Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: muckmaw on August 08, 2003, 10:02:08 AM
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I've been having alot of trouble with merges of late in the F6F. Come to think of it...I've always had trouble on the merge.
I rarely win 1 on 1 engagements. Most of my kills come from massive furballs where I can pick off folks who are involved with others.
Hey, I admit it...I really suck in fighters.
So I really need to learn.
Let's say your in an F6F at 10K coalt with an LA-7 at your 12, 5K out and closing fast. Your flying at 250kts.
What's your first move on the merge, assuming you don't go for a head on?
How does one change this opening move when faced with a spitfire?
I know this is a difficult exercise to play out on a BBS, but if I can learn one tip, it would be appreciated.
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First, tip your wings and wave as he passes. Then check your map because one of you is wayyyy off course.
Originally posted by muckmaw
I've been having alot of trouble with merges of late in the F6F. Come to think of it...I've always had trouble on the merge.
I rarely win 1 on 1 engagements. Most of my kills come from massive furballs where I can pick off folks who are involved with others.
Hey, I admit it...I really suck in fighters.
So I really need to learn.
Let's say your in an F6F at 10K coalt with an LA-7 at your 12, 5K out and closing fast. Your flying at 250kts.
What's your first move on the merge, assuming you don't go for a head on?
How does one change this opening move when faced with a spitfire?
I know this is a difficult exercise to play out on a BBS, but if I can learn one tip, it would be appreciated.
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Knowing full well that the La7 is going to HO you, Wait til he gets within 1.2 of you. At that point lay a stream of .50's at him until he is at 800 yards. Once he is there, duck under his now smoking plane. If he's lucky, he's still alive and he will run for home. If you missed completely, he will be at a loss of what to do next and run for home.
Spitfire: Decide whether to accept his certain HO offer. If you are both in one piece after the merge, loop/turn hard for another round of HO.
My point: Other than HO's and rams, 99% of the people in the MA have NO clue how to fight.
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You might as well go for the HO if it's an La7, cause he's just gonna do the same to you and then run like h*ll...
But seriously, if your "only" doing 250 knots, you'll need some speed to work with no matter what you do.
My first (and only) suggestion would be what I'd do wether I was at 250 knots or up to fighting speed:
Attempt to get some separation just prior to the merge, typically by beginning a zero G dive at max con distance. If the opposing pilot follows suit by diving with you then he's got game and your probably going to die anyway. If he stays level or dives to meet you with an HO at the last minute, you've a fighting chance :D
If the bandit flies level (lucky you), however unlikely that would be, begin pulling your nose up to meet the nme at the merge with your plane in the vertical (see, your already gaining turn degrees on him). At this point, no matter what he does, you already have up to half a circle of advantage on him and he is most definately in a defensive posture (or AFK, in which case you kill the dweeb, thanks the AH gods, and move on). This move is frequently known as a Vertical Lead Turn.
If he dives to meet you in an HO at the last minute (a more likely scenario), barrel roll to avoid the HO shot and continue your loop (that you started at the merge when you pulled the stick back to go vertical) as best you can so your upside down and looking below you to acquire a visual of the bad guy (he dove to meet you, remember). Now there's 3 things the bandit will likely do after his merge:
Dive away to extend and either setup for another HO pass or run home to his mommy. If he runs, flip him a 1 finger salute and climb for some alt to use on the next guy. If he comes back for the HO just keep trying to Lead Turn him (and attempt to get some seraration prior to the merge) and hope he gets frustrated enough to fight - if all he knows is the HO then at least the fight will be something close to an even match. OK that's 2 things...
The 3rd thing he might do is pull his nose up to try and turn to meet you. This is good. He will likely be fast from his dive (if he dove from a very slow speed he will be able to turn into you better, in which case YOU should extend and re-acquire) when he tries to pull out of the dive he will be blacking out and burning his E in a very high G maneuver. he also will not be able turn very tightly, while you on the other hand will be above him and be able to simply (we hope) drop in on his tail with a substantial advantage in angles and begin the process of saddling up on him, or at worst getting into a rolling scissors where HE will be ahead of you and faster. Bad for him. ADVANTAGE MUCKMAW...
