Taking revenge is never a real option in GSF. Certainly not when the opposing team is obviously better equipped. They’ll probably have enough experience to know you will try something like this, and will try to draw you out. Even if they can’t kill you again themselves, one of their teammates will. In the end, you’re only helping them. Taking revenge for a fallen teammate is a goal that may be reachable, but never when you go at it alone.
One of the few things that can save you in a battle like this, is sticking close together. It may seem like you make yourself easy targets for their gunships, but in reality, together you can take them. If you can attack your enemy together, there’s a bigger chance of getting the kill, and also of more of you getting away with it.
Taking a single satellite and keeping it
In a domination match, even in 12 on 12, it should be possible to take one satellite. Pick the satellite with the least opposition, coordinate with everyone and take it. Defending is a lot easier than attacking, so try to stick to your satellite. If it’s truly unworkable because the whole enemy team attacks you, that means they left another satellite open, which you can subsequently surprise with a group and take it for yourselves.
Taking a stand against Gunships
There are very few things that can keep standing when there’s a team of two or more gunships working together to make the sky unsafe. The one thing that can stay ahead of a fleet of gunships is an fast and evasive scout. A scout equipped with rocket pods and EMP could even fight back, especially if it’s not alone. If other team members manage to build a well-defended base behind a large obstacle, this can function as a safe haven from which the scouts can operate.
In a balanced match
Two satellites will do
For winning a domination match, having two satellites most of the time will get you the win. This doesn’t mean that they have to be the same two satellites all during the game. If you have two satellites, but one comes under heavy attack, it may be wiser to attack the opponents’ satellite in turn and leave them to the one you used to have. If you did not manage to get two satellites at the start, it is imperative to get one more. Most effective for this is to draw a sizable part of the enemy team to one of their satellites, then turning around and taking the other. Even if the third satellite remains white, it may sometimes become more viable to attack the other satellite owned by the enemy. That said, fighting around a white satellite for most of the game has provided me with some of the most interesting matches I’ve ever played.
Drawing them out
In my experience, most of the people that play Galactic Starfighter are rather impatient. That means that it’s usually rather easy to draw them out if you can be patient yourself. In an evenly matched deathmatch especially, it is very useful to have the enemy fighting you on your home turf. After all, it won’t take you all your engine power to get to them and you know the lay of the land. Just stick to your half of the map with the whole team and the enemy will surely come to you very soon.
When you’re steamrolling the opposition
A good moment to practice something else
While this scenario is usually no fun for any of the people involved, it at least provides you with the opportunity to try something you’ve never done before. Just reserve one spot on your bar of ships for a ship or configuration of a ship that you’ve never flown before, or is simply not very viable in other scenarios. It makes the game more interesting for everyone and broadens your horizons at the same time.
Let them have a satellite
Two satellites are enough to win. And even if it would be very easy to take that third satellite, it doesn’t really help anyone if you take that, too. If you do take it, make sure to leave a different satellite undefended. It will give your opponent the chance to actually practice some things. That means that next time you encounter them, they may actually put up a fight. You know, instead of getting frustrated and never looking at GSF ever again.
Spawn-camping is a bad idea
Killing people as soon as they spawn is not conducive for a healthy growth of the GSF population. It is, however, very possible in deathmatches since the spawning points have no defenses. Still, your opponent won’t learn anything and will likely never be seen again. If this doesn’t put you off the spawn-camping, I recommend turning of your HUD with Alt+Z when getting closer than about 25000m. Just to keep it interesting.