Aces High Bulletin Board
General Forums => Aircraft and Vehicles => Topic started by: AcesHighMan2 on July 02, 2009, 10:14:49 AM
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I just wanna know the best manuver in a hurri
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The Hurri C isn't very fast, nor does it climb as well as some of the late war aircraft. Generally, encourage the faster aircraft to turn with you.
Keep in mind this strategy isn't recommended against Zekes, Brewsters, or I16s.
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Step 1: 100% aileron roll right.
Step 2: 100% elevator back.
Continue Step 2 as necessary.
Alternatively, you can try the GRIM version. This is for advanced users only.
Step 1: Spend 15 minutes climbing to 30,000ft.
Step 2: Wade into a front line sector.
Step 3: Locate a 1v1 at 2,000ft.
Step 4: Dive 28,000ft.
Step 5: Pick most disadvantaged aircraft.
Step 6: Climb back to 30,000ft.
Repeat Steps 1 through 6 as necessary.
:noid
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The Hurri C isn't very fast, nor does it climb as well as some of the late war aircraft. Generally, encourage the faster aircraft to turn with you.
Keep in mind this strategy isn't recommended against Zekes, Brewsters, or I16s.
It can be dicey against FM-2s as well.
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It can be dicey against FM-2s as well.
Hurricane turns better and has better rollrate than FM-2. In the end it comes down to the pilot off course.
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Alternatively, you can try the GRIM version. This is for advanced users only.
Step 1: Spend 15 minutes climbing to 30,000ft.
Step 2: Wade into a front line sector.
Step 3: Locate a 1v1 at 2,000ft.
Step 4: Dive 28,000ft.
Step 5: Pick most disadvantaged aircraft.
Step 6: Climb back to 30,000ft.
Repeat Steps 1 through 6 as necessary.
:noid
:rofl :lol
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Forget the IIc...the quad-hispanos are a crutch, used mostly by HO'ers and people that want the quick kill instead of a good fight.
The Mk1 is where it's at. Eight .303 machine guns, gets better gas mileage then the IIc, is more fun to fly, and adversaries will underestimate you because they expect it to be a lame non-contender.
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I just wanna know the best manuver in a hurri
Little bit left, twist, shoot, that's how you do a trick shot.
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Forget the IIc...the quad-hispanos are a crutch, used mostly by HO'ers and people that want the quick kill instead of a good fight.
So you can't get a quick kill and have a good fight at the same time?
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So you can't get a quick kill and have a good fight at the same time?
How can a fight be good if it ends in ten seconds?
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...is more fun to fly...
In your opinion. I like nothing better than demolishing CAP or CV aircraft from snapshots in a IIC. I don't think there is a better plane to up from a vulched field and win the fight.
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How can a fight be good if it ends in ten seconds?
ask my girlfriend
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In all seriousness I find the zeke and hurricane one of the worst fighters in the game. In a 1v1 a hurricane has no chance to kill me if I choose to stay alive. If I have any kind of altitude I can negate any speed advantage and extend away. Take away altitude and I find Hurricanes are no more dangerous than a 110 or some other HO machine. Furthermore I find zekes/hurricanes are very poor at teaching ACM manuevers. The minute a veteran hurricane pilot steps out of his comfort zone they are lost. The most critical manuever (imho) is forcing an overshoot and its impossible to learn in a pure turn aircraft. Why? Its simply too easy to do...just about everything will over shoot a hurricane by a simple 180 turn. Now reverse that how do you make a hurricane over shoot? That takes real skill compared to to former.
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Forget the IIc...the quad-hispanos are a crutch, used mostly by HO'ers and people that want the quick kill instead of a good fight.
The Mk1 is where it's at. Eight .303 machine guns, gets better gas mileage then the IIc, is more fun to fly, and adversaries will underestimate you because they expect it to be a lame non-contender.
It's been my experience that all the Hurricanes are nothing more than lame non-contenders.
ack-ack
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How can a fight be good if it ends in ten seconds?
If you win, it's a good fight.
Honestly, this nonsense that if you don't saddle of on their six or let the fight drag out for 10 minutes, it's not a good fight. It's not my fault the other guy sucks so bad that he can't put forth a fight that lasts more than 10 seconds.
ack-ack
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It's been my experience that all the Hurricanes are nothing more than lame non-contenders.
ack-ack
Oh, you never learned how to fly, fight & die in Hurricane Mk1? Two engine 'flyers' pffttt.... :p
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If you win, it's a good fight.