Now all of this is assuming your in similar performing aircraft. The nuances of the many types of matchups possible in AH are almost infinite. but with this one move you can often get off 1 good shot even when your Jug vs Spit. Obviously some gunnery skills and a little luck help out here.
Now go out there and do as I say, not as I do :D
Magoo
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I'll bite.....
The F6-F's climbing ability and E retention are grossly underestimated, use this to your advantage. If I were in the F6-f, in the position you described, my first move would be to dive underneath the lala, getting my E up as high as possible. Remember to never take your eyes off the bandit once you have engaged, this means starting now in this fight. Timing is important here, BACK OFF OF THE THROTTLE as you pull back to the point of almost BLACKOUT, I call it "peepholing". Full throttle as you "round out" your turn. Using your E, you roll over upright, if executed properly, you will be less than 1k behind him, coalt. You are now in the driver's seat.
Important to watch the enemy, ALWAYS, he could counteract this move. If I were him, as you came underneath me, I would go nose up, and hopefully "rope you." Mooohahahahahaha.
The La-7 has great climbing ability, as long as he has E. At this altitude described (12k) make him lose his E. Turn him a few times, USE YOUR FLAPS!!!! Break him down, then you can outturn him to get on his 6.
Good luck, I hope this helps.
It is difficult for me to put into words my description.
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i couldnt be bothered to read the other replies, so heres mine, sorry if it has been said already.
about 3k or so range, start to dive (pretty steep so you get below his nose), the la7 looking for the HO will follow you, as the la7 comes close (about 300 away) pull up and loop onto his 6, if the la7 has gone for split S he will have too much E and go way below you and you will come out of the loop on his 6. This will also give u alt advantage. If he runs away - you will still have more alt than him, keep it incase he decides to climb back up.
Hope this helps, sorry if i suck at explaining things.
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First off, what the heck are you doing flying at just 250 mph in proximity to enemy fighters? Keep your speed above 300 mph at all times when hostiles are in your area.
Second issue; most La-7 dorks will try to HO you on the merge. Your .50 cals greatly out-range the La-7's B-20s, so if he shows any inclination towards an HO, open fire at 1.4k and barrel roll out of the way or even better, bunt over (down) below his line of sight, rolling into your reverse BEFORE you actually pass.
(I sometimes like to bear off on the merge as if I'm trying to avoid the HO, and at the last moment break into him for a front quarter shot, usually catches them cold)
Expect the La-7 to go vertical, and if your timing is good, you'll get a decent shot from 600 to 800 yards as he goes up. Even if you score hits, roll inverted and dive away on a heading as far off his as possible. If you're a good shot, the fight is over anyway.
Should the La-7 try to maneuver with you, take your time and abuse him good and proper. La-7s are dog meat for a Hellcat in any turn fight.
Spitfires aren't much trouble as long as you stay above 250 mph. Below that, they have an increasing edge.
The big Hellcat can hold its own with any plane in the arena, providing you fight to your strengths, and not those of the enemy fighter.
My regards,
Widewing
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Thanks, Guys.
Magoo, Maniacal, Furball..those all sound like great answers.
I'm going to try them tonight, and see how they work out.
Up till now, I've been going to horizontal seperation, which has not been working.
I understand how tough it is to put these maneauvers into words, so I really do appreciate the effort.
and thank you.
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Thanks, Wildewing..
Most of the merges involve the other guy taking a head shot on me which is why I posed this scenario.
I did not know the 50 cals had greater range than the cannons. I'll try that 1.4k shot, or the front quarter shot like you said.
Thanks again to all.
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I would fart in his general direction and launch a salvo of aspersions.
I might dive to have 800 feet vertical separation between him and I.
At 600 yards and 350 mph (not too fast!) I would gently go vertical with a little roll and rudder.
If he goes for the HO - he's going nose down picking up speed as he does. HOs are so easy to avoid!!
