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General Forums => Aces High General Discussion => Topic started by: Pand on March 13, 2013, 02:16:24 AM

Title: Fighting the "Good" Fight
Post by: Pand on March 13, 2013, 02:16:24 AM
This month I turned over a new leaf... I stopped playing for score.  I've been working on the historical achievements, which has forcing me to branch out into different aircraft.  Accomplishments like having to get a certain number of kills in the P40E, F6F, 109F4 and 190F8, P47N, and others... I've been able to accomplish these, including many of the tougher ones that require some big numbers to be laid down in one sortie.

So far this is my experience:

1.  There is a rewarding feeling that comes with getting big kill streaks in substandard aircraft vs the late war powerhouses.  I can get a lot of kills in these type of aircraft as long as I keep an eye on my 6 to maneuver against the red diving in every 5-10 seconds while engaging the poor slob that doesn't know any better.

2.  90% of my time has been spent low on the deck trying to engage aircraft that only want to BnZ me for 10 minutes until I begin to run out of fuel... or me continuously shaking my head at 109K4s, Ki-84s, P-38s that immediately go into a climb to try to rope me, over and over and over again.   Eventually some make a mistake and I get their kill, others just turn tail and run away after many failed attempts.  I can see how many of my long standing opponents are frustrated fighting against this behavior, as I have been more irritated this tour than ever.  I've caught myself calling out on 200, "Picker," "You just gonna run or are you gonna turn around and Fight," or even "[Insert Plane type here], you're such a coward."  Some of these taunts even worked to convince a pilot to come back and get killed.  I've been a REAL Rook for 10+ years, and this tour, I have even swapped countries to Bish and Knit because I "Couldn't find any good fights," and became irritated at the 12 hour country swap limit that was keeping me from playing the way I wanted.

3.  This month, by taking score out of the mix, if I died I didn't care and just chalked up to getting picked by a better plane or pilot.  By not caring about staying alive and getting kills back to base, it has taken quite a bit of flair out of the game, which has unfortunately for me, made the game less desirable to play.

These experiences have me pondering the question:  Why be pissed off circling around complaining that I can't catch any of these runners, when I can hop in a plane that can catch them and send them to the tower for their offense?  As many of you know, my aircraft preference is the P-51B over the P-51D.  I enjoy the additional challenge of killing with only 4x50s instead of 6x50s, forcing those hits at convergence, and having to work around the reduced speed of the mid-war Bravo compared to the Delta at most MA altitudes, while still being competitive vs many of the late war aircraft.

The bottom line for me is that I want to fly, wing up, get kills, and enjoy the game with my friends... not screaming at my monitor because some faster aircraft won't engage the way I want them to.  Many of those long standing opponents from above that would never pick or gang, have killed me this tour, doing exactly that. 

All in all, I believe this tour will provide me with a greater overall experience of the game; however, I'm fairly confident I'll be back in my Bravo next month striving for those 10+ kills in a single clip and successfully returning to base.

:salute and Good Hunting!

Title: Re: Fighting the "Good" Fight
Post by: SkyRock on March 13, 2013, 02:28:19 AM
It's good to be good at all of it.... a little picking here, a little reversing there, a little baiting here, a little 1 vs multiple there....   grats on trying something different!   Did you meet any good folks on the other countries?
Title: Re: Fighting the "Good" Fight
Post by: Debrody on March 13, 2013, 03:02:29 AM
So... you dont like the ones who BnZ then run away when the advantage is lost? Face it: you have done the same with me every single time we met. It was not for my taste - true, i went off many times, also awarding yourself a self-made medal for picking was just driving me crazy. Im insane, its a fact. But did i suck because i "couldnt" get 10 kills in a late-war 190? True, i couldnt fly "smart". Still.

Its all about motivations. For me, it was to beat an opponent in his rides fight - that gave me the satisfying feeling of success. In a BnZ its zirka 90% about the planes abilities, 10% of the pilots, in a knife fight its more like 50-50. You know, his plane could turn better, he might even had altitude, he still lost, ergo im better (egoism...), or he is still running (he sucks so bad, he has all the advantages, and all of it isnt enough... egoism again...).

Thats what i wanted to say.
Title: Re: Fighting the "Good" Fight
Post by: Oldman731 on March 13, 2013, 06:55:13 AM
By not caring about staying alive and getting kills back to base, it has taken quite a bit of flair out of the game, which has unfortunately for me, made the game less desirable to play.


Interesting.  A few years back....maybe quite a few years back....I spent a few months watching my stats, trying to land kills, stay alive, that sort of thing, and decided that I really didn't enjoy either the types of fights I was having or the self-inflicted pressure of striving to survive.  Keep an open mind this tour, you might discover the pleasure of kicking back and living for the moment.

- oldman
Title: Re: Fighting the "Good" Fight
Post by: LCADolby on March 13, 2013, 07:36:34 AM
We must re-duel each other Mr P, your post makes it sound like you have learned the ways of a fighter.
It would be interesting to compare the difference from the last time.

