Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Citabria on May 23, 2002, 10:01:35 AM
-
im gonna let you guys in on the basic move that is the only one that will work in a co altitude co energy merge.
once you get within guns range of 700 yards or less regardless of wether you take the head on shot or not do an immediate immelman (go straight up and over the top)
if you do anything else you give the badguy the advantage in the merge.
do this and you wont need to run away, the other guy will.
could you die?
yes.
but you are using proper tactics and you will be more likely to fight and live
-
Oh man...that is the only merge move I know. I do it 100% of the time. Now EVERYONE will know what I'm about to do and shoot me down...
I suspcect my K/D will fall back to 0.23 or something again now :(
-
no now instead of running away the other guy will stay and fight you.
and this is the only move that works all things being equal if both of you do it perfectly the stalemate (and the dogfight) continues.
maybe I'll tell you the next move if this happens later :)
-
Aw bloody hell Cit, what did ya have to go and tell em all this for?
I rely on numpties trying to flat turn off the merge.....
Swoop
-
I'm not sharin nothin!
:D
-
"first man to the wall looses. " :D
damn discovery wings channel....
-
I'm not one of these people who learns moves, just shoots poeple down.
I would like it very much fester if you could explain the immelman, and i've also heard of a double immelman.
It would be much appreciated.
Shift
-
Originally posted by Shift
I'm not one of these people who learns moves, just shoots poeple down.
I would like it very much fester if you could explain the immelman, and i've also heard of a double immelman.
It would be much appreciated.
Shift
Half loop, roll out level at the top. Double Immelman is doing it twice. Not many aircraft are capable of a double without tons of E.
My regards,
Widewing
-
(http://www.furball.warbirdsiii.com/krod/images/immelman-anim.gif)
;)
-
Immemen is not the only merge move and that's not the best move either. In fact, it can get you killed.
How aggressively you pull this vertical maneveur and whether or not you should depends upon the plane type mismatch.
I would recommend diving below the enemy first and establish vertical separation.
If they choose take the head-on, they will be diving which will cause them to pass through your altitude - increasing your E advantage. And it will cause them to increase their speed, which will increase their turn radius - increasing your angles advantage.
If they choose to zoom or immemen on the merge, guess what you are below them with speed, you zoom up on their six and take the shot.
I actually prefer the oblique 70 degree immenen as it adds angles as well as the the gravity assist coming over the top - and some times the other guys looses sight of you.
-
Thats just citabria trying to trick newbies into becoming easier kills ;)
-
ahhhhhhhhhhh the legendary TAC. I was flyin with lazer a while back now trying to suss out the P38. I got quite decent, but could never really get in a dogfight with any insurance of a kill for me.
Lazer said to ask a person called TAC because he really knows what he is on about.
So if you don't mind, will you beable to send me a few tips on flying it. My email adress is
christophermarsh@btinternet.com
I'm not that much of a newbie and have come to be quite a good fighter pilot. I would be extremely grateful if you could give some tips on the P38 because they are so needed.
Shift
-
oh and thanks a lot for showing me what an immelman is, i do that all the time while flyin.
Shift
-
g10 will do double immelmans :)
gotta love it
-
Ahhhh yes, the 2nd most pedictable move in the game, The 1st being the one where you press "e"
-
I am waiting for wardog to come here and tell you that this merge move is same as 'running away'. Probably one of the funniest moments online for me. This is almost the best merge there is in 1on1. Even better if you can spend a while in a zoom then pull completely vertical and roll ~15 degrees and level into a heading not alligned with the enemy.
Not being aligned with the enemy might make him do a turn when ( or before ) the next HO merge you do and then it's time to start a rope-a-dope ( with a straight immel, spiral climb chandelle or what not ). Key is just to present a silly target, but which requires the enemy to commit a flat-ish turn and you have won the energy game. If you do anything that puts you totally vertical switch heading by ~15 degrees again.
forgot to say that the idea is to do 2 consecutive merges where you go up. That's usually enough to seperate one who spends E from someone who doesn't. Those rolls to go out of plane is to encourage the enemy to spend some E to get a snapshot or two.
