Originally posted by DaChamp687
That helps alittle but I can alrdy consistainly lnad 2-6kill sorties all day long in my Spit16. Its one fine machine but for some reason I've followed tips from other topics about zeros and I try to out cilmb then and they keep up with me long enough to damage me bad or hurt me enough to float back to earth.
A Zeke will out-turn a Spit XVI even with flaps out on the XVI. It's the only advantage that it has, but a powerful one if you bleed off E and play it's game. It's also got cannons which can cause critical or fatal damage at a distance.
On the downside it's slow, doesn't climb particularily well and is fragile.
While most consider the Spit XVI to be a turn fighter itself, it's equally comfortable in a B'n'Z role which is part of what makes it such a great plane but, it's not the BEST at anything and in this case the Zeke is (turnfighting), therefore, you have to use the other attributes of the Spit XVI to defeat your opponent (expoit his weaknesses) while not playing into his strengths.
This brings up the old addage; know your plane and your enemy's then use your strengths to exploit his weaknesses.
That said, and to answer your question, the best way I've found to defeat a Zeke in a XVI is by slashing attacks from, preferably, an altitude advantage while maintaning E the entire time and forcing him into evasives to gradually burn his E off. Essentially, your playing B'n'Z against a turn fighter but beware the HO or forward deflection shot from those cannons. Sometimes a non-firing pass out of range is as useful as a firing pass in bleeding his E.
If you're lucky you may drag him into a rope and be able to turn back on him as he stalls but you have to maintain enough E to be able to accelerate away from him in a climb.
Hope that helps.