Honestly, this nonsense that if you don't saddle of on their six or let the fight drag out for 10 minutes, it's not a good fight. It's not my fault the other guy sucks so bad that he can't put forth a fight that lasts more than 10 seconds.
ack-ack
I look at it like this: The sooner I put my current target down, the sooner I can go look for another. :D
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ask my girlfriend
:rofl nice
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. Take away altitude and I find Hurricanes are no more dangerous than a 110 or some other HO machine.
Then you've never fought someone that knows how to fly the 110.
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Then you've never fought someone that knows how to fly the 110.
Strip is right, a 110 isn't really all that dangerous at all. Only time it's really a threat is if you get bounced unaware by one. Given pilots of equal skill, the 110 driver will lose against a fighter. Only way the fighter would lose is if the pilot made a mistake. It's like the A-20, sure there are some guys that can do some nice things in it but up against some of the same skill in a fighter, the A-20 is going to lose most of the time.
ack-ack
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How can a fight be good if it ends in ten seconds?
If you win, it's a good fight.
Honestly, this nonsense that if you don't saddle of on their six or let the fight drag out for 10 minutes, it's not a good fight. It's not my fault the other guy sucks so bad that he can't put forth a fight that lasts more than 10 seconds.
ack-ack
Also, I've got a better question for ya Strip. Why have you been humping my ankle since this:
http://bbs.hitechcreations.com/smf/index.php/topic,266895.msg3334881.html#msg3334881 (http://bbs.hitechcreations.com/smf/index.php/topic,266895.msg3334881.html#msg3334881)
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Strip is right, a 110 isn't really all that dangerous at all. Only time it's really a threat is if you get bounced unaware by one. Given pilots of equal skill, the 110 driver will lose against a fighter. Only way the fighter would lose is if the pilot made a mistake. It's like the A-20, sure there are some guys that can do some nice things in it but up against some of the same skill in a fighter, the A-20 is going to lose most of the time.
ack-ack
Then same goes for you.
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I have met your 110 Larry....its not hard to stay alive.
Avoid the lame negative G move or some other reversal and its easy to kill.
<S> Strip
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the 110 is not an easy kill unless the pilot is nice enough not to take the first ho he gets on you.
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See Rule #4
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the 110 is not an easy kill unless the pilot is nice enough not to take the first ho he gets on you.
Even a good HO tard will only get hits on me 1 in 20 (or more) tries....even less will be lethal. Any plane with more than 6 .50s is dangerous in a HO if your complacent. A 110 has two moves.....headon and overshoot verses most fighters. Avoid them and its over....same with Hurricane.
Strip
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Actualy I mean in a straight up duel. Even a spitfire mkVIII will often not be able to pull an instant merge turn much quicker than the 110. So you most like are going to get a second merge coming head to head, possibly a third or fourth before the 110 loses possition. Any of those turns after merge could end in a 30mm for the spit.
If the 110 is attacking then the spitfire is either going to die straight away, or more likely reverse the attack and win comfortably. If the 110 is in defence the spit will win comfortably also in most cases.
But with a co-alt, head on merge, it's up to the 110 to the 110 if its going to be a ho fight. The 110 has the power to say 'hey, lets clean merge this time again' or 'hey, im going to blast you and i dont care if you fire your pea shooters back at me'.
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Actualy I mean in a straight up duel. Even a spitfire mkVIII will often not be able to pull an instant merge turn much quicker than the 110. So you most like are going to get a second merge coming head to head, possibly a third or fourth before the 110 loses possition. Any of those turns after merge could end in a 30mm for the spit.
If the 110 is attacking then the spitfire is either going to die straight away, or more likely reverse the attack and win comfortably. If the 110 is in defence the spit will win comfortably also in most cases.
But with a co-alt, head on merge, it's up to the 110 to the 110 if its going to be a ho fight. The 110 has the power to say 'hey, lets clean merge this time again' or 'hey, im going to blast you and i dont care if you fire your pea shooters back at me'.
Simple solution.....avoid headon and do a slow zoom climb leaving the 110 in your wake. Get above him and wear him down into a situation where he cant HO. I treat hurricanes and 110s the same in the same manner.
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See Rule #4
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See Rule #4
Report me to HTC, after all mass reporting is something your squadron is very skilled at.
ack-ack
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See Rule #4
Funny.....dont recall you killing me that often? Dont recall even flying often.....