Mistake green horns make is they blow their E by pulling back on the stick until they black out! Don't pull more than 2.5 Gs
Unload gently. Let gravity assist you over the top.
Let the Lala waste his E... pulling out of his dive and climbing and turning towards you....
Make a lazy man's turn at the top... shallow dive for maneuving E...
Yah he'll climb up towards you - so what... he might even think he can HO you like a slut.
This is the crucial moment...
Fart in his general direction, wiggle your wings, and show him your fancy french made panties... slowly prance above him as you circle around toward his behind, roll over and feed him 6 .50 cals into his canopy!
Lala's are nothing special.
Especially if they choose to HO... HOers are only begging to get in it in their 6 o'clock by giving up the lead turn advantage.
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Good stuff all in these pages - Rocketman's charts especially good. Read the whole thing (dont forget to click on the Rocketman stuff too) and you will have some fun homework ahead.
http://www.netaces.org/genmerges/merges.html#title
(http://www.netaces.org/genmerges/merge1/PIC4.gif)
also try these Real Audio format ACM movies
http://spandau.250x.com/acm/acmfilm.htm
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zanth and nexus both sayd what i wantered to but much betterer :D
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Get a super fast connection that way you will lose each and every HO attempt you make.
That is gauranteed to make you more creative on the merge.
Frankly i am amazed and disappointed to see all these people telling you as number 1 priority to actually set yourself up for a HO attempt !
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Originally posted by 214thCavalier
Get a super fast connection that way you will lose each and every HO attempt you make.
That is gauranteed to make you more creative on the merge.
Frankly i am amazed and disappointed to see all these people telling you as number 1 priority to actually set yourself up for a HO attempt !
Not what I am sayign at all, you have to read the stuff. There is no avoiding facing the enemy, you still avoid the "HO" but by golly if you get a clean deflection shot take it! (You have to read what is in the links to understnad - I not gonna retype it for lazy people :) )
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Zanth that comment did not refer to your posts at all.
While i was typing you posted your comments, i was reffering to the posts above yours.
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Make angles Muck.
At 5k, make a right turn so that his nose is perpendicular to your plane...in other words you want your left wingtip pointed at him....at 2.2 or so away, roll over on that left wing and start a gradual nose down turn into him, increasing your rate of turn as he gets closer(you will be ducking under his nose). At 6-800 out(depending on his E state) roll up and over on to his 6. If done correctly, you'll have a fleeting shot from 300-600 out.
It's a reversal and it takes alot of practice.
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Takes alot of practice?? Geez it took me 10 minutes just to visualize what your talking about!
Now I just have to go out and do it....correctly...
I'll try the lead turn first, and work my way up to this move...it seems more difficult to execute.
Thanks.
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Heck Cavalier, I think that HO advice regarding F6F vs La7 is pretty solid. It's certainly not the kind of thing most HOers do - HO to the collision...like ye olde jousting match. It also avoids the mutual destruction aspect of the dweeb version of the HO and when the other guy dies and you live (intact) it's always a good thing.
But I do agree with your 1st point :D
I just hope I dont get killed by MUCKMAW with his new found skills this evening (Oh the shame!)
Another thing Muck, film the fights when you get waxed and view them from the victors plane - then you can see what they do right and you do wrong.
H*ll, I'll wing with ya just to keep the opportunists off yas while ya learn, and I won't even steal any of your kills (as far as you know).
Magoo
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I appreciate the offer, magoo.
I will most certainly take you up on it when I see you on.
thanks again,
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Do like anyone else. Point your nose at him and pull the trigger. :rolleyes:
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MuckMAW, read Rocketman's and Bullethead's lectures on the merge. You'll probably won't find any better lectures written for the online combat simmer on the merge.
NetAces.org (http://www.netaces.org)
ack-ack
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bail. because it just might be me and *nothing* will help you.