 :salute
Title: Re: Fighting the "Good" Fight
Post by: Randy1 on March 13, 2013, 07:54:01 AM
Once you forget about score, you can "up" repeatably firing your guns as you start your engines when the red horde attacks your base shooting unsuspecting, and unlucky runway straffers before rolling an inch which is great fun.  Tail draggers are the best since you get a good angle of fire.

I have a thing against runway straffers with their ultimate cheap shoot although I shouldn't  since it is a valid part of the simulation like picking.  i am sure I have taken cheap shoots too but only one runway shoot and it left a bad taste. 

Is there an AH shrink available in the training section? :bhead
Title: Re: Fighting the "Good" Fight
Post by: Aspen on March 13, 2013, 10:38:24 AM
Willingness to fight enhances the game for everyone, win or lose.  Kudos for that.  As for taunting and name calling on 200, I think its silly and detracts from the game but obviously there are plenty that feel differently.


AMAX
Title: Re: Fighting the "Good" Fight
Post by: ALFAMEGA51 on March 13, 2013, 11:06:07 AM
Welcome to the club mr Pand  :)
Title: Re: Fighting the "Good" Fight
Post by: Bender on March 13, 2013, 11:39:42 AM
Sounds pretty humble to me, insert sarcastic face here.
Title: Re: Fighting the "Good" Fight
Post by: Drano on March 13, 2013, 11:40:58 AM
"Good fights" are hard to come by in the MA. It is what it is. And it depends on your point of view. If you're flying a Spit or a Zero, hey it's your $15. Fly what you want. But don't try and tell anyone else how they should engage you. It's no mystery to most vets how these planes fly and what you can and can't get away with vs whatever. I try to fly smart. The idea is to kill and not be killed after all. I'm in a 38 almost all of the time. I try and fly my plane to it's strengths and away from it's weaknesses. I'll throw down and "fight" as the situation dictates. If it's a real busy area chock full of go-fast planes and turny planes I'll opt to stay fast so I have options. Sometimes my SA lapses and the ceiling collapses on me. Oh well. My bad.

I've managed to get under the skin of a couple of Spit drivers over the last month or so doing this. Seems they were upset with me that I wouldn't engage in a slow turnfight with them in my 38. That's not my fight generally, but it's entirely theirs--so why go there? For the challenge of becoming an easy kill for somebody? That's just flying dumb. I won't get baited into that, sorry.

Last night was a good example of the oddities of the MA. When I came on the first hop was at some field up North, think it was A8. There was a steady diet at that time of high spits, a corsair and a few ponies. They'd blast thru from over 15K and keep going. I think I fired a single burst at a Spit9 at one point that did engage (was a pink Spit :salute) and got an assist. Flew another hop, just chased planes around. Enough of that. I only have a couple of hours to fly a night if I have that.

I switched fights to another on the SE end of the map. Bigger busier fight. Mix of everything including bombers on both sides. I kept speed up over the NME field avoiding the zeroes and Spits and shooting the Jugs and Ponies and Corsairs there. There was a lot going on. Outbound I outpaced a Zero, took a pot shot at some bombers that were just in gunnery mode. I finally ended up with an LA7 out in the middle, called off some friendlies trying to help and had a perfectly enjoyable fight on down to the deck that I ended up winning but would have been happy either way as it was a nice break from the usual.

But we've all been guilty of "flying smart" and Pand you're guilty of it too. I personally don't have a problem with it. We've fought a few times and I'm pretty sure they were pretty good fights too. There's at least one that stands out in recent memory. :salute

The only time I have a problem is when you have a guy or guys that are just NOT going to engage anyone for any reason. They're just looking for a pick and nothing else will do for them. We've all been killed by that guy. You know--the guy you never fought. But yaknow what? They pay $15 every month too. Again--it is what it is.

I ended my night up at A8. Around that time it was getting dogpiled from a carrier group offshore and planes from South of there. Went from famine to feast. Then it got dark. Seems it's always dark when I fly anymore. What's up with that? Then I got my monthly aceshigh.exe has stopped working whether I needed it or not disco. That was enough for me. Was bedtime anyway.
Title: Re: Fighting the "Good" Fight
Post by: Vinkman on March 13, 2013, 12:37:26 PM
Pand,
I appreciate the honesty in this post. I would think that your style of winging up and group flying would be big help in turn fighting. You have the advantage of setting up a wingman structure where 2nd covers the lead, 3rd covers the 2nd, 4th covers the 3rd etc.. this can free the lead to drop down and do a little stall fighting knowing he's got back up. Then you can rotate who has the lead. The rule being, unlike before, the Lead is not there to set up the bandit for a pick by the 2nd, but rather to have an uninterrupted opportunity to finish of the bandit himself. As for the 2nd, 3rd etc..Killing pickers in the act of picking is noble work indeed, so keeping you clear is an honorable way to employ the BnZing they love. 