Read Shaw's, I don't recall any 1on1 merge move where the energy fighter dives below the enemy in a merge. There is one which is pretty much the same I described above, zoom before merge timing that you are 1/2 'loop radii' above the enemy when you pass. ( recall it has figures of 51 ( angles fighter ) and 262 ( energy fighter ) ). I don't own Shaw's so I can't check.
// fats
-
There's one more move that works well (has worked well for me), and especially well in a HO situation:
As you're approaching the enemy co-alt, and he's still far enough away that he doesn't see what you're doing, roll inverted and keep flying towards him, level. As soon as you're D800 or less, or he's about to start shooting (HO), pull full UP elevator (yes, make sure you're not too close to the ground when you do this) and execute the rest of the "split-s" you started when you went inverted. The other guy will not be able to follow you (you're pulling + and he's thinking you merely dove under), and will wonder where the hell you went. Keep pulling through with back pressure until you are climbing again, say 60 degrees or so, all the while using your view keys to locate the other plane. 9 times out of 10 the enemy will be right above you, close, banking perhaps, trying to figure out where you are. Now you shoot...
Again, works for me most of the time. The trick is to make the roll to inverted quick enough and far away enough that the other guy is unaware that you're inverted (unless he has been watching using zoom).
To be safe, I use rearview while pulling through, looking for tracers. There have been one or two times when they've gotten a shot, but it's hard for them to be accurate when they're in a high neg g situation, pushing down trying to follow you. Adding a little left or right roll if you see tracers will ensure that you survive.
-AlgyFT
-
Had a co-alt/E merge several weeks ago with P51 v P51. I knew I was in a bit of trouble when we both pulled nose high at the same time.
Oooops! He’s doing it too I thought so I cut throttle and extended flaps.
Damned if he didn’t do it too. Instant pucker factor increase I tell ya. It went almost instantly to a low speed stall fight with me catching the win with his auger.
Sally, damn good fight.
You can usually find out quickly who you’re dealing with depending on the merge tactics they use. If they go straight for the HO, well then they just became excellent candidates for a hammerhead later on :).
-
If I was able to make it the the con this year.. could some of you pros "show" me these moves.. it's hard to comprehend this moves without looking over your shoulder and seeing it done.
-
If the guy wants a fight almost a sure sign is you will see an immelman following the merge.
-
If the guy starts his immelman before the merge, then watch out.
-
co-e co-alt??? hmm where can i find them? +)
i think alotta the time i find a con co alt he's goin slow, i unload pass under his nose and do a real lazy immelman trying to get as much alt as possible...
If he has enough e to get close... on the downslope i again unload and repeat... if he's too close i extend abit...
bah about the only moves i have...
SKurj
-
I would tell you my secret to get the ultimate advantage during a merge..... but then it wouldn't be a secret.
-SW
-
HO merge?
I just close my eyes and squeeze the trigger :)
-
Co-alt E fighters and I got smash, I'm goin low for seperation, starting the reverse way early. By the time we merge I'm 45 degrees up into the reverse as we pass. When they bite you see the tracers out the rear view when your about vertical. And then it's time to play.
Off angle merge works on occasion. Over zealous pilot turns into you to get a shot. Start a lazy off angle reverse towards him as he turns tighter to_get_that_shot. Bleeds himself trying for the shot, your up above with the angles. And then it's time to play.
E vs turner. Ala A-5 vs. Spit IX. Believe me I didn't believe it until I tried it. You_have_to_have smash. Headon merge and at 1.5 or there abouts squeeze some off to let him know it's a headon. Pull HARD into a vertical zoom. If timed properly, he'll see you shoot and then see you yank to the vertical and out of his forward view.
You zoom vertical for the last ounce of altitude. Engine off at the last keeps the torque from messing with the flop.
Meanwhile the Spit saw meat on the table when you zoomed :)
But.....
You had smash and went straight up. He had smash, pulls vertical late, has to do a partial immel to get to your spot and then go up again. A vertical S turn.
He doesn't have the poop to get to you...but he trys....and when you flop out there's a flopped out spit below you..
Bummer :D
Gotta be a good shot.
I would never have believed it..
-
I wish you guys would stop trying to educate the n00bies. ;)
1 clue: If the guys you are merging with moves for vertical and horizontal separation BEFORE the merge, blow straight through and run for the ack because you're in trouble... :)
-
I would not advise doing a pull up of any kind in guns range infront of fester.
