Author Topic: ACMs Help  (Read 474 times)

Offline Spikes

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« on: February 15, 2007, 07:34:29 PM »
Quick Question about ACM, when you are about to HO someone in a merge [You and enemy]
Should you risk and HO? or should you pull up right before the HO? I am kind us confused. When I get into this situation, I look at the type of plane. [Ex: cannons, no cannons]. Then I judge what I should do, I almost always get stuck HO'ing the person no matter what plane they are in. I don't know why. Any help here? I need better decision making skills in this kind of situation.



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Offline zorstorer

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« Reply #1 on: February 15, 2007, 09:11:36 PM »
Make them push over in a turn, kind of hard to get a good shot in a turning red out.

I am sure someone will pop in and explain it better, but that's what I do and it seems to be working well :)

Offline Ghosth

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« Reply #2 on: February 16, 2007, 01:06:20 AM »
Couple of good ways to duck the HO if thats what you want.

For starters just dive a bit beneath them so they have a shot thats rapidly disappearing under their nose. Then zoom it back up into an immelman as or after they pass.

For those that you know really want the HO try a barrel roll.
Roll it inverted so that as your coming upside down your 600 - 800 out. Just a bit of up stick as you roll  around will make you a hard target. If you time it right your back right side up as he flash's past, ready to go up into your merge.

Offline Spikes

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« Reply #3 on: February 16, 2007, 05:36:43 AM »
Thanks for info guys, im sure it will help me!



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Offline tedrbr

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« Reply #4 on: February 16, 2007, 04:46:21 PM »
NetAces.Org has a good write up on the merge:

http://www.netaces.org/ahmain/siteframe.html#title

HO'd happen.....  some get overly upset about them, but when two planes are going at each other, being the first to turn can be tough, depending on the situation.

Type of plane does come into it.  How strong or weak the planes.  How much lead you can put into the air.


Offline SlapShot

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« Reply #5 on: February 17, 2007, 09:12:20 AM »
To avoid an HO ...

Think about (pre-merge) how you are going to fight this guy AFTER the merge and not how you are going to shoot him BEFORE the merge.

Thinking of how to kill BEFORE the merge is what leads to an HO scenario due to the simply fact that you have to get your guns onto the target. Now if your opponent has the same mindset (kill BEFORE the merge), you now have the recipe for an HO encounter.

I AWAYS try to not merge nose to nose. As the opponent draws closer to me, I am always trying to keep some separation (right or left). Once I see them nose into me (pulling lead), and then start to fire ... they just lost the fight.

It is very hard to pull lead and hit your target due to the fact that in most cases, you must pull your nose so hard that you actually lose sight of the target.

With that in mind, now I pull into him - nose down a little bit - an execute a lead turn which sets me up for the next turn that will result in me being attached to his 6 or a snapshot before he ever realizes where I went.

Remember this ... those that fly with the intention of trying to kill BEFORE the merge are so engrossed in accomplishing their task, that when they fail ... they have not thought about what they need to do after they fail and that is why they usually die a quick death.

I would say that 99% of the people that I run into that try for the HO BEFORE the merge ... die within 1 to 2 turns ... if they stick around. There is nothing much you can do with a La-7 HO master that just flys in straight lines trying to HO anything and everything in its path.

Bottom line ... nose to nose merges are a DA merge (as far as I am concerned) ... MA merges - try to keep some separation and plan your 1st two moves before you actually merge. Things might change at the merge, so you might have to abandon your "pre-plan", but at least your mind is "setup" mode and not HO mode.

ACM means Advanced Combat Maneuvers ... a nose to nose HO merge is not "Advanced" by any means. ACM requires split second decisions with the intention of reversal and/or gaining the advantage for the kill.

Someone that is new to this game is basically stuck with Basic Flight Maneuvers (BFM) until they get enough stick time to advance to ACM.

Like I said above, ACM requires split second decisions such as ...

Altitude of the fight
Your plane - what are the strong and weak points
His plane -  what are the strong and weak points
Your speed - what are the strong and weak points of your plane
His speed - what are the strong and weak points of his plane
Angle/position of your plane in the fight
Angle/position of his plane in the fight
Any other enemies in close proximity

These all fall into play while tossing and turning at speeds over 100+ mph and more which are why these all must be taking into consideration within a second or less.

Remember this ....

Anybody who dies to the guns of their opponent is due to making a wrong decision ... simple as that. It doesn't matter if they are a 10+ year vet or a 2 week trial pilot.

You will hear/see ...

"Oh ... that was a lucky shot"
"BS ... xxx plane can't do that !!!"
etc.

These are all reasons to deflect the fact that they screwed up.

What they need to say is ...

"Oh CRAP ... I made a bad decision !!!"
SlapShot - Blue Knights

Guppy: "The only risk we take is the fight, and since no one really dies, the reward is the fight."

Offline Spikes

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« Reply #6 on: February 17, 2007, 09:17:30 AM »
I see, thanks for the help Slap
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