In this way your flight of 3 or 4 planes can employ BnZ, and stall fighting styles at the same time and still play in a way that benefits the game, and your selves. It doesn't have to be one or the other. You have the advantage of a squad that flies using actual winging tactics. You just need to adjust the rolls a bit and you can optimize your fun and your respect in the MA at the same time, while still landing huge piles of kills. Win, Win, Win as they say at Dunder-Mifflin.   :aok

good luck.  :salute
Title: Re: Fighting the "Good" Fight
Post by: BluBerry on March 13, 2013, 12:40:42 PM
Enjoy it Pand!
Regardless how you play the game, its about keeping it fun and fresh for yourself.

            (http://i1205.photobucket.com/albums/bb426/Danny_Winters/Bluberrysig_zps49aade92.gif)
(http://i1205.photobucket.com/albums/bb426/Danny_Winters/biggersig_zps0d43514d.png)
Title: Re: Fighting the "Good" Fight
Post by: muzik on March 13, 2013, 02:09:57 PM

 decided that I really didn't enjoy either the types of fights I was having or the self-inflicted pressure of striving to survive. 

- oldman

To get the same rush you do from slumming it in slower planes, you have to put yourself into situations the make you work just as hard.
Title: Re: Fighting the "Good" Fight
Post by: titanic3 on March 13, 2013, 02:49:55 PM
Feels good after dying so many times to land a 5+ kills sortie. Let's you know you're doing (better than) alright.
Title: Re: Fighting the "Good" Fight
Post by: palef on March 13, 2013, 02:52:54 PM
Stop shooting me down when I'm afk for an earthquake and you'll get my vote.
Title: Re: Fighting the "Good" Fight
Post by: muzik on March 13, 2013, 03:05:16 PM
the Lead is not there to set up the bandit for a pick by the 2nd, but rather to have an uninterrupted opportunity to finish of the bandit himself.

This sounds like the typical self serving logic used on the BBs. I don't think it is intentional way of thinking, just short sighted. In RL, they went after the kills, and yes someone stayed high. #2 tried to stay with his wingman. If #1 missed a shot, #2 would take it.

Your version is what people in this game WANT to happen, not what is prudent. But the most glaring oversight is, most of us want to be in the fight not watching it. So it's rare that you find someone who wants to wait around while you have all the fun.

Take into consideration how often you find a single bandit where the high cover can leisurely watch your 6. And if you're so far away from any action, why do you need high cover? In this case, #1 has a HUGE advantage because he doesn't worry about watching his six while the bandit has to constantly watch your high cover. That fair?

If you are close to the action and someone dives in, you lose your high cover. Now you're in a furball and the possibility of one of your guys getting picked is high. So now we are back to the pick/dont pick argument.

The point is, there are far too many variables to consider and this argument that picking is wrong will never make any sense other than this... all this is about beating baby seals and REMOVING the risk involved in doing it.

If we want "good fights" that are challenging, we all know who those people that give us the great 1v1s are and we can usually find one of them on and ask to duel.

I've had some great fights with you and they have always been in the vicinity of a lot of action. I remember good guys and bad guys flying all around us. I never asked for help and apparently you didn't either. These fights were as intense as they were because there was a high risk of getting picked. Take that away and they might have still been good fights, but they wouldn't have been great.
Title: Re: Fighting the "Good" Fight
Post by: Babalonian on March 13, 2013, 04:11:59 PM
(http://www.austinpost.org/files/articles/stormtroopercookiessr9.jpg)
Title: Re: Fighting the "Good" Fight
Post by: Vinkman on March 13, 2013, 04:53:19 PM
This sounds like the typical self serving logic used on the BBs. I don't think it is intentional way of thinking, just short sighted. In RL, they went after the kills, and yes someone stayed high. #2 tried to stay with his wingman. If #1 missed a shot, #2 would take it.


Self serving comes in a lot of forms. Not sure taking turns being the lead is more self serving than 4 guys trying to clear your 12 is.  ;)

Quote
Your version is what people in this game WANT to happen, not what is prudent. But the most glaring oversight is, most of us want to be in the fight not watching it. So it's rare that you find someone who wants to wait around while you have all the fun.

I think it's really the same amount of action. I'm dog fighting and 3 green guys jump in and shoot at my bandit. 5 second later me or one of them is killed by the 2nd and 3rd bandit on the scene. Why not count to 5 and then kill the 2nd and 3rd bandit? This happens constantly. I never understand the stupidity of going for the same bandit. If you think you're saving a country-man, you're probably making an error if you haven't asked if he needs help. You put both planes at risk by leaving a the second bandit un-engaged. All I'm suggesting is to dive on the second one. There's always a second one.  :D

Quote
Take into consideration how often you find a single bandit where the high cover can leisurely watch your 6. And if you're so far away from any action, why do you need high cover? In this case, #1 has a HUGE advantage because he doesn't worry about watching his six while the bandit has to constantly watch your high cover. That fair?

In this scenario you don't need cover. Just need to decide who is taking lead. The others watching until you kill him, then on to the next bandit. Only one person is getting the kill anyway. What does 4 guys racing each other do? Is that quality action? It just get's 4 guys low and slow instead of 1. Is it fun to race 3 countrymen to the deck to try and kill one bandit? Best for all to just take turns I think.  :salute

Quote
If you are close to the action and someone dives in, you lose your high cover. Now you're in a furball and the possibility of one of your guys getting picked is high. So now we are back to the pick/dont pick argument.

