Aces High Bulletin Board
Help and Support Forums => Help and Training => Topic started by: scottryd on April 23, 2007, 03:27:01 PM
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how is it that every time i get some one on my six i can never reverse their choke hold. i'm pretty good at limiting their shot angles but it have trouble turning to get on there six oclock. the main plane i fly is a nikki but on occasion i fly an fm2 or a spit. does anyone have any suggestions for me.
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Slow down... Sounds easy doesnt it? It takes some peopl a full 6 months to learn and others never learn.
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Slowing down and scissoring around is what the F4U pilots use and not a SINGLE fighter in the game that i can think of right now can slow down as quickly as an F4U Corsair. Essentially, what you want to do is get them off your 6 first. Causing an overshoot is one plan. another would be to make some type of maneuver which they simply cannot follow. When flying the F4U, sometimes i'll either attempt a reversal or a boot of rudder while pointing my nose downward. they're never able to follow unless i stall myself (which happens :rolleyes: ) but more often than not theyll overshoot. dont forget to use flaps if you have them they work well in many situations.
now in the N1K-2J (codename George, Niki, etc.), you're pretty much heavier than any spitfire that can efficiently outturn you. (im using spits as examples since they're the most common dweeb rides out there, though im not disrespecting any planes here, only pilots :P). with more weight, it's likelier. According to my research, the N1K-2J should actually turn turn tighter than a spitfire 8, 16 and 14 (VIII, XVI, XIV) assuming that they're loaded with the same weights. But don't try it, i think it's not like that in this game. At any rate, you have the dive and zoom climb advantage against the spitfire 5 and 9 (V, IX). and use the flaps. spitifres dont have multi-stage flaps like yourself, so you can enhance your angle of attack by dropping a notch or two.
against the 2nd most common dweeb ride (the La-7, another plane disrespected because of the dweebs flying it) is one fast little plane. with a wingloading (empty weight) of 31 lb/sq. ft., as opposed to your 23.1 lb./sq. ft. load, you may actually be able to outturn him IF he gets slow. most Lala's will just run, reverse and HO you. u can dodge that in a plane like the N1K-2J. and PLEASE dont go for the HO - most believe it is skill-less and its really uber risky. it's a 3D world, use it and make some high or low yoyo's, split S' and what ever you need to make those fast buggers overshoot. they are about the same weight as yourself with better acceleration so they'll probably outdive and outclimb/out zoom climb you.
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Nice part on the F4U, SgtPappy!!, as i'm flying those as my main ride, I'm always interested to catch good tips :aok
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Two recent additions to the Trainers' Website (http://trainers.hitechcreations.com) show and discuss these maneuvers:
Forcing an Overshoot (http://trainers.hitechcreations.com/overshoot/overshoot.htm)
Rolling Scissors (http://trainers.hitechcreations.com/rollingscissors/rollingscissors.htm)
Regards,
Hammer
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Very instructive!! :aok :aok :aok
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Scissors are about your only option if someone is D600 on your six and about to blow you out of the sky. Doing Scissors will natrually slow your plane down a lot...try to cut throttle partially or all the way to increase this slow down (assuming you dont have multiple cons behind you).
Once you got this practiced some combine this with going vert and then flip over into a form of rolling scissors...that should get you there.
Just know however if you are in a 1v1 situation and there is a good stick behind you, you wont be able to reverse it without a big mistake on his part.
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First and most important thing to do is not let someone get there ... not easy ... I know.
If someone has "saddled-up" on you, 9/10 times you will die and there ain't much you can do about it.
The other advise above are good ways to try to prevent a "saddle-up" condition.
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To keep things simple this is what I do.
Do whatever your plane does best unless you know the other plane can do it too.
For example if your plane climbs really well and you know the other guys plane doesn't, climb.
If your plane turns really well and you know the other guys plane doesn't, turn.
And so on.
As your knowledge of the different planes in the game grows you'll become familiar with their general abilities.
You'll be able then to make quick decisions based on the matchup of what your plane can do versus the plane that's attacking you.
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very good points, blooz.
just remember, all, that some points aren't always what they SEEM to be.
CLIMB: the Spitfire XVI for example can, at the same given speed, climb vastly faster at a constant angle (if you get what i mean) than the F4U-1A.
