Author Topic: Tips and tricks for better fighting performance  (Read 3518 times)

Offline Rogue9Volt

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Re: Tips and tricks for better fighting performance
« Reply #45 on: December 19, 2013, 03:46:58 PM »
When I first saw this thread I thought it was titled "Tips and tricks for better performance." 


I've since gotten over the crushing disappointment....

 :rofl  :aok


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Offline Bruv119

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Re: Tips and tricks for better fighting performance
« Reply #46 on: December 19, 2013, 04:28:52 PM »
It takes a skilled hand to control a spit with flaps whereas something like a 109 is more difficult to put into an uncontrolled stall.

QFT !     :salute
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Offline morfiend

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Re: Tips and tricks for better fighting performance
« Reply #47 on: December 19, 2013, 07:04:30 PM »
That's pretty much what I said in my post.


  I;m not sure why you quoted me because it isnt anything close to what you said.

  Then you go on to say not to worry about corner speed,which again has little or nothing to do with what I said.

  I was thanking Mace for his excellent writeup and discription and throwing out how most new players turn nose down and or flat, both of which are energy depeleting moves. Violator rightly stated that he tries to offset the enemy at the merge,either vertically or horizontally or some of both,then goes into a lead turn to get and angle advantage,again something I agree with.

  I try to show player how to fly for position,gain the high ground and force the enemy to burn his energy. I think once you gain position the shot will come,too many new players only know how to fly their gunsight and this is why you see so many John Wayne merges. One of the best sticks in this game taught me long ago,angles then E,Morf,angles then E,using an offset at the merge allows you to gain the angles then you need to manage your "E".  Sometimes just doing a luftberry turn above the enemy is managing your "E" as you dont give up alt to gain a position in the enemies rear hemisphere!




  YMMV.



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Offline FLOOB

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Re: Tips and tricks for better fighting performance
« Reply #48 on: December 20, 2013, 03:40:57 AM »
Seriously?

Quote
don't let the rate of climb indicator drop into the negative when doing flat turns. Besides not having a wingman, that is one of the most common mistakes I see people make in a turn fight. Giving up their alt and widening their turning circle because they're actually in a shallow spiral dive. I guess because they're thinking if they go faster they'll turn tighter.

Quote
I find most new players tend to turn nose down to maintain speed and then wonder why they get beat.

See? We're both talking about players turning nose down.

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Online DmonSlyr

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Re: Tips and tricks for better fighting performance
« Reply #49 on: December 20, 2013, 10:33:22 AM »

  I try to show player how to fly for position,gain the high ground and force the enemy to burn his energy. I think once you gain position the shot will come,too many new players only know how to fly their gunsight and this is why you see so many John Wayne merges.

Yeah this is good right here. This goes right along with the spiral rope climb as well. Also, when both players seemingly know how to do emmils, learning to concentrate E so you can keep the higher ground is essential. The double Emmilmann works great for this. If both players have skill and knowledge the fight generally will turn into a rolling scissors type fight. In this case, keeping enough E is critical for higher loops, if the other player does not have the E to make the roll, he is in a tight spot. Once the other player cant loop as well, this is the opportunity to do a high(er) loop, almost hammerhead stall to get a good shot coming down on them.

Edit: also at the top of this loop is when you cut a bit of throttle, use flaps, and a ton of rudder/aileron to get around on them quicker.
« Last Edit: December 20, 2013, 10:36:09 AM by DmonSlyr »
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Offline Brakechk

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Re: Tips and tricks for better fighting performance
« Reply #50 on: December 20, 2013, 06:14:21 PM »
Method 2: Make Aces High a drinking game.

This can be done with the alcoholic beverage of your choice (though I recommend beer since wine-coolers are sissified and straight hard liquor generally makes for shorter play). [Maybe Scotch on the side if you know how to start out 'Beer before liquor - never sicker.']

Disclaimer: AHII is a family game, anyone playing it who is under the legal drinking age may practice this other game with their choice of non-alcoholic beverage then graduate to alcoholism upon reaching the legal age in their state of residence.

1. Shoot someone down - drink.

2. Get shot down - drink.

3. In the tower (for any reason) - drink.

4. Observe graphics for later criticism/promotion on the forum - drink.

5. Forget to raise gear after take-off and have to be reminded to raise it by another player - drink.

6. Fly inverted for longer than real planes in WWII could (consensus deviation 10 seconds to a couple of minutes) - drink.

7. Auger in a dogfight - drink.

8. Auger when not in a dogfight - drink drink.

9. Spouse/family/room-mate/visiting friend ack - drink.

10. Structural failure due to high-speed or over-stress - drink.

11. Tried a new move (still died) - drink.

12. Tried a new move (then died shortly later from staring dumb-founded at screen too long) - drink.

13. Flying a buff (just drink the entire time).

14. Same for manning guns on a cruiser/flat-top/destroyer/manning a shore battery/gunning a buff for a friend, basically anything but playing a fighter 'jock.'

15. Get vulched - drink.

16. Get HOed - drink.

17. The vulch was a HO - down it.

18. Ack! Poof! - drink.

19. Hmmmm .... my wingie has kind of a sexy voice - drink.

20. Hey guys - watch this! - drink.

(Apologies to Violatr - won't interrupt again. I'll just drink.) ;)

2,5,7,8,10.....I'd be falling outta my chair in 5 minutes!   :aok

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