I can HO you any time I want to.
I can HO you and still make a perfect lead turn.
I can HO you on every merge and still make a perfect lead turn.
I can HO you and set you up for another HO.
You CAN NOT avoid a HO without giving up angles.
The concept of "if they ho they give up angles" is totaly incorrect.
There are no exceptions to this rule.
It simply does not matter what you do. If you attempt to maneuver out of the HO YOU WILL BE GIVING UP ANGLES...and further, on each merge therafter you will be at an angles disadvantage. Each time you avoid the HO you give more and more angles until you have no options.
The statement "an enemy who takes a ho allows me to make a better lead turn" is totally incorrect.
I can HO you and extend come back an HO again without loosing any advantage.
I can HO you and lead turn and gain advantage.
ANY ATTEMPT TO AVOID A HO WILL GIVE THE OPPONENT AN ADVANTAGE.
So, what do you do?
The answer is:
Do not allow a merge that gives a gun solution....simple as that.
And exactly how do you do that?
Quite simply conduct an energy robbing maneuver.
The goal is to rob the other guy of his energy allowing you to get behind his 3-9 line.
Once behind this line HE CAN NOT HO YOU.
Any time he is in front of this line you can be HO'ed
IF you choose to merge close you are in guns.
There are MANY maneuvers that allow you to merge without giving a HO solution.
The classic move is the "fake merge"....this move presents a head on pass but allows you to make a 90 deg turn out of guns forcing the opponent to make a 270 deg turn onto your six. After this it is a simple matter of continuing this unitl he is totally out of energy. You can now easily maneuver to his six.
Hiya Agent! Gud ta cya
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I'm scratching my head. There's usally only one HO attempt. Most of the time the guy trying to HO will not get another chance. Personally, I have already gone for angles prior to my opponents trying to align for a HO and I'm pretty much on his 6 within a few seconds after his HO attempt. Then again I set up his pass to put me in postion to gain his 6 long before he ever gets to me.
What many folks don't understand is they think that a merge is an opening move when it may have already been a preordained kill when the guy was 1500 yards away from you. And the sad part is that he never even knew how easy is to "make" (is that a good word?) someone do exactly what you want them to do. What's more interesting is they fall for it over and over because they can't imagine that they have been set up for the kill. When I show them they go "huh?" Then the light comes on. THEN...they learn it but find out there's also a response to the response.
That's why I never worry about a HO. Don't get me wrong I've been caught on the deck with 3 on my 6 only to have someone come HO me from some angle I was turning to while looking back or when my graphics get so dark I can't even tell which way the guy was pointed. That's gonna happen and be acceptable until I do something about it.
But what makes this game so great is, for every move there is an equal counter move and for every counter move there is yet another equal counter move and so on. Kinda like chess, only at 300 mph. There is a dark side to it also...the guy that loops and loops and loops or does a flat turn, putting his nose up as high as he can get it, hoping, just, hoping the guy might not reach him.n Or how about the guy that cuts his engine or throttle nose up just hoping the guy will overshoot. KaaaaPowwwww...tower time. One single move does not a fighter pilot make.....(read HO).
Ren