HOWEVER, the F4U-1A has so much mass that it dives much more quickly than a spitfire XVI and, when climbing vertically, will, in all likliness out climb the spitfire which will probably be left hanging. Love it when the F4U leaves spitfires gasping for power in those ropes.
TURNING: I was flying a spitfire Mk.IX around one day and was flying against an A6M5 who was a tad higher and about 1K behind me. The spitfire (me) dove in order to get away from it. Being not very smart, the Zeke dove after. The spitfire rolled to its side at about 320 mph. The Zeke attempted to pull along in the turn. Eventually the Spitfire got on the Zeke's tail and i found a shot solution without pulling too hard.
In that example, the Zeke was outturned by a Sptifire ... WHAT? an A6M5?! :O
indeed so. some aircraft may seem to turn uberly tight, but when the speeds get higher, some aircraft become more sloppy in turning or just dont seem to turn altogether. Usually, the more heavily wingloaded planes will turn tighter at higher speeds and (more often than not) will find quickly pulling the stick as a non-dangerous thing to do. In the spitfires, i would find pulling the stick too hard at almost any speed would cause one wing to stall, rolling the aircraft to the opposite side of the turn or stalling. In the F4U, however, i find that i can pull harder at higher speeds and not flip over. This doesn't seem to apply to the heavily-wing loaded 109's who will flip over as easily as spitfires most of the time, but turn quite well (especially in loops) with flaps.
Yes, Manurin, the F4U is an amazing bird to fly, but it takes a while getting used to - it wasn't called the ensign eliminator for nothing. Pulling hard on the stick at low speeds with a lot of rudder usually ends up in a practically unrecoverable spin of some sort. Plus, a low and slow F4U is a dead F4U - then again, most low and slow planes are dead planes. Just use the vertical and keep practising. The F4U wont always get you out of trouble by turning like most spitfires seem to do, though the Spitfire is also an decent energy fighter.
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Originally posted by scottryd
how is it that every time i get some one on my six i can never reverse their choke hold. i'm pretty good at limiting their shot angles but it have trouble turning to get on there six oclock. the main plane i fly is a nikki but on occasion i fly an fm2 or a spit. does anyone have any suggestions for me.
There are really at least three steps here.
Step One is to escape death. If you fly a Nik, probably your best move is a break turn. (You can worry about scissors when you've got more time in type, but I'm not sure scissors are the best move for a Nik anyway.) Roll a bit more than 90 degrees (so you're tipped over on your back a bit, maybe even fully inverted if you're high enough), and pull back on the stick until the blackout just starts. If you're very low, cut back your throttle to idle. There are only three or four planes in this game that can follow a Nik through this. That takes care of the most immediate problem.
Step Two is to recover. You would like to make this step as brief as possible, but it's the one that is easiest to ignore and will kill you if you do. You need to get some speed back. Relax the back pressure on your stick, level the wings if you can, put the nose down a bit, but DON'T LOSE SIGHT OF YOUR ENEMY. Keeping the other guy in sight while you fly your plane is the Number One acquired skill in these games! Niks don't need a lot of speed anyway, but remember to do this step before you move to
Step Three: Start a new merge with your opponent. If he's in a heavier, worse-turning plane (which is almost all other planes) he will either have continued on his way, perhaps climbing before he comes after you again; or he will be greedy, and will be trying to turn back to get you. If it's the first, you will have to work on your lead turn and energy preservation skills during the coming merge. If it's the latter, he has fallen into your trap. He is now co-alt, or nearly so, and probably not much faster than you are, in a worse-turning plane that probably stalls at a higher speed. Keep above your own stalling speed, climb whenever possible, DON'T LOSE SIGHT OF HIM (remember that!) and you'll have some fun.
- oldman (just my opinion, there are lots of different ways to do this)
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The goal of this maneuver is to get the attacker to take a guns pass which he needs to lead you by placing your aircraft under his nose temporarily thus put you out of his sight. During this small out of sight window you have the opportunity to escape while he cant see you by entering a shallow dive in a direction of choice.
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Originally posted by Karash
Scissors are about your only option if someone is D600 on your six and about to blow you out of the sky.
Steps for 6 clearing.