Here is where it pays off. Lead is in. Instantly 2nd's job is to look for bandit trying to pick the Leader, and engage the picker. Once 2nd calls in on the picker, 3rd's job is intantly to look for bandit engaging 2nd. and so on. I think staying closer works best. "High cover" is the not, perhaps, the correct term. Just above the action enough to dive to intercept. Then 2nd, and 3rd, are chasing or turn fighting too. Of course 3 guys could jump the Leader and three more Jump the 2nd, etc..but no plan is perfect.

Quote
The point is, there are far too many variables to consider and this argument that picking is wrong will never make any sense other than this... all this is about beating baby seals and REMOVING the risk involved in doing it.

Not making the argument here that picking is wrong. Trying to make the case for "clearing" (shooting the guy off one's Six) as opposed to "picking" (shooting the guy off one's Twelve). And that team can survive a furball much better than a lone wolf. And not by running but by fighting to success through effective tactics. 

Quote
If we want "good fights" that are challenging, we all know who those people that give us the great 1v1s are and we can usually find one of them on and ask to duel.

1v1s are fine, but 3v3 and 4v3 and 3v2s are all fun and can only be found in the MA. I think with a little organized discipline the MA can be a great place for the kind of multi plane/multi type match ups that the DA can't produce. I think a well practiced squad could take on superior numbers in a furball and not lose a pilot. That should be the goal.

Quote
I've had some great fights with you and they have always been in the vicinity of a lot of action. I remember good guys and bad guys flying all around us. I never asked for help and apparently you didn't either. These fights were as intense as they were because there was a high risk of getting picked. Take that away and they might have still been good fights, but they wouldn't have been great.

I Agree  :aok
Title: Re: Fighting the "Good" Fight
Post by: Wiley on March 13, 2013, 05:01:10 PM
1v1s are fine, but 3v3 and 4v3 and 3v2s are all fun and can only be found in the MA. I think with a little organized discipline the MA can be a great place for the kind of multi plane/multi type match ups that the DA can't produce. I think a well practiced squad could take on superior numbers in a furball and not lose a pilot. That should be the goal.

While I dislike the word 'should' being applied to gameplay, I think it's one of the better goals to shoot for.  Even just running as a wing pair creates a lot of fun.

Wiley.
Title: Re: Fighting the "Good" Fight
Post by: Nath[BDP] on March 13, 2013, 05:48:14 PM
laff

(http://www.cardinalfang.net/songs/images/Sir_robin_part_3_pic.jpg)
Title: Re: Fighting the "Good" Fight
Post by: Changeup on March 13, 2013, 06:16:14 PM
The only worthwhile stat is hit % = how quickly you can kill.  In our MA environment, a good shot = get home more often than not.

(Not your hit% of the 5th of the month, your hit% at the end of the tour)
Title: Re: Fighting the "Good" Fight
Post by: Nath[BDP] on March 13, 2013, 06:21:55 PM
kill per time
Title: Re: Fighting the "Good" Fight
Post by: Changeup on March 13, 2013, 06:48:47 PM
kill per time

Kill per time is a direct result of hit% much like the short game in golf.  If you can't hit anything, your kill per time will be non-existent. 
Title: Re: Fighting the "Good" Fight
Post by: bj229r on March 13, 2013, 06:53:43 PM
The only worthwhile stat is hit % = how quickly you can kill.  In our MA environment, a good shot = get home more often than not.

(Not your hit% of the 5th of the month, your hit% at the end of the tour)
how can you compare hit% in a jug vs a K4?
Title: Re: Fighting the "Good" Fight
Post by: LCADolby on March 13, 2013, 07:03:49 PM
I thought I'd pull this off the JG5 Forum while Vinkman is talking about wingmen.

Wingmen
Due to the increasing out numbered fights we are facing in the MA it is important to try and go with a wingman.
However do not blame your wingman for your death should you get shot down. Ultimately your 6 is your own responsibility

Title: Re: Fighting the "Good" Fight
Post by: Fish42 on March 13, 2013, 07:11:10 PM
how can you compare hit% in a jug vs a K4?

Or a 12 gun hurricane with a 152?

And Kill per time is also based on when you get to fly. some nights I can hover over enemy fields for 1 hour and not have a single con up.
Title: Re: Fighting the "Good" Fight
Post by: Changeup on March 13, 2013, 07:29:36 PM
Or a 12 gun hurricane with a 152?

And Kill per time is also based on when you get to fly. some nights I can hover over enemy fields for 1 hour and not have a single con up.

Lately I've been flying the K4 and I have found two things that K4 pilots I know are good, agree with:

1.  Learn to shoot the tater and suffer in wing mounted birds for a while (Scotch, Krup, Redbull, Kappa)
2.  Learn to shoot something, anything well and your hit% will go up and you can dispatch people faster

It's not about comparisons of how difficult one bird shoots over another.  It's about getting a high hit% in the bird you fly.  Level of difficulty has nothing to do with the value hit% has on your survivability.
Title: Re: Fighting the "Good" Fight
Post by: Nath[BDP] on March 13, 2013, 07:56:10 PM
Kill per time is a direct result of hit% much like the short game in golf.  If you can't hit anything, your kill per time will be non-existent.  

