Author Topic: ACMs or Gunnery  (Read 6140 times)

Offline JB73

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ACMs or Gunnery
« Reply #45 on: January 03, 2005, 07:11:36 PM »
i'll pop into my CO's thread...

i can not even count how many times i have been killed because of missing easy shots

even more how many squaddies have been killed while i took 30 seconds + to clear their six.

i am no ACM master, but i can stay on alot pf planes 6, only to spend all my ammo and go "how the F do i get out of the fight without him getting back on my six???"

my gunnery is piss poor, always has been. there are a few days i am "on" but they are few and far between. i'd say 90% of the time i lead to much, spray a good 1/2 second burst then ease up to see if i hit them. in the old AH you could see the hit sprites below the cowl, and i was able to get above 12% hit percent.

now i basically lose the fight easing back in the bank / turn to see if i hit, and losing the angle.... then i have to escape quickly.

maybe thats why i fly the dora most. i can get the heck away from that spit V i just keep missing.

what's really odd is there is no pattern to it. in a hard bank turn i will sometimes fire above, sometimes below, sometimes in front, sometimes behind, either way 90% of the time i miss that first, second, and even third lead shot.



lastly i can up a 109 instead, only to have only 150 or maybe 200 cannon. i tend to be REALLY stingy with this ammo unless i get pissed. when i am shooting i clip off maybe 5 rounds at a time, then trying to correct the aim, and another 5 rounds.

pretty soon i have missed 8 or 9 5 shot bursts, i look at ammo and go "CHT" i wont land any kills this sortie, i just wasted 30 minutes, and i wont be able to clear a squadmate because i wont have enough ammo to get the guy to break off.

even when we are in open plane set during "dweeb week" in the la7, i can at BEST get 3-4 air to air kills before i am totally bingo. thats almost 100 rounds of cannon per kill, usually more. these shots are all within 400 yards, but it does no good.

i have found saddling up on someone HARD (within 200 yards) the pull a hard stall last ditch evasive, i hit them then run into the remaining fuselage and die myself as they flip upwards from the loss of a tail for example.

i know ACM gets you kills, but without being able to shoot (even at 200 yards or a 0 icon i have emptied 200+ rounds with only hitting air) you'll not get kills.

actually i have to say the closer i get the more likely i am to over correct rudder and miss entirely.

just my opinion.
I don't know what to put here yet.

Offline MANDO

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« Reply #46 on: January 03, 2005, 07:45:45 PM »
Every time you put your eye in front of the gunsight trying to hit an enemy you cant check your six neither evade any attacker. You need to minimize that time, so gunnery is primary unless you are playing 1 vs 1.

Offline Manedew

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« Reply #47 on: January 03, 2005, 07:51:12 PM »
you miss because your approach is all wrong .. which has to do with ACM .......

gunnery is part of ACM  

You need to set up your shot's ..... manuver your aircraft into an optimium fireing position

stop chaseing planes and setup up shots for where they are going to be......

don't chase ..... setup


if you chase you end up behidn a plane with his wings small flat targets ... if you setup above, at an angle, you have a whole broad wing to shoot at ..... there's basic example of why not to chase but to setup
« Last Edit: January 03, 2005, 07:53:15 PM by Manedew »

Offline RedTop

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« Reply #48 on: January 03, 2005, 08:05:38 PM »
Gunnery is part of ACM. I agree with that.



THIS IS WHY I SUCK AT BOTHHHHHHHHHH!!!!!!!!1:lol :lol




I shoot and holler CRAP!!!! (ask my squaddies...I'm known as a curse):lol


JB73 you do fine with ACM from what I have seen. That fight the other night with that P47 near A5 was a great fight. What I could see of it from where I was at you were holding your own.

With no ACM you get no shots really.

Just my opinion:aok
Original Member and Former C.O. 71 sqd. RAF Eagles

Offline JB73

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« Reply #49 on: January 03, 2005, 10:23:02 PM »
ty redtop!

manedwew...

i set up the shot, but just miss by mere millimeters mostly, it's all about the millimeters in this game.

shots where i would have stiched nose to tail, and killed the plane, i just clip the wing root.

shots on the tail i just take the evelvator off.

shots on the engine, i just niche the side of the canopy, and pepper the wing root.


also the shots missed by the rounds passing in front of and in back of the wing as it passes.


all good setups, but rudder deflection off by a **** hair.
I don't know what to put here yet.

Offline Urchin

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« Reply #50 on: January 03, 2005, 11:53:04 PM »
What kind of stick do you use 73?  If you have any kind of twisty stick, try upping the dead zone for the rudder if you are hitting rudder when you don't want to, and upping the damping if you are "over correcting" (which to me means putting in more than you want).