1.Distance is very important here.The closer they are to you the better your chances of clearing, but on the same note the greater the chances of being shot.I usually start into a manuver when the target reaches 300 too 400 yards out, that way they are nice and target fixed.
2.SA--To get better, fly off-line, and fly looking out the back of the plane only for a 1/2 hour or so.Keeping an eye on the target while manuvering is key to getting them off your 6.
3.Fly with a good wingman, someone who can clear the targets your dragging behind you.
4.Fuel Management-By cycling your tanks in a certain order you change the way the plane your manuvering handles.Etc: By cycling the F4U-1-A's wing tanks empty then the main tank makes it a completely different plane.The fuel makes a difference in about all planes really.
The F4U's main "SLowing" defense is the landing gear, which can be dropped up to 425 MPH.
The P-40 slows faster than the F4U does and is a really good beginning plane for learning evasive manuvers in.
NEVER LET THE ENEMY SEE WHAT YOU ARE GOING TO DO BEFORE YOU DO IT.
LET THE ENEMY THINK YOUR GOING UP AND RIGHT, WHEN YOU'RE REALLY GOING LEFT AND DOWNWARD.:aok
Examples:
http://www.youtube.com/watch?v=Dg-MWV--TD4
http://www.youtube.com/watch?v=AKW2iyUs9sA
http://www.youtube.com/watch?v=Kr7SA7G8TXY
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try the move from Top Gun hit the brakes
set throttle to minimum and use flaps in some cases they will fly by you or they will try to slow down with you and end up stalling
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Originally posted by RAIDER14
try the move from Top Gun hit the brakes
set throttle to minimum and use flaps in some cases they will fly by you or they will try to slow down with you and end up stalling
yeah man, in a f4u i go vert, then put flaps full and gear down, they always seem to cllide with my gear :aok
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try a plane thats slow like what ghosth showed me a D3A1 its very good in banking and having the enemy overshoot but its imposible to catch up to any other plane but when u bank really tight ull be right behind them
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talk to FiLTH. He taught me the BEST TRICK EVER! Basically, its just an immelman and a barrel roll combined, so it seems, but it works every time!
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Originally posted by Serenity
talk to FiLTH. He taught me the BEST TRICK EVER! Basically, its just an immelman and a barrel roll combined, so it seems, but it works every time!
if the target is at the right distance to fool them with that manuver.The way to defend it is to climb above the target .
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Although a very large majority of the AH community thinks it best to drop the gear to slow down in the F4U variants, I would suggest easying up on the throttle just a TAD ( do not chop it completely ) and use that BIG OLE RUDDER on the tail with some cross control throwed in to slow down almost as fast as dropping gear if not just as fast....... and like mentioned above, you do not risk the chance of it getting knocked off from a collision or being shot off because it is dangling in the breeze :D
alot of people use the "Drop the F4U's Gear" and do it consistently and at the wrong times........don't fall victim to this....... ;) :cool:
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Also next if you are flying straight and happy and see a guy above u 1k+ diving on you to get position keep flying straight, he will have so much speed he wont be able to follow you close. Let him get 800 yrds away and just break, they will NEVER be able to follow you if u stay straight and make them think u dont see them I love doing this to 51's in my spitty and then attacking my rudder to the opposite side to pop them(this is not easy to learn that rudder part) it involves you spinning ur plane opposite direction while sliding to pop an enemy. And also scissor wont work if your enemy is flying straight and in something like a hurrd if he just leads you once chances are you are dead same goes for tempest and typhoon, some of the best planes in this game are the one's that are big, except the 163 hes small but he's got a big heart rofl.
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In the end, once somebody "lands" behind your six, your ultimate survival depends on his hands, not yours. You can try a few things to up your chances of survival, but the final determining factor is always the guy behind you.
A lot of "vets" will tell you how they can shake enemies behind their six, but that usually warrants a pretense that the enemy behind him is much lesser in skill. If those "vets" are caught by another "vet" of similar magnitude in skill, the chances are they will be shot down so much helplessly as any of us average dudes.
Like SlapShot said, its important to not get in that situation in the first place.
...
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Obviously all good advice....
I'll chip in the follwoing...