I don't understand.  Plainly in terms of AH statistics, hit % is merely the % of your bullets fired that hit something.  

Kill per time is how quickly you can get kills.

Player A can have a Kill per time of 15 and have a 20% hit percentage

Player B can have a kill per time of 15 and have a 10% hit percentage

They are not related when it comes to calculating the stats.

Correct me if I am wrong but this is what I've always thought.
Title: Re: Fighting the "Good" Fight
Post by: kappa on March 13, 2013, 08:14:34 PM
I don't understand.  Plainly in terms of AH statistics, hit % is merely the % of your bullets fired that hit something.  

Kill per time is how quickly you can get kills.

Player A can have a Kill per time of 15 and have a 20% hit percentage

Player B can have a kill per time of 15 and have a 10% hit percentage

They are not related when it comes to calculating the stats.

Correct me if I am wrong but this is what I've always thought.



original topic is lol..

player A will have a higher rank if that is what you mean by 'stats'..
Title: Re: Fighting the "Good" Fight
Post by: ink on March 13, 2013, 08:14:58 PM
I don't understand.  Plainly in terms of AH statistics, hit % is merely the % of your bullets fired that hit something.  

Kill per time is how quickly you can get kills.

Player A can have a Kill per time of 15 and have a 20% hit percentage

Player B can have a kill per time of 15 and have a 10% hit percentage

They are not related when it comes to calculating the stats.

Correct me if I am wrong but this is what I've always thought.


it seems what he is saying, is a better hit% will increase your kill/time/sortie

which I agree with, hit% is the most crucial aspect of Dogfighting, if you cant hit what you aim for it is moot how much ACM/SA matters
Title: Re: Fighting the "Good" Fight
Post by: kappa on March 13, 2013, 08:30:12 PM
Vinkman is correct with is idea of winging.. it yields the best results most of the time.. #1 engages, #2 engages the next badguy to come jump in #1's fight.. cause that is how it goes down 85% of the time.. the 2nd badguy will totally ignore #2 goodguy to try to pick #1 goodguy... Not saying its right or wrong.. Generally speaking from my observations and people I prefer to wing with.. If I can, I will usually call cover rather than pile in.. Unless it is someone I want to send to the tower or a spit/scavenger type a/c.. Always exceptions.. 8)
Title: Re: Fighting the "Good" Fight
Post by: HL117 on March 13, 2013, 08:40:26 PM
Unless it is someone I want to send to the tower or a spit/scavenger type a/c.. Always exceptions.. 8)


Now that is funny!


Were can you find the definitions for the kill/time ratio and such???



HL
Title: Re: Fighting the "Good" Fight
Post by: LCADolby on March 13, 2013, 09:03:27 PM
I was enlightened to Pand's "good fight"ing this evening; A Brewster surrouned by higher more numerous friendies.
Title: Re: Fighting the "Good" Fight
Post by: muzik on March 13, 2013, 09:33:44 PM

Not making the argument here that picking is wrong. Trying to make the case for "clearing" (shooting the guy off one's Six) as opposed to "picking" (shooting the guy off one's Twelve). And that team can survive a furball much better than a lone wolf. And not by running but by fighting to success through effective tactics. 


I understand you completely and I'm not making the argument that picking is right. Fighter pilots in WW2 and probably still in this generation learned that all that wingman stuff went out the window many times. They told that once a squad engaged, the fight often ended up spread over hundreds of miles. They frequently got separated from wingman. And here we are trying to prove it didn't have to be that way.




I think with a little organized discipline...

This is my point, too many are trying to organize what has always been better than 50% chaos and it always will be absent some weird controls.

Vinkman is correct with is idea of winging.. it yields the best results most of the time.. #1 engages, #2 engages the next badguy to come jump in #1's fight.. cause that is how it goes down 85% of the time.. the 2nd badguy will totally ignore #2 goodguy to try to pick #1 goodguy... Not saying its right or wrong.. Generally speaking from my observations and people I prefer to wing with.. If I can, I will usually call cover rather than pile in.. Unless it is someone I want to send to the tower or a spit/scavenger type a/c.. Always exceptions.. 8)

Not sure what you mean, best results for who? If you are one of the 1,2,3 and 4 and you can sit there and leisurely bounce all incoming bandits, I'm sure that will work quite well.

I've tended to forget one thing in this issue, my priorities. When I come into this scenario and I see 3 bandits below me and 1 friendly fighting 1 more lower, I'm engaging the three high ones first.

If I'm lower and the 1v1 is coalt, I'll be damned if I'm going to climb to the three bad guys. I'm going after that 1v1.

Why? Because the friendly would just as soon take my kill and if it's you he's fighting, I'm doing him a favor.  :D  

I don't want to ask for a fight, I frequently die while typing. And I'm not always in the mood to fly around in circles waiting my turn. Sometimes I do, sometimes I wont.

