Aces High Bulletin Board
General Forums => Wishlist => Topic started by: A.F. Crash, Fire, Rescue on November 02, 2008, 02:33:43 PM
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I would like to suggest that when two people HO that both players aircraft are damged beyond flyable conditions and that they either both die, have to bail, or a combination of the two. It gets really annoying when someone constantly HOs and yet they never die nor get a damaged aircraft. Then maybe that would teach people not to kamikaze into other planes or when they HO to get the h*ll out of the other guys path of travel. That is my suggestion.
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:noid
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LOL this will go far.
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Some people are just good HO's
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(http://img220.imageshack.us/img220/7245/duncevb0.gif) (http://imageshack.us)
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<edit> Nevermind. The irony seems to escape him.
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It takes 2 to HO.
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I think he means ramming someone. (as that would make so much more sense)
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I think he means ramming someone. (as that would make so much more sense)
Actually...it still doesn't. :noid
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The bullets should do exactly the amount of damage that realistically speaking, they should do, from whatever angle. Anything else would be insane.
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The bullets should do exactly the amount of damage that realistically speaking, they should do, from whatever angle. Anything else would be insane.
Agreed. As far as the collisions go, it is frustrating to be rammed by a guy and lose a wing, meanwhile he flies away undamaged. But, other discussions have already pretty effectively hashed through the hows and whys the system works the way that it does.
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Don't hit nothin..... wont be nothin.... :noid
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I hate HOers...
... except when I'm in a 190A-8. :t
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'ode to da Ho's
B^&%h better have my money
Not some
Not half
But all my cash
B*&^h better have my cash
Or I'll put my foot
Straight in her a@#
Flyguy
Pimp of the Year
:rofl
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I would like to suggest that when two people HO that both players aircraft are damged beyond flyable conditions
I AGREE333 death to the ho or ram or whatever he's talking about :huh
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Actually...it still doesn't. :noid
*smacks head multiple times* it doesn't maybe if I hit it more, it will make mo.... *knocks self out* :noid
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I'm not a great fighter pilot, but maybe a little defensive flying is in order. If you see a possible Ho happening, then turn-climb-dive. You do have options available.
100Coogn
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#1 go learn some effective Air Combat Maneuvers
#2 Learn to Duck true HO's where you both are flying straight at each other. Guns Blazing.
#3 A forward quarter shot in a maneuver fight is NOT a HO.
#4 Nose to Nose does NOT make it a HO. Flying AT each other from outside of guns range INTO guns range with no attempt to do anything but shoot. THAT makes it a HO.
#5 Which btw is why it takes 2 (mostly) to HO. Anything else is a hot merge or a forward quarter shot in a turn fight and is a valid tactic.
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its really as simple as "Avoid" that is "get the hell out of his guns!" you can complain all you want, and ive posted a topic like this before, and all i got for answers (for the most part) was what spikesx said:
It takes 2 to HO.
and simply "Avoid the HO". sounds easy, and with practice truly is easy, i just do little jinks here and there to throw off their aim when i know they are going for the HO. im not being nasty, but the truth can hurt! :salute
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As this has been the topic of many threads, including one i started not to long ago i feel i am mildly well versed on this topic.
I have come to the logical conclusion that if you fire at an enemy plane either on the merge or during a turn or at any time from a forward facing position and hit them you will be called a HO.
But on the other side of that coin, if you don't take the shot when presented with it then there is over 90% chance that your opponent will take it and will happily call it a deflection shot or forward quarter shot.
my advice, your best chance of survival is to either HO when you merge in any fashion or don't allow any form of nose to nose approach. this includes while in the tight turns of E and stall fighting.
the latter tactic, if you watch them, is the one i believe used by most of the higher skilled fighter jockeys in the MA.
they bank and jig and turn on the approach to prevent any form of head on or true "Merge" with the enemy. they do not look for the jousting pass where they buzz by each other wing tip inches off of wing tip.
its funny to watch but if you pay attention to LYNX you will notice that he keeps an offset of 4 to 600 yards distance from his enemy when "merging".
Shawk tends to keep so much distance you think he is attacking someone else altogether. (although not always.....he is a kinda closet HO!!!!!)
if you engage in any nose on nose maneuver and You kill them, your a HO. if they kill you, you call them a HO.
The applied definition of this maneuver will change with every fight, so it just boils down to maneuvering right from the start to either take the shot or completely prevent any kind of jousting merge from taking place.
But in the end it is the maneuvering of both pilots with the intent of aligning their noses head on that creates the only environment that a HO can take place. If you turn into his line of fire and fail to fire first then you have brought about your own demise.
Save the chivalry and jousting for the DA or for 1V1 engagements with an opponent that you know the identity of in advance and feel safe that he/she will refrain from taking the open shot.
but no matter what you decide to do or how you decide to do it, do it without complaint. Play the game have fun and leave the whining for those of adonia's calibre.
just my perspective
FLOTSOM
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Yaknow whats gets me? Its the guy who holds every advantage, in airplanes, in energy state, in firepower, in positioning, AND STILL he turns face into you and HOs anyway. Instead of spending 60 seconds in maneuver, exploiting his tactical advantage, and getting a clean firing solution on you he still aims straight away and trys to HO you.
I know that often this works to your advantage but its the sheer stupidity shown that can freeze your own flying and give the guy a shot. Besides I'm old and dont see the screen that well so I wouldn't make a good HO'ing goofball even if I was obliged to be one. Which I'm not.
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The bullets should do exactly the amount of damage that realistically speaking, they should do, from whatever angle. Anything else would be insane.
Actually head ons do more damage at short range due to the increase in relative closing speed in the same way that slow pitching a softball at a parked car's windshield is going to do less damage than throwing it at the same windshield while the car is oncoming and going 60 mph.
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ho'ing is a part of air to air combat. if you don't want to go head to head,THEN TURN.
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It takes 2 to HO.
Looks like you already have 2.......... (and they move, too) :devil