-
Originally posted by Widewing
Half loop, roll out level at the top. Double Immelman is doing it twice. Not many aircraft are capable of a double without tons of E.
My regards,
Widewing
You can do one with as little as 250mph in a P-38L. Might get a little sloppy going over the top the 2nd time but it can be done. Now to do a triple Immelman, you definitely need a lot of energy to pull off.
(http://www.hispanicvista.com/assets/479th_shield.jpg)
Ack-Ack
479th FG - Riddle's Raiders
-
Best merge move I ever did was against Fester...
As we closed for the merge,at 1k seperation I opened the canopy and tossed out a stuffed sheep.As the whites of his eyes followed the white of the fake ewe,I was able to swing around on him as he made a bee-line towards "Fluffy".I watched in amazement as he dodged my bullets and at the same time manouvered to make a heroic open canopy catch.The look on his face when he realized his one weakness had been exploited was priceless....Moments later the sky was filled with bits of P-38 and styrofoam...:D
-
" Now to do a triple Immelman, you definitely need a lot of energy to pull off."
Easy in a Yak-9U.
Westy
-
Originally posted by K West
(http://www.furball.warbirdsiii.com/krod/images/immelman-anim.gif)
;)
Westy!!!! Check your con.. you are warping! ;)
-
lol. ;) If you saw the host url address of where that pic is from you'd know why ;)
Westy
-
Originally posted by Midnight
Westy!!!! Check your con.. you are warping! ;)
rofl!
-
1 clue: If the guys you are merging with moves for vertical and horizontal separation BEFORE the merge, blow straight through and run for the ack because you're in trouble...
LOL. You know, flying a Yak-9U this tour I have actually noticed people doing this. Since not even a crazed luftwhiner like myself is going to try to HO something with the 9u, I go for verical sep. below and try to loop up onto the six. Quite often the target simply bugs out at this. Others match the move and procede to shoot me down...
-
Originally posted by K West
" Now to do a triple Immelman, you definitely need a lot of energy to pull off."
Easy in a Yak-9U.
Westy
Should have clarified and said you needed a lot of energy in a P-38 for one, at least in the 350+mph range, ideally around 375-400mph, otherwise you'll most likely end up having to pull a hammerhead when trying to go over the top of the 3rd Immelman.
But double and triple Immelmans are easy to counter if done on the merge, spiral climb merges are one good way of defeating them, since it usually puts you in for a shot as they are coming over the top of the Immelmans.
(http://www.hispanicvista.com/assets/479th_shield.jpg)
Ack-Ack
479th FG - Riddle's Raiders
-
K West... do you have any more of those gif's showing other ACM's?
-
Here's a film I just made using the technique I describe below. As you'll see, it works! The other plane is a 190; I'm flying the spit. Unzip this file into your AH\Films folder and take a look.
split-s kill (http://www.az.com/~wm/film19.zip)
Originally posted by Biggles
There's one more move that works well (has worked well for me), and especially well in a HO situation:
As you're approaching the enemy co-alt, and he's still far enough away that he doesn't see what you're doing, roll inverted and keep flying towards him, level. As soon as you're D800 or less, or he's about to start shooting (HO), pull full UP elevator (yes, make sure you're not too close to the ground when you do this) and execute the rest of the "split-s" you started when you went inverted. The other guy will not be able to follow you (you're pulling + and he's thinking you merely dove under), and will wonder where the hell you went. Keep pulling through with back pressure until you are climbing again, say 60 degrees or so, all the while using your view keys to locate the other plane. 9 times out of 10 the enemy will be right above you, close, banking perhaps, trying to figure out where you are. Now you shoot...
Again, works for me most of the time. The trick is to make the roll to inverted quick enough and far away enough that the other guy is unaware that you're inverted (unless he has been watching using zoom).
To be safe, I use rearview while pulling through, looking for tracers. There have been one or two times when they've gotten a shot, but it's hard for them to be accurate when they're in a high neg g situation, pushing down trying to follow you. Adding a little left or right roll if you see tracers will ensure that you survive.
-AlgyFT