Those three bad guys up above will soon provide me with the fight I desire without a single word needed.   :D

I like the MA just the way it is, no quarter asked, none given.
Title: Re: Fighting the "Good" Fight
Post by: Changeup on March 13, 2013, 10:31:21 PM
I don't understand.  Plainly in terms of AH statistics, hit % is merely the % of your bullets fired that hit something.  

If you can't hit something, you will get fewer kills per hour.  The better your ability to hit your target, the more kills you get.  I'm not sure what you aren't understanding.  Someone with a 20% hit that has less kills per hour than someone with a 12% is a metric that reflects flying style and situational preference more than anything else.  I'd say that pilot avoids giant furballs and I'd say that's a pretty safe assumption.
Title: Re: Fighting the "Good" Fight
Post by: HL117 on March 13, 2013, 11:03:11 PM
Unless it is someone I want to send to the tower or a spit/scavenger type a/c.. Always exceptions.. 8)


Now that is funny!


Were can you find the definitions for the kill/time ratio and such???



HL



Found it for any besides me that was looking  :D

http://www.hitechcreations.com/Help-Section/Aces-High-Features/Aces-High-Help-Scoring.html#dm (http://www.hitechcreations.com/Help-Section/Aces-High-Features/Aces-High-Help-Scoring.html#dm)

HL
Title: Re: Fighting the "Good" Fight
Post by: BaldEagl on March 13, 2013, 11:07:01 PM
A few years ago I would start in the A's and fly every fighter/attack aircraft available in order until I had a 2:1 K/D ratio in it.  Most times it would take me two tours but every once in a while I'd do it in one.  I did this several times in a row.  It was frustrating at times and rewarding at times but it was always challenging and it taught me a lot about each and every plane in the game.

These days I just fly and hope to put up a good fight and don't care if I land or not.  Tonight I got three kills in a me on 10ish fight in my Spit IX.  That's more "pure" fun than flying to achieve a specific goal (at least to me).
Title: Re: Fighting the "Good" Fight
Post by: BaldEagl on March 13, 2013, 11:10:57 PM
If you can't hit something, you will get fewer kills per hour.  The better your ability to hit your target, the more kills you get.  I'm not sure what you aren't understanding.  Someone with a 20% hit that has less kills per hour than someone with a 12% is a metric that reflects flying style and situational preference more than anything else.  I'd say that pilot avoids giant furballs and I'd say that's a pretty safe assumption.

It could be just the opposite.  That player might dive into unbelievably outnumbered situations, get killed a lot and have to fly back again.

Gun package also makes a HUGE difference in hit%.  Mine's much higher in the Spit IX than it was in the Spit XVI simply due to the 4x.303's vs the 2x.50's.
Title: Re: Fighting the "Good" Fight
Post by: Changeup on March 13, 2013, 11:16:32 PM
The plane doesn't matter folks unless you're flying something that lacks punch like the 202.  If you're hit% is high in a cannon based bird, you'll get more kills per hour, everything being relative, than someone who doesn't shoot as well.  Logic rules.  If you can't hit it in whatever bird you fly, you won't kill it.  If you don't kill it, you won't have a good kills per hour thus, hit% is more important than kills/hr
Title: Re: Fighting the "Good" Fight
Post by: JimmyC on March 13, 2013, 11:59:46 PM
guns for show knives for a pro..............


naughty british swearing, beware!

http://www.google.co.nz/url?sa=t&rct=j&q=&esrc=s&source=video&cd=1&cad=rja&ved=0CDYQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DUyCzZH_hFlA&ei=3FhBUZe6BYTPkgX8zIHACg&usg=AFQjCNHwjZnkMyw8dtH3e0JUlQAUj6-yYw&bvm=bv.43287494,d.dGI
Title: Re: Fighting the "Good" Fight
Post by: jododger on March 14, 2013, 01:07:14 AM
The plane doesn't matter folks unless you're flying something that lacks punch like the 202.  If you're hit% is high in a cannon based bird, you'll get more kills per hour, everything being relative, than someone who doesn't shoot as well.  Logic rules.  If you can't hit it in whatever bird you fly, you won't kill it.  If you don't kill it, you won't have a good kills per hour thus, hit% is more important than kills/hr
Agreed

I would put more importance on ACM.  With good ACM you can put your plane in a good position to to take a high percentage shot, which in turn will result in a high K/D.

It all comes down to the old adage: what came first the baseball player or the ballerina ....errr was it the... Nevermind
Title: Re: Fighting the "Good" Fight
Post by: Debrody on March 14, 2013, 01:18:01 AM
I was enlightened to Pand's "good fight"ing this evening; A Brewster surrouned by higher more numerous friendies.
So its exactly what it seems? The next look at me, how awesome i am (i even play the bait role now) thread?
Im not disappointed.

Sorry im just a hater.
Title: Re: Fighting the "Good" Fight
Post by: kilo2 on March 14, 2013, 01:51:58 AM
I was enlightened to Pand's "good fight"ing this evening; A Brewster surrouned by higher more numerous friendies.


That is how pand and his numerous minions fight.