:D
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bring up the clipboard.
check to see if shane is online and if he flies for the bandit's country:
if so:
HO
else
Do whatever you like, the guy is a dweeb, you'll kill him anyway so dont risk a HO.
end
Bozon
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My point: Other than HO's and rams, 99% of the people in the MA have NO clue how to fight. [/B]
Don't forget the rope-a-dope and Duke Cunningham's applying the brakes. =o0
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Originally posted by Ack-Ack
MuckMAW, read Rocketman's and Bullethead's lectures on the merge. You'll probably won't find any better lectures written for the online combat simmer on the merge.
NetAces.org (http://www.netaces.org)
ack-ack
Spot on Ack-Ack!
There's a move Grey Eagle mentioned that I've not seen here. When the two planes approach critical HO range (1500 yards or so might work), start pushing your nose down at or near the redout point. The enemy can't match you because of the redout (he must dive more to get angles on you for a lead shot). So you should get lower than him and can can pull up when about 800 yards or maybe less for snap shot as he passes. Even if you don't get the snap shot, you will be well into your reverse for gaining his six.
The HO shot is never a good merge tactic unless both players are clueless. Besides being lame and counter productive for a fun fight (you could as well be playing coin toss), you could make much better use of the time. You would be much better off using the merge time to set yourself up for your initial maneuver, like gaining separation (you can't do both yanno). The most critical thing in a merge is to get an advantage by starting your reverse before the other guy (unless you plan to run like a wee baby seal).
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Originally posted by Grizzly
Spot on Ack-Ack!
There's a move Grey Eagle mentioned that I've not seen here.
Sure it has, "bunt over (down) below his line of sight, rolling into your reverse BEFORE you actually pass."
Works well. :)
My regards,
Widewing
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DING DING
Rude is the winner.
Drex
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Originally posted by Widewing
Sure it has, "bunt over (down) below his line of sight, rolling into your reverse BEFORE you actually pass."
Works well. :)
My regards,
Widewing
Yep sure does. For some reason I always get cries of being a 'HO for doing this even though my shots either land on their belly at the wingroot or a front quarter shot.
ack-ack
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Originally posted by Steve
Knowing full well that the La7 is going to HO you, Wait til he gets within 1.2 of you. At that point lay a stream of .50's at him until he is at 800 yards. Once he is there, duck under his now smoking plane. If he's lucky, he's still alive and he will run for home. If you missed completely, he will be at a loss of what to do next and run for home.
Spitfire: Decide whether to accept his certain HO offer. If you are both in one piece after the merge, loop/turn hard for another round of HO.
My point: Other than HO's and rams, 99% of the people in the MA have NO clue how to fight.
U know...one thing I miss about the Air Warrior days is the community-wide acceptance that HO's are gay & shouldn't be attempted. If someone HO'ed, he was ridiculed...and for good reason.
F4i
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Originally posted by F4i
U know...one thing I miss about the Air Warrior days is the community-wide acceptance that HO's are gay & shouldn't be attempted. If someone HO'ed, he was ridiculed...and for good reason.
F4i
As I understand it....AW hard-coded HO shots to give less or no damage. Dont confuse programming with "community-wide acceptance."
Besides, if you cant avoid the HO, thats your fault...no the HO'ers.
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Originally posted by sling322
As I understand it....AW hard-coded HO shots to give less or no damage. Dont confuse programming with "community-wide acceptance."
Besides, if you cant avoid the HO, thats your fault...no the HO'ers.
You don't understand it at all. Yes, the head on shots were nullified in the programming. But they were still reviled, for two reasons.
(1) Although HO shot affectiveness was reduced by 80%, they still could cause damage. This was especially true of planes that had centerline guns for greater concentration, like the P38. Without the threat of head ons or collisions, it was common in AW to merge head on. Players were not expecting a cheep shot in the face. I'm not saying this was good... just the way it was. AH certainly provides a superior encounter.
(2) Perhaps the biggest reason head ons were reviled is that it marked the opponent as a rookie. The time wasted for a face shot is critical for setting yourself up for your initial maneuver. The face shot was especially silly in AW with its reduced affectiveness and signaled an easy victory. In AH it may not be as silly, but IMHO is an act of desperation.
