Author Topic: Help Me !  (Read 1819 times)

Offline BaldEagl

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« Reply #30 on: February 25, 2007, 02:54:50 AM »
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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.
« Last Edit: February 25, 2007, 02:56:55 AM by BaldEagl »
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Offline airspro

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« Reply #31 on: February 25, 2007, 06:46:37 AM »
Quote
zeros and I try to out cilmb


Try this trick , when you are trying to "outclimb" your zero , get the right angle you want and then hit "auto angle" you'll be climbing with perfect trim then .
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Offline DaChamp687

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« Reply #32 on: February 25, 2007, 11:30:57 AM »
Last night before u guys posted(btw thanks for the help) I was BnZ'em and had good sucsess I use allitude and climbing to my advantage and got I think 3 out fo 4 to try and climb with me and they stalled out giveing a easy kill the other was a good pilot he stayed low and after while I got him I used speed to get distance from him and climbed above him for a quick divng from above shot. Thanks for all the help I no longer frustrate myself and have great fun playin. :)

Offline BaldEagl

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« Reply #33 on: February 25, 2007, 02:35:23 PM »
Quote
Originally posted by DaChamp687
Last night before u guys posted(btw thanks for the help) I was BnZ'em and had good sucsess I use allitude and climbing to my advantage and got I think 3 out fo 4 to try and climb with me and they stalled out giveing a easy kill the other was a good pilot he stayed low and after while I got him I used speed to get distance from him and climbed above him for a quick divng from above shot. Thanks for all the help I no longer frustrate myself and have great fun playin. :)


DaChamp,

Glad to hear you figured it out on your own.  It means that you're getting used to your plane and starting to recognize opponent strengths and weaknesses.

You'll continue to get better at this but there's a big catalog of planes out there that you'll have to get used to fighing against.  Don't get discouraged when one beats you, just stop, try to figure out what he did to beat you and what you might have been able to do to beat him or at least to avoid what he did to you.  Even once you've figured all that out you're going to run into the guys who can do seemingly magical things with a plane that you've never seen anyone else do.  These are the aces who really know their plane and how it responds in every potential ACM and they usually also know your plane better than you.
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Offline DaChamp687

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« Reply #34 on: March 03, 2007, 02:53:55 PM »
I got another question I use the Spit 16 and I mix it up useung Bn'Z and Tn'B if theres a plane above me whats the best way to get it 2 come down ?


Also when fighting the Japenese planes they climb really high off the runway and by the time I see them there above me (keep in mind this is a Team Match so theres plenty of time for them 2 climb)  and I dont wanna
Tn'B with them so any help with this would be greatly appreciated.

Offline Bruv119

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« Reply #35 on: March 03, 2007, 03:38:17 PM »
The best way to get planes above to come down.

Is to fly straight and level and pretend that you are AFK.  Obviously this will give them a high rear 6 position but bust your moves just before they get in gun range.

Just make sure you keep an eye on them at all times.
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Offline DaChamp687

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« Reply #36 on: March 03, 2007, 04:23:22 PM »
K that sound easy enough way for it 2 work. But is there any special move I could use or just any ? Also since they had 2 dive for me they will have more E and speed if I force them 2 overshoot and then they will climb back up putting us in the same postion again. And how do I go about setting my convergence  I've read what convergence is and I understand it but I was wondering where I go 2 set it.

Offline Lusche

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« Reply #37 on: March 03, 2007, 05:13:37 PM »
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Originally posted by DaChamp687
. And how do I go about setting my convergence  I've read what convergence is and I understand it but I was wondering where I go 2 set it.


Select your plane in hangar, then click on the button "set convergence". It's located in the upper right corner on your clipboard.
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Offline DaChamp687

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« Reply #38 on: March 03, 2007, 05:40:14 PM »
K thank you. Any suggestion for the Spit 16

Offline BaldEagl

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« Reply #39 on: March 04, 2007, 01:39:57 AM »
Quote
Originally posted by DaChamp687
K that sound easy enough way for it 2 work. But is there any special move I could use or just any ? Also since they had 2 dive for me they will have more E and speed if I force them 2 overshoot and then they will climb back up putting us in the same postion again.


I'm not exactly sure about this and I rarely use it myself as this situation rarely seems to happen to me but you might try a barrel-roll defense (again try a search in this forum).  My theory here is that you'll force your opponent into a high-bleed manouver to track you while you maintain E in a forward direction.  As he moves through and back into his climb having bled E, you will have lost little and be able to continue in your original direction gaining seperation.  On his next attempt he will have to dive and run after you, bleeding even more E and helping you to equalize e-states.

The alternate to this I've already pointed out is to hit the deck and get yourself directly below him, forcing him to either cut throttle or auger trying to get you.

As to your question regarding convergences I set mine to 650 in the Spit XVI but most would recommend someting between 250 and 400.  You'll just have to try a few different settings and see which works best for you.
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