You know you are fighting pand when 5 enemies dive from their perch to save him.
Title: Re: Fighting the "Good" Fight
Post by: kappa on March 14, 2013, 02:55:24 AM
That is how pand and his numerous minions fight.

You know you are fighting pand when 5 enemies dive from their perch to save him.

which is why the 'i got kills in (insert pre-ww2 plane here)' comment was kinda funny to me.. just saying 8)
Title: Re: Fighting the "Good" Fight
Post by: Reaper90 on March 14, 2013, 05:23:57 AM
That is how pand and his numerous minions fight.

You know you are fighting pand when 5 enemies dive from their perch to save him.

 :rofl

as they say across town... "word, bro."

 :D
Title: Re: Fighting the "Good" Fight
Post by: bustr on March 14, 2013, 06:15:32 AM
Kappa be nice. Pand will never be in your league. As of yet the skys are still blue and gabriel hasen't blown his horn. So it's a sure bet Pand and his boy band posse are not camped in the DA begging for ACM lessons from muppets. The last few large furballs you and I have been through lately, he and the boy band have been absent from. Makes me wonder if players avoid your name Kappa.........
Title: Re: Fighting the "Good" Fight
Post by: Debrody on March 14, 2013, 06:25:11 AM
Its not about ACM, bustr. Nor about the plane you fly, the look at me part, being a big boi, being successful, what ever. Woo hoo, i awarded myself with the medal of honour for ganging like mofo, im bloody awesome, clap your hands... its all childish.

Its all about not not saying "well done boys, this is the way to go" after a 5v1 "party".
Title: Re: Fighting the "Good" Fight
Post by: Vinkman on March 14, 2013, 07:02:32 AM
I thought I'd pull this off the JG5 Forum while Vinkman is talking about wingmen.

Wingmen
Due to the increasing out numbered fights we are facing in the MA it is important to try and go with a wingman.
However do not blame your wingman for your death should you get shot down. Ultimately your 6 is your own responsibility

...and why JG5 never beats the Debden guys in a matchup even tho you are probably all better pilots in better planes.  :D
Title: Re: Fighting the "Good" Fight
Post by: Debrody on March 14, 2013, 07:14:18 AM
...and why JG5 never beats the Debden guys in a matchup even tho you are probably all better pilots in better planes.  :D
There is no need for this. Both of you! Enough, please.
Btw, Reds, Irish, Bunny and myself in K4s, they can have numbers, they can fly what ever they want...
Title: Re: Fighting the "Good" Fight
Post by: Nath[BDP] on March 14, 2013, 07:21:13 AM
If you can't hit something, you will get fewer kills per hour.  The better your ability to hit your target, the more kills you get.  I'm not sure what you aren't understanding.  Someone with a 20% hit that has less kills per hour than someone with a 12% is a metric that reflects flying style and situational preference more than anything else.  I'd say that pilot avoids giant furballs and I'd say that's a pretty safe assumption.

I think we are having 2 different discussions.  I thought you were implying that hit % is calculated from kills per time or vice versa, as we can see from the link HL posted they are separate:

Kills per Time = TotalKills / TotalTourSortieTime
Hit percentage = TotalTourBulletsHit / TotalTourBulletsUsed

Looks like you are only saying there will be a correlation between a hit % and kill per time, not that they are statistically related in terms of how Aces High computes each separately.  
Title: Re: Fighting the "Good" Fight
Post by: Changeup on March 14, 2013, 07:40:41 AM
I think we are having 2 different discussions.  I thought you were implying that hit % is calculated from kills per time or vice versa, as we can see from the link HL posted they are separate:

Kills per Time = TotalKills / TotalTourSortieTime
Hit percentage = TotalTourBulletsHit / TotalTourBulletsUsed

Looks like you are only saying there will be a correlation between a hit % and kill per time, not that they are statistically related in terms of how Aces High computes each separately.  

 :aok

I was under the impression you felt like k/h was a more important stat than hit % based on your first post in this thread.  I think we've illuminated the fact that it isn't.  It may be a better metric to determine someone's aggressive flying style...I would stipulate that.
Title: Re: Fighting the "Good" Fight
Post by: LCADolby on March 14, 2013, 07:59:55 AM
...and why JG5 never beats the Debden guys in a matchup even tho you are probably all better pilots in better planes.  :D

Speak for yourself about losing to the Debdens. Anyone would think you were mad that JG5 wasn't commited to clearing your 6?
Title: Re: Fighting the "Good" Fight
Post by: Randy1 on March 14, 2013, 08:30:17 AM
After everyone's help including a training great session with Delirium in the P38, I can engage Spits, 109's and the like and when I do a good merge, I get a shot.  If I miss and I often do, I loose if the stick guy is good.  As Ink and others have said, hit% is the measure that counts and mine is hoovering around 1% which is not good.
Title: Re: Fighting the "Good" Fight
Post by: Changeup on March 14, 2013, 08:41:39 AM
After everyone's help including a training great session with Delirium in the P38, I can engage Spits, 109's and the like and when I do a good merge, I get a shot.  If I miss and I often do, I loose if the stick guy is good.  As Ink and others have said, hit% is the measure that counts and mine is hoovering around 1% which is not good.