Offline Scherf

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« Reply #51 on: January 04, 2005, 12:03:03 AM »
Heheh:

You guys are touching a raw nerve with me here. I'd have to go with gunnery, since mine sux. I can almost always maneuver to get a halfway decent tracking shot, which I then nearly always blow. I may get another later, but even if I do, the next con is already on me.

Don't even talk to me about dead 6 shots at 400 - can't hardly ever hit 'em. Damn small targets...

Cheers,

Scherf



Edit - Just read 73's post, he and I should glare at one another in a battle of teh lame gunnerz - worst suxxorz ruleth - his story is mine exactly (I gave up the twisty, still suck).
« Last Edit: January 04, 2005, 12:06:26 AM by Scherf »
... missions were to be met by the commitment of alerted swarms of fighters, composed of Me 109's and Fw 190's, that were strategically based to protect industrial installations. The inferior capabilities of these fighters against the Mosquitoes made this a hopeless and uneconomical effort. 1.JD KTB

Offline GRUNHERZ

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« Reply #52 on: January 04, 2005, 12:22:33 AM »
Prolly gunnery. I know I'm doing real crappy when I miss my shots... In fact nothing affects my game so negatively like those days where I cant hit my targets.

Offline DoKGonZo

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« Reply #53 on: January 04, 2005, 12:40:01 AM »
Without ACM you won't live long enough to bring guns to bear (not counting HO's, of course). And, as others have mentioned, you can often fly your opponent to death.

There's a 3rd element, though, which is just as vital: SA. You really need all 3 to be complete.

Offline Schaden

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« Reply #54 on: January 04, 2005, 01:21:20 AM »
One thing that one can add in the list of attributes needed and that is the patience of a hunter - do not commit unless you have been able to create the situation where you have all the advantages and your opponent has none.

Offline Zaphod

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« Reply #55 on: January 04, 2005, 02:47:59 AM »
Urchin wrote

Quote
Most of the "aces" in AH that have "amazing aim" really don't. For the sake of my ego, I'll just lump myself into that category and tell you why my hit percentage is high. I usually take shots I almost literally cannot miss.


I have to agree on the with the gunnery guys.  I will say this however regarding urchins quote above.  I really don't think that the "good" gunnery guys realize how difficult gunnery is for those of us who don't have good gunnery.  I have watched a few of his films and seen him make shots that I know I simply can't make.  It's very frustrating lol.

I can fly pretty decently but my gunnery bites.  I cannot seem to hit the snap shots worth a crap and that will get me killed vs another pilot who can.  Many times when I know I can get behind an enemy I also know there will be some nose to nose passes involved at the outset.  If this happens my chances of winning decrease dramatically due to gunnery.  Not to mention the length of time the fight actually takes for me vs another pilot who can make those shots.  This is critical when dealing with multiple bogeys or in situations where enemy planes are filtering into the fighting area.

Zaphod

Offline Zazen13

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« Reply #56 on: January 04, 2005, 04:41:22 AM »
Quote
Originally posted by Zaphod
Urchin wrote

 

I have to agree on the with the gunnery guys.  I will say this however regarding urchins quote above.  I really don't think that the "good" gunnery guys realize how difficult gunnery is for those of us who don't have good gunnery.  I have watched a few of his films and seen him make shots that I know I simply can't make.  It's very frustrating lol.

I can fly pretty decently but my gunnery bites.  I cannot seem to hit the snap shots worth a crap and that will get me killed vs another pilot who can.  Many times when I know I can get behind an enemy I also know there will be some nose to nose passes involved at the outset.  If this happens my chances of winning decrease dramatically due to gunnery.  Not to mention the length of time the fight actually takes for me vs another pilot who can make those shots.  This is critical when dealing with multiple bogeys or in situations where enemy planes are filtering into the fighting area.

Zaphod


That's another point that has been brought up in past threads on this same topic. There is something in the essence of marksmanship that is instinctual or second nature to some people. Being able to consistantly hit your target at high degrees of deflection in the briefest instant of a snap shot is an aptitudinal skill not a learned skill. Flying skill which is simply ACM knowledge applied, on the other hand, is very much a learned skill. Unless born with wings everyone 'learns' ACM's either by reading fighter combat manuals, reviewing films, trial and error, practice,  immitation or a combination of some or all of these methods. True, some people are endowed with superior ability to think and operate three dimensionally, but by and large flying skill is simply advanced ACM knowledge applied,  a learned skill not an innate one.

It is true that in WW2 some of the best aces owed their success to excellent gunnery, that success in turn was owed to a rural upbringing where they hunted fast moving or flying game from a very young age, a highly cultivated sense of deflection was second nature to these individuals. That sense of deflection, the core of excellent marksmanship, was deeply ingrained in their developing young minds, in a context similiar but not identical to that encountered in airiel combat. Noone flew from a young age, they all learned everything about flying during adulthood in the few months of their flight school training and later from their squadmates and foes.