Being reviled and humiliated was one of the very best incentives in AW to learn ACM and comply with community standards. Except for a few basic requirements, like not being able to kill friendlies, our game is presented to us without any rules. So acceptable conventions and game play must be applied by the players, and humiliation is our only means of inforcement.
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The biggest problem facing an F6F driver against a La-7 is what happens after you gain an advantage you will be facing a fast fleeing target.
Honestly I'm surprised at how often F6F drivers make mistakes that cost them.
I don't fly them that much but I luv to fly against them. The most common mistake that kills them is...
Don't pull so hard. You have a sizable turning advantage over the La-7 so don't waste your E by pulling so many G's. You will out turn him anyway so save your E.
Also don't loop perfectly straight. Stay off to one side. He will try to HO you at the top so wait until he goes by then turn in behind him at the top of the loop. Again not to hard as he will begin to dive and run away almost immediately after this maneuver. If he continues to maneuver after this you will catch him very quickly.
Unless bounced, B&Zed or HO you should not loose this engagement.
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LOL,
This stuff always makes me laugh (not the initial question, but the HO whines/complaints/debate/whatever).
Like it or not, the HO is a valid shot. I, like many other people, play this game, for the fights. I don't like to lose anymore than the rest of the people out there. I will do what I need to win a fight. If this means I must HO someone to win, I will. If that makes me a dweeb or an *******, tough ****. I will keep doing what makes me return to this game over and over.
Plus, there is the added benefit to winning the HO. The whine that usually accompanies it on channel 1.
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Math, any shot is "legit", I must admit. As a former AW'er I'm learning to adapt. As an example, I'll accept an HO from an LA7 until 800 yards distance, then duck under . My pony's .50's can score plenty from 1200 to 800 and the La7 really can't do much at these distances. Now, I get to hear HO whines from damaged la7's as I go about my business, unscathed.
My lament is: After the HO merge, it seems like almost everyone will nose down and bug, or they do some feeble loop/ break turn and get quickly blasted out of the sky. They simply are at a loss of what to do next. They are HO dependent.
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Originally posted by Steve
My lament is: After the HO merge, it seems like almost everyone will nose down and bug, or they do some feeble loop/ break turn and get quickly blasted out of the sky. They simply are at a loss of what to do next. They are HO dependent.
Yeah, thats my only problem with the HO. Nobody wants to stick around afterwards. Guess they shot their wad on the first pass.
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Originally posted by Grizzly
You don't understand it at all. Yes, the head on shots were nullified in the programming. But they were still reviled, for two reasons.
(1) Although HO shot affectiveness was reduced by 80%, they still could cause damage. This was especially true of planes that had centerline guns for greater concentration, like the P38. Without the threat of head ons or collisions, it was common in AW to merge head on. Players were not expecting a cheep shot in the face. I'm not saying this was good... just the way it was. AH certainly provides a superior encounter.
(2) Perhaps the biggest reason head ons were reviled is that it marked the opponent as a rookie. The time wasted for a face shot is critical for setting yourself up for your initial maneuver. The face shot was especially silly in AW with its reduced affectiveness and signaled an easy victory. In AH it may not be as silly, but IMHO is an act of desperation.
Being reviled and humiliated was one of the very best incentives in AW to learn ACM and comply with community standards. Except for a few basic requirements, like not being able to kill friendlies, our game is presented to us without any rules. So acceptable conventions and game play must be applied by the players, and humiliation is our only means of inforcement.
I don't think I understand, either, Grizzly. Doesn't make any sense to me at all. :eek:
1: HOs can be avoided .... easily.
2: Not avoiding a HO then getting on channel 1 to berate the guy who won the "joust" is only whining poorly disguised as an attempt to humiliate the other player (probably to disguise one's own embarrassment more often than not). Avoiding an HO .... then successfully saddling up on you opponent and shooting them down ... then getting on channel 1 to attempt to ridicule and embarass them for not being as good at playing AH as you are ... is nothing but childish chest-beating.
