Hi Ender,
If this is the same
ender of ~RK^, then salutes from 'ol
batu In AH it appears that inertia plays a slightly greater roll, overall, than in WB. Hence, accelerations take a bit longer, rolls take more time, turns need to be pulled a little harder. But also, zoom climbs appear to last longer, and stalls don't seem to come on so quickly.
Like
-kier- states above, speed (or E) matters a bit more here than in WB. Thus, if you can get yourself as much energy at each merge with an opponent, then you're probably going in the right 'direction'.
As for evasives, I use snap rolls, barrel rolls, scissors, split ess, power dives, and break turns.
Snap rolls work great on a tailing opponent that is bearing down at great speed, as does barrel roll, but snap rolls are more contained, quicker, and more controllable.
Scissors are good, but your reactions must be
immediate. I tend to incorporate yoyos in my scissors initially, then see where that takes me.
Split ess is very effective at evasive, but requires alt to perform. If combined with a pitch-up and immelmann, split ess can be used almost endlessly. However, like a break turn, keep the opponent squarely in the center of your
TOP view to avoid giving them a good deflection solution at the merge.
Power dive is a last resort, but if used should be used decisively and with the object of getting out. Works best right after a merge when your opponent has to 180 his vector to follow. Power dive is ideal for fast accelerators and those with high top speeds.
Break turn works just the same here as in WB. Just make sure you have fair to good speed. 1500yds still makes a good mark to initiate the break. However, make sure your opponent is squarely in the center of your
TOP view. Also, it's good to incorporate a slight descent with the break.
In AH, energy is more precious than in WB, so any time you can acquire it, do so.
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129 IAP VVS RKKA