BTW....is that a thinly veiled threat? What exacty you got planned Larry? (other than another chat spam?) I have also seen similar occurences from your squad and its well known. How many people dont fly in AvA because people like you? Bah...I have wasted enough time and energy writing responses to your lame attempts to incite conflict. Good day!
Strip
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110's are just easy prey. Period. They have little to no chance against any fighter pilot with a few months under their belt.
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Simple solution.....avoid headon and do a slow zoom climb leaving the 110 in your wake. Get above him and wear him down into a situation where he cant HO. I treat hurricanes and 110s the same in the same manner.
I agree that can work very well. It is sometimes a bad idea to let a 110 chase you though. Especially in the vertical where you may become a very slow target.
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110's are just easy prey. Period. They have little to no chance against any fighter pilot with a few months under their belt.
In the main arenas? Spit16s are just easy prey, period. Its not the plane's fault if most who fly it are not very dangerous.
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Batfunk makes a good point. You can't exclude any given type by saying "against a more experienced pilot." The guy who knows more should always win- that's how we gauge the knowledge, isn't it?
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I just wanna know the best maneuver in a Hurricane IIc?
Funny how a simple question can cause all these replies to go off on all these egotistical tangents.
I think the original poster wanted to hear from those that fly the Hurricane what the best maneuver is to be successful or least try to be... I, myself know that the Hurri is no Uber-fighter, but it can hold it's own in the right conditions. Just like any other plane in the game.
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In your opinion. I like nothing better than demolishing CAP or CV aircraft from snapshots in a IIC. I don't think there is a better plane to up from a vulched field and win the fight.
what'd i ever do to you??
:noid
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In all seriousness I find the zeke and hurricane one of the worst fighters in the game. In a 1v1 a hurricane has no chance to kill me if I choose to stay alive. If I have any kind of altitude I can negate any speed advantage and extend away. Take away altitude and I find Hurricanes are no more dangerous than a 110 or some other HO machine. Furthermore I find zekes/hurricanes are very poor at teaching ACM manuevers. The minute a veteran hurricane pilot steps out of his comfort zone they are lost. The most critical manuever (imho) is forcing an overshoot and its impossible to learn in a pure turn aircraft. Why? Its simply too easy to do...just about everything will over shoot a hurricane by a simple 180 turn. Now reverse that how do you make a hurricane over shoot? That takes real skill compared to to former.
but on the other hand, it can keep the average, or new pile-it alive and in the fight long enough, that he can and will learn the maneuvers, better than if he jumped into a pony, of a hellkitty........
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You should try jostling with Schatzi in here Hurry Mk I .....
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Funny.....dont recall you killing me that often? Dont recall even flying often.....
BTW....is that a thinly veiled threat? What exacty you got planned Larry? (other than another chat spam?) I have also seen similar occurences from your squad and its well known. How many people dont fly in AvA because people like you? Bah...I have wasted enough time and energy writing responses to your lame attempts to incite conflict. Good day!
Strip
he's not the only one. i've read this far, hoping to see some useful information. so far, it's been nothing more than a pissing match between a few of yas.........
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Funny how a simple question can cause all these replies to go off on all these egotistical tangents.
I think the original poster wanted to hear from those that fly the Hurricane what the best maneuver is to be successful or least try to be... I, myself know that the Hurri is no Uber-fighter, but it can hold it's own in the right conditions. Just like any other plane in the game.
when i used to fly the hurri, i would always try to drag my opponent into a slower fight. if they had alt on me as they attacked me, i would try to gain alt, as i dodged their attacks. this combined with the fact that most will lose small amounts of alt on each attack, will negate their advantage eventually.
if attacked from behind and high, a gentle turn, while watching him. if it looked like he was adjusting for a shot, i'd tighten it up....almost to the point of balckout. if he was still trying to adjust, i'd barrel roll out of that turn, and sometimes get a quick burst off at him. if not, i'd try to avoid giving him the seperation he was looking for.
hurris can follow a runner if they have enough alt to gain the speed.....and if you're careful, you won't lose your wings either.
i liked the turnfights the best. imadot was right though.......i think 90% will underestimate EITHER hurri in a fight. newer and average pile-its(not you vets) will all think their spits can outturn a hurri. afterall, the spit singlehandedly won the battle of Britain. they'll fall into that turnfight, and think you cheated as they're fallingf to the ground.
the most fun with a hurri is to get her into the furball. most in there won't run. if they try, they won't be able to accelerate away from you so fast that you can't put some rounds in them should you choose...and if you do, they'll most likely turn, allowing you to close in even more.
these are my experiences in the hurri in mw and ew.....i've never flown her in lw though. it can be, and is a fun plane to fight and fly in.
if you like it, don't let others tell ya to get into something else.