Closure rate and distance
1) manufacturing an overshoot is totally different then creating a reverse. Often I see a great move applied to the wrong task. The greater the seperation in speed the great chance to create a true overshoot. At the same time the greater the speed differential the great chance to force a con "outside" and reverse....If I want a reverse I start earlier (against a "fast' con). If I want to force the overshoot I delay...to me the reverse is ACM and the overshoot is an avasive.
2) ACM vs BFM...
A reverse is a combination punch. ACM can be defined as a series of BFM (Basic Flight Manuevers) strung together to achieve a given purpose. All to often I see folks who seem to feel that a single "counter" {any single counter} is an evasive...it's not.
3) One step Ahead...
In order to create a reverse you need to capture the initiative. To do that you need to induce a specific behavior. The "ideal" reverse involves a nose down turn (ovten at reduced throttle) to "force" a low quality shot selection by the con. This is the basic "building block" that so many "uber" pilots build on. Why doesnt it work for the rest of us (as well)...simple...the better your ability to maintain views and your understanding of ACM the better your counter. So work on seeing the other guy shoot you. When you watch clips from the real goods pilots you'll see they often actually "see" the shots and are flying counters....then dont lose sight (except in blind spots)...often they are "sitting" in the view appropriate to the snapshot before the con gets there....
4) Out of plane...
All good reverses involve out of plane manuvering. It creates angles and minimizes any tracking shot. If you cant be faster...you need to be slower...if your slower your a target...if your a target you dont want the "other guy" in plane with you. It's not a question of avoiding his shot (obviously thats ideal)...but surviving his shot....
Since once he's close enough to shoot you...he's close enough for you to shoot him. Afterall how often to you run into one of the "deniziens of the deeo" and fight a nice fight "win" the battle only to have been set up for a sweet reverse that leaves the "ace" with a stiching of bullet holes across a wing...only to get obliterated from 200 or less on the "fly by"....
Anytime I've got a guy 800 behind me I know in a matter of moments he's gonna be 200 in front of me. I'm just trying to do everything I can to make sure i have enough plane left to pop him when he gets there:)
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Greetings,
Sgtpappy. Thank you. I regularly fly the 47N. I read your post earlier the afternoon prior to flying.
Got into a fight on the deck (ya, not smart I know, but squaddy in trouble).
Squaddy goes 'poof'.
SPIT on my 6 running with me.
He had E advantage.
I thought, "What the heck do I have to lose?"
I dove slightly.
I climbed.
I started to reach the end of the climb.
Things started going 'ping, ping'.
Kicked rudder left.
As I rolled over, saw Spit stalled out below me.
Thought, "Really cool!"
LA kilt me.
sigh.
But it did work!
Regards,
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I can shake them every time. They kill me or I auger... BOOM... back in the tower, no enemy!
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Just remember.... never climb unless you got a noob behind u rofl... Its funny how the beginners think oooo man hes good hes climbing or man that guy is good i followed him climbing up and i stalled.... It is just that when u get better u know that if someone climbs that can only go 3 ways... reverse at the top and stall.... follow through.... or end up in the tower ^_^ rofl. And speed advantage is bull, i will laugh when u get in 262 and someone gets on ur six and u just stay level and say hahaah im faster than him, 262 isn't that mucher faster than alot of planes, especially when u got someone with a .50 cal behind u popping you at 1k best thing to do is what the noobs in spixteens do grab the joystick and spin dat thing! i hate when spixer's stir the jstick like they r scrambling egg's and u overshoot, either that or just wallow back and forth main thing is, people only like to shoot when they have a clear shot, they dont just shoot likecrazy n pray, (this does not apply for tempest/typhoon) when in those 2 planes set ur conv to the farthest and spray like a mad man, half the time 1 ding from that 30mm n that puppy is down, and never please never turn flat.
If you are going to turn do upward turn or downard, what i do in a p51 is. I do a half loop than i cut it to the right i dont go all the way around, and as i am approaching the ground on the right cut i flip plane other way, 100% of the time if they noob follows me on that that close to the ground they auger, plain and simple.
Also the rule for furball's, never stay in one for too long never follow a guy in a turn fight for more than 2 turns because when you check your six you have 8 of his buddies on you all fighting to get you. Stay high find a target dive on him pop him and if you can still follow him safely finish him so a noob doesn't steal your kill and climb right back up to safety. ^_^