I dont usually poke my nose in the whinefest that is the AH2 boards, but given the Hurri is my favourite plane I thought Id add my thoughts.
In LW, everything is faster than you. Even the Hangers. And the sheep. Forcing an overshoot isnt hard, you basically yank the stick. The tricky bit is making the overshoot useful. You dont want to burn all your E and end up a sitting duck, especially when most enemies will have much higher E and better E retention than you will. You also dont simply need to survive the enemies attack, you need to start lookin to return the favour. First though, you need to persuade somone to fight you.
A lot of players will know that hurris can be nasty if they get you in their sights even for a second(especially in the IIC) and wont fight if they dont have to, or if theyve something better to do. And theyve usually got the power to avoid you if they want. It can be frustrating trundling along at 15k, whilst everything flashes past in the fast lane blatantly ignoring you. However nothing attracts attention faster than a Hurri that looks like its completly unaware of everything around it.
Its difficult for a cartoon pilot to radiate an air of ignorance, and its tricky for any plane with 4 hizookas to look harmless. But flying in straight lines and not reacting to an enemy presence, except to turn for the nearest base, can dupe people into thinking your out of ammo/a noob/afk etc. And then they'll get close enough for you to kill them. They'll probably be behind you though, but its a start.
Once theyre committed to fighting you, you now have to turn this fight into the sort you can win. You ned to force your opponent to expend E trying to keep you in his sights as he attacks, whilst using as little as possible yourself to dodge so you can start to reel him in. I find a barrel roll best, waiting till the last possible moment to move, and keeping your opponent in sight at all times. If he hasnt a huge E advantage you might be able to finish it right here, if your quick and can get him in your sights before he zooms out of range. Takes some luck tho.
Otherwise its time to start climbing too, after the con, to cut down on the distance he can dive and his turning space so cant build up as much speed and wont get away as fast on his next pass. Then just rinse and repeat. With practice,and bucket of luck you'll begin to see how after each pass the con doesnt get as far away, as high, or as quickly.
In my limited experience this will end one of 3 ways. If my opponent is a master of energy fighting (or flying a p38

) he'll probably laugh at my pitiful attempts to bring him to battle and kill me with his mind.
Against any equal (as in "equally bad") opponent it'll be decided round about the third pass. At this point my opponent will either realise my intentions and usually extend to regain his advantage, the fight ends or restarts a while later from scratch, or he doesnt realise whats happening , lets me match his E and start flat turning circles around my hurricane...which will then eat him.
Hope that helps.
Edit: the above btw asumes you cant find a nice furball to dive into, which is where the hurri really shines.