<<S>>
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when i used to fly the hurri, i would always try to drag my opponent into a slower fight. if they had alt on me as they attacked me, i would try to gain alt, as i dodged their attacks. this combined with the fact that most will lose small amounts of alt on each attack, will negate their advantage eventually.
if attacked from behind and high, a gentle turn, while watching him. if it looked like he was adjusting for a shot, i'd tighten it up....almost to the point of balckout. if he was still trying to adjust, i'd barrel roll out of that turn, and sometimes get a quick burst off at him. if not, i'd try to avoid giving him the seperation he was looking for.
hurris can follow a runner if they have enough alt to gain the speed.....and if you're careful, you won't lose your wings either.
i liked the turnfights the best. imadot was right though.......i think 90% will underestimate EITHER hurri in a fight. newer and average pile-its(not you vets) will all think their spits can outturn a hurri. afterall, the spit singlehandedly won the battle of Britain. they'll fall into that turnfight, and think you cheated as they're fallingf to the ground.
the most fun with a hurri is to get her into the furball. most in there won't run. if they try, they won't be able to accelerate away from you so fast that you can't put some rounds in them should you choose...and if you do, they'll most likely turn, allowing you to close in even more.
these are my experiences in the hurri in mw and ew.....i've never flown her in lw though. it can be, and is a fun plane to fight and fly in.
if you like it, don't let others tell ya to get into something else.
<<S>>
i should also add that that entire maneuver happens in mere seconds. if timed well, it is actually deadly, assuming the attacker doesn't realize it.
sunbat got me with this same maneuver last time i was on. i might have film........he says he was lucky,.....i say it was excellent timing, and flying.
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Step 1: 100% aileron roll right.
Step 2: 100% elevator back.
Continue Step 2 as necessary.
Alternatively, you can try the GRIM version. This is for advanced users only.
Step 1: Spend 15 minutes climbing to 30,000ft.
Step 2: Wade into a front line sector.
Step 3: Locate a 1v1 at 2,000ft.
Step 4: Dive 28,000ft.
Step 5: Pick most disadvantaged aircraft.
Step 6: Climb back to 30,000ft.
Repeat Steps 1 through 6 as necessary.
:noid
:rofl :aok
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:rofl :aok
ya know....i've never done that in a hurri.
i just spend a lot of time trying to get the guy to fall into my fight...and often, he's too smart for that.
frustrating trying to hit buffs in it too. most can out run it.
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in a hurri with bombers its the alt anything over 10k dont bother and as far as a maneuvering try not to miss the 1st time chances are you wont catch most anything
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in a hurri with bombers its the alt anything over 10k dont bother and as far as a maneuvering try not to miss the 1st time chances are you wont catch most anything
i have downed buffs with the 2c before. i had a major alt advantage, and when i was resetting for my next run, i always made sure that i was climbing on the same heading as the bombers. that way, i was poised above and slightly in front......but if you get behind them, you're done...you'll never catch em......unless they want ya to.
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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 :mad: ) 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.
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have to say i've recently downed 6 planes in a hurri 1 in the LW arena. The hurri 1 dives very well . I love the stable guns and competent turn ability . I used to shoot down F4C , P51's , B24's (whole formations) P47 (even had one guy whine that i was cheating cos i shot him down) . Only problem is that you have to be close 200yrds or less. But hey in WWII almost all kills were 200yrds or less
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Same here i got 6 kills in a Mk.1 you can dive on anything unliek the Spit Mk.1
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What does that mean? The Spit MkI would be faster and compress later than a HurryI.
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I just wanna know the best manuver in a hurri
The HO...
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Spit 1 :rock
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Spit I used to be a good perk harvester, but I find the C.202 better :devil
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spit is faster but it loses roll rate very fast at speeds above 370mph in my experience ; where as the hurri will always roll and turn no matter the speed . The hurri also noses up when compressed but still rolls (I believe it is due to the wing shape and aileron position compared to the spit).
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The HO...
yaknow......considering that the op was trying to learn something.....this one is pretty much not really necessary..........