Anyone can be taught ACM manuevers, they are not overly complex, nor difficult to perform individually, all that need be learned is when and how to execute them in a particular aircraft. This was taught to every fighter pilot in a few to several months of flight school training and from observing and immitating more experienced peers during their military service. Excellent marksmanship cannot be taught per se, that is why modern fighters are equipped with lead computing sights. If high deflection gunnery was a skill that could be taught this type of innovation would be totally unnecessary and superfluous. Even the highly trained fighter pilots from the Korean war to the present are not expected to have an innate aptitude for deflection gunnery, nor can they be taught it. For that reason a  computer was engineered to calculate deflection for them. The innate ability for the fighter pilot  to do so, reliably, for  themselves is not assumed to be an intrinsic quality of their highly trained minds.

In AH, not only do the excellent marksmen have an uncanny feel for deflection but they maintain that feel while seemlessly switching between completely different aircraft with different guns, mounted in different positions, with widely varying ballistic properties. This adds further proof that an aptitude for deflection is to a great extent an innate talent. Very few pilots are equally proficient in many different aircraft, that is unless they have taken the requisite time and effort to painstakingly 'learn' each aircraft's individual nuances and adopt unique fighting styles for each that meshes with its particular flight characteristics. The point being, marksmanship translates very readily and effortlessly from one weapon system to another, that same transfer in ACM skill requires much effort, work and practice.

There are really no manuals or instructions on how to make those seemingly impossible high deflection snap-shots. Incredibly brief and severe angle deflection shots can be described ad nauseum, illustrated beautifully and explained with diagrams until the end of time. But, the ability to consistantly execute those shots in combat is very much a 'feel', similiar to a major league hitter finding the sweet-spot on a nasty split finger fastball for a game winning home-run. It's a tuning fork resonating in your trigger finger that echoes in your mind...NOW...when you have the proper lead and you pull for that killing burst, it's an instinctual 'knowing' precisely, exactly when to fire. Some have that natural tuning fork, some don't. Years of practice may help those that don't to some minor degree, but for the most part it is simply a matter of having the talent and innate aptitude for it.

So, in conclusion, this may not be what many would like to hear but, if you have year(s) of experience and your gunnery still stinks it's probably not going to improve much barring some epiphany from God. The best option for you is to 'learn' everything and anything you can about ACM's, master them methodically in one aircraft at a time, because millisecond snap-shot opportunities are not going to give you any kind of consistant success. Instead, what you will require is the nice steady 'saddle' only superior ACM knowledge applied that is flying skill can provide.

On the other hand, if you were born blessed with that innate deflection 'tuning fork' you have only to bring the enemy aircraft somewhere into your foward quarter, kick some rudder and blow his tail off with one short, decisive burst of fire. ACM knowledge will help to be sure, but even modest knowledge and application of basic ACM's will be sufficient for consistant success. If you have both vast ACM knowledge and innate marksmanship in abundance you will join the exalted ranks of the truly gifted such as Levi and a very few others.

Zazen
« Last Edit: January 04, 2005, 04:13:59 PM by Zazen13 »
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Offline JB73

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« Reply #57 on: January 04, 2005, 10:03:11 AM »
urchin i use an x45 throttle, CH fighterstick and CH Pro pedals.



i have the dead band up a bit on the rudder, but i have no clue how it "should" feel. where i have it set i can get full deflection, if i go higher i get this slow movement to the side, then after holding the pedal down for 2 seconds straight the rudder slams to the full deflection point and stalls the plane.

i dont know how else to describe what happens if  do turn the dead band / dampening up more than it is.


i just have overactive feet. i tense up my legs, and push to hard or to quickly over compensating and next you know i am stalled, or completly out of line.


zanzen, i think you are on to something.
« Last Edit: January 04, 2005, 12:05:08 PM by JB73 »
I don't know what to put here yet.

Offline Kweassa

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« Reply #58 on: January 04, 2005, 12:08:36 PM »
Unfortunately, the same analogy applies to ACM as well.

 Some people fly better, other people don't. Talent increases with training upto a certain point, but some people obviously have a skill level much higher than one might expect from just training or experience alone.



 There are people who can outturn Spitfires and shoot it down in P-47s. I can do that some of the times relying upon certain prerequisite conditions.

 On the other hand, some people can almost always draw out such conditions with their flying alone, and that is something I can never do, which I know for a fact. The way they fly is just uncanny. Asking for an average guy to become that good in flying is exactly the same thing as asking someone to become a crackshot.



 In the end, at a gross average, fighting against a Spitfire with a P-47 in close-quarters is a risk that has too high chance of failure for most people.

 It's one of those risks that is statistically much wiser to never take at all - sort of like the risk of jumping off from a 20 feet ledge instead of taking the stairs. Oh sure, with right amount of training you probably would become experienced and fit enough to be perfectly safe most of the time. Except however, it only takes one mistake to break your leg.