Randy,

May I suggest some input scaling for your stick and rudders?
Title: Re: Fighting the "Good" Fight
Post by: mthrockmor on March 14, 2013, 09:02:55 AM
Some weeks I have more time to read the boards than I do fly.

I've noticed that if I have 30 minutes to fly, I rush into bad situations, get killed for dumb reasons and frustrated. The rest of the day I'm annoyed. If I have a dedicated 60 minute block of time, I log-on, pick a good fight, load a drop tank and get after it. I spend almost all of my time in the 190A5. I'm not after score, or achievements, but instead a good sortie. I fly the 190A5 just as close to how Kurt Tank designed it, stay smart, keep my SA, focus and within "the envelope." I don't like the arcade nature of the game, but that only seems to happen when the horde is around.

I have no problem with those who BnZ. Those who re-up constantly make good targets. Those in Ki-84s, Spits or Zeros who get annoyed I won't slow down and turn circles with them, sad for them.

For 60 minutes a few times a week I get to wrap a scarf around my neck, climb into my Butcher Bird and sort it out, old school. You do so in your PonyB/D, normally with a wingman. All things considered, that's how it should be.

Boo
 :salute
Title: Re: Fighting the "Good" Fight
Post by: Vinkman on March 14, 2013, 09:27:01 AM
... Anyone would think you were mad that JG5 wasn't commited to clearing your 6?

No one thinks that, but you keep trying to plant that seed.   :lol

Quote
Speak for yourself about losing to the Debdens.

I speak for JG5. I was there. I know how we did, and I know why.  :salute
Title: Re: Fighting the "Good" Fight
Post by: captain1ma on March 14, 2013, 10:04:38 AM
nice fights last night pand! <S>
Title: Re: Fighting the "Good" Fight
Post by: The Fugitive on March 14, 2013, 11:47:16 AM

After everyone's help including a training great session with Delirium in the P38, I can engage Spits, 109's and the like and when I do a good merge, I get a shot.  If I miss and I often do, I loose if the stick guy is good.  As Ink and others have said, hit% is the measure that counts and mine is hoovering around 1% which is not good.


There are a number of things I have found that has brought me out of the 1-2 range that I wallowed in for years. I now shot in the 5 range. It is teachable, have no fear. I was going to write up a big post on how I figured out my aiming issues, but this isn't the place.

The "good fight" can be what Pand is going back to with his high flying buddies, or that down in the weeds stuff he was getting frustrated with. The point is to FIGHT. If your in a E machine, I don't expect you to turn fight on the deck against my zero, but I would hope your not going to run to your buddies, or ack, or just flat out run away.

Oh and for the hit % argument, I on the "better the hit %" side of things. When my hits were in the 1-2 area, I had easily as many assists as I did kills. As my hit % goes up so do the kills and the assists drop away.
Title: Re: Fighting the "Good" Fight
Post by: LCADolby on March 14, 2013, 12:00:09 PM
No one thinks that, but you keep trying to plant that seed.   :lol

I speak for JG5. I was there. I know how we did, and I know why.  :salute


You certainly DO NOT speak for JG5, I DO.

You can deflect about a seed being planted and spin it which ever way you like, but I'm right and nothing will change that.
Title: Re: Fighting the "Good" Fight
Post by: Megalodon on March 14, 2013, 12:36:55 PM
Kappa be nice. Pand will never be in your league. As of yet the skys are still blue and gabriel hasen't blown his horn. So it's a sure bet Pand and his boy band posse are not camped in the DA begging for ACM lessons from muppets. The last few large furballs you and I have been through lately, he and the boy band have been absent from. Makes me wonder if players avoid your name Kappa.........

Sound like some butthurt there :)

 I dont know what you are talking about

51b Vs Monster cannon's easy mode w/ the same 5 minions

You are right they wont be in the same leauge  :rofl


They fly the same way,   <---signature
Title: Re: Fighting the "Good" Fight
Post by: tunnelrat on March 14, 2013, 01:07:25 PM
Sound like some butthurt there :)


You MAY be right, but it sounded possibly like bustr just slobbed kappa's knob some...
Title: Re: Fighting the "Good" Fight
Post by: deadstikmac on March 14, 2013, 01:52:42 PM
Kappa be nice. Pand will never be in your league. As of yet the skys are still blue and gabriel hasen't blown his horn. So it's a sure bet Pand and his boy band posse are not camped in the DA begging for ACM lessons from muppets. The last few large furballs you and I have been through lately, he and the boy band have been absent from. Makes me wonder if players avoid your name Kappa.........

Kappa... Bunnies... And someone else idk whom....  Tank town  :devil
Title: Re: Fighting the "Good" Fight
Post by: Ruah on March 15, 2013, 09:00:49 AM
not that it matters much but -

there is a time for the ganging and there is the time to tell you friends to stay out of a fight and keep your high covered.  Sometimes its good to see a lone K4 or A5 and take a chance that you may have a great fight. . .