, the maneuver will cause your ship to spin around too much or too little
  • Though many have attempted it, few pilots are able to consistently perform the Z maneuver

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