 So what do people do when they face a Spitfire in a P-47? Stick to E-wise and basic maneuvering, no high risks, and spray the guns whenever you see a chance and hope it connects. Keep to the basic rule of "don't put yourself into unnecessary danger". That's what people do.



 ACM is always a double-edged sword. Those who rely on it take a gamble that the people they are fighting against will not be as proficient and skilled as them.

 For someone who has a lot of confidence and good performance rates in the MA, it's no wonder he'd think ACM is what got him there.

 That is ofcourse, until they lose the gamble. They'd meet someone better, or someone less skilled but squirming enough to take some time to set up a shot, which is more often than not much enough time for enemies nearby to gang up on him.

 Ofcourse, when that happens - classic ch.200 rant, "it only took X of you blahblah gangbang blahblahblah no skill loser blahblahblahblah" and so forth.



 One can 'ACM' his way only so far. The longer ACM lasts, the higher the danger becomes. The difference between gunnery and ACM is that relying on ACM has some huge drawbacks, while good gunnery is all advantages and no drawbacks at all.

 All of the people emphasizing ACM over gunnery, from the start of the thread to now, essentially assumes an air-combat as a 1vs1 duel. This is a fundamental flaw in reasoning.

 As much foolish it is to imagine that Aces High would be the same as WW2, it is near-sighted to assume that the only combatants in the air worthwhile considering would be you and the enemy at hand. There is no such thing as a "nice, steady 'saddle' " when there is more than one enemy plane nearby.

 Ironically(indeed VERY ironically), as much as the people emphasizing ACM abhorr 'horde', in reality the only time one can really saddle up onto someone comfortably and start maneuvering, is when they have secured a local numbers advantage.

 And how is local numbers advantage secured in the first place?

 When multiple planes of roughly simular numbers meet, both sides make careful passes with hardly any kind of brilliant maneuvering. Only basic maneuvering can be found here. Long extensions, steady turns at safe distances, E-saving immelmanns, etc etc.

 Eventually the side with better SA, better teamwork, and better gunnery shoot down more enemy planes than being shot down. They secure a local numbers advantage, and then they have enough people to each pick out an enemy plane they want and still have someone watching their back. Look in the MA and see how fights develop, get heated, and then decline. It's always like this.

 By the time attrition has left one side with fewer number than the other, the battle is already won. The following phases where people actually start using ACM to really saddle up on someone is really nothing but a confirmation of something which has already been decisided by difference in gunnery.



 A prime example of gunnery over ACM is the Japanese pilots. Some people may ridicule them for flying 'dweeb planes', but frankly many of them are really excellent pilots. The bizarre thing about them is they never, ever BnZ anything. Not even a conservative E-fight. Every fight every flight to them is a duel to the death. They enter maneuvering and don't think about anything else.

 I've seen P-51 experts with equal numbers of P-51s nearby totally shred apart these guys and their squad time and time again. Hardly any maneuvering at all, just the good ol' "bore n' zoom" all day long. Proficient ACM and the best planes for the job, and these guys couldn't touch a single P-51D.


 Ofcourse, flying like this, depending on gunnery only, and flying the planes specialized for that job might not be such a good thing for us who seek to enjoy a game. We play a game. We don't have to worry about one mistake. We don't die when we make mistakes, we just learn.

 However, when it comes to winning - no holds barred, all-out multiplane environment - gunnery rules over ACM. Considering the risk vs gain, ACM has lots to gain but lots to risk. Gunnery has lots to gain but none to risk. Don't take a brain-surgeon to figure out which rules over which.
« Last Edit: January 04, 2005, 12:20:46 PM by Kweassa »

Offline DoKGonZo

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« Reply #59 on: January 04, 2005, 12:33:56 PM »
Quote
Originally posted by Kweassa
...

 All of the people emphasizing ACM over gunnery, from the start of the thread to now, essentially assumes an air-combat as a 1vs1 duel. This is a fundamental flaw in reasoning.

...


Uh. I assume quite the opposite, actually. ACM isn't just about close-in manouevering. All those moves are tools used to position you for attack or defense in a multi-plane environment.

There is one big drawback to relying on gunnery alone which is unique to AH (and games of the genre): you're relying on steady connections for you and the target. Rule #4 sayeth: "Warps: The Great Equalizer." I can't tell you the number of times people I fly with - who land 5+ kill missions routinely - end up dead because some bogey just couldn't be hit due to some blip in the Internet.


Again ... IMNSHO you need a combination of SA, ACM, and gunnery to be a complete A2A pilot in this game. Whichever one you excel at will govern to some degree your most successful style of play. Whichever one you suck at most will govern to some degree the reasons you get shot down most often. No one is more important than the others in the big picture.