If you feel revulsion about any element of the game that doesn't violate TOS (or is even encouraged by the design and layout of the game) ... then that's not the other guys problem ... it's yours. And it certainly isn't his fault, other than his taking advantage of what's there to freely take advantage of. If you feel the desire to humiliate anyone in AH for using tactics (or their limited use of tactics), for their skill (or limited amount of skill, for their score (or lack of score) ... even for their approach to the game (be it an active attempt to mimic real life acm or taking advantage of whatever gamey aspects of the game that were incorporated for "game playability") ... then that's not the other guy's problem either ... again, it's yours.
Maybe "revulsion leading to ridicule leading to shame leading to everyone playing the way the loudest barker wants them to" is part of the AW heritage you remember, Grizzly ... but I don't remember it that way, myself. Then again, my memory ain't what it used to be. ;)
Sorry, bro. That's how I honestly feel. The only revulsion I have is for hacks.
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Like I said....."as I understand it". I never played AW. I know I have just heard folks mention that HO shots over there didnt do damage. Whatever.
As far as being reviled by the community.....I guess I can be reviled. When I first started playing AH back in 2000 I was told that people frowned on HOs and vulching and chute shooting. So I avoided all 3. About 2 weeks later after getting blasted out of the sky everytime someone pointed their nose at my nose, I started shooting back. You learn to adapt. Its all sounds fine to take the moral high ground and turn your nose up at the HO but sooner or later you learn to avoid it or you learn how to shoot back.
As for the vulching and chute shooting....well I soon discovered that those were just fun.
:D
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arlo, stop encouraging people to be as sucky as you.
:cool:
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Originally posted by Shane
arlo, stop encouraging people to be as sucky as you.
:cool:
Better than strokin' it in public 24/7. ;)
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well, if that's what you think you'd do best.. who am i to stand in the way?
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Originally posted by Shane
well, if that's what you think you'd do best.. who am i to stand in the way?
Peewee Herman "I know you are but what am I?" variation #12? ;)
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Originally posted by muckmaw
What's your first move on the merge, assuming you don't go for a head on?
How does one change this opening move when faced with a spitfire?
1 - First move: Dive below him and then check what the dweeb do.
2 - The spit will beat you in the vertical and horizontal fight, so you better dive below him and keep extending. If the spit do the typical retarded break flat turn, try to zoom up after the dive (but more than probably you will be hispanosprayed from 700 yards and kilt).
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wanna learn 1on1 HellCat go to the DA......
then come back in MA too learn better SA......cause your DA exp. will mean Dick if your SA sucks:D
damn alot of A's:p
oh btw no1 mentioned F6F can out roll La7 or spit....keep tight turns Vs. La7......just be careful with spit.....best is overshoot move.
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AW had HOs enabled early on - in the 80's.
Which made the Doras and the D8s HO queens.
Then at one point they were reduced to 25% chance shots, and then eventually removed all together.
Sure HOs are legit shots... and when there's no E left, fighting multiple bandits... on the deck... take every shot presented - even a HO - might get lucky.
However, in a 1 v 1 situation, HOs are not always the best choice for "winning" the fight.
Sure I take HOs and win more than I loose. Perhaps becuase I fly and aim towards a wing tip rather than a cowling.
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In response to Mathman, Steve, Sling and Arlo.
I was relating the way it was in AW. I did not make it that way. Arlo, if you do not remember head ons and other such things being ridiculed in AW, you weren't playing the AW I was. In fact, I've broken up many fights caused by a player complaining that he had called "bingo ammo" but someone shot him down instead of letting him RTB. Can you imagine that in AH? What I said about AW isn't my opinion, just the way it was as I saw it, Kesmai designed it , and Blue Baron preached it (Of Shame and Glory). Come on Arlo... reduced hits on head ons? It's reality check time.
If any want my opinion, it is that not allowing head ons removes a large dimension from the game. And the guy who got HO'd is at fault, because he allowed the other guy to do it. If anyone gets a face full of lead, he deserves it. He shouldn't be flying directly into someone's guns but setting up his opening move. To those who don't agree with me, it's your dime. =o/
Now, let's get back to the thread topic.
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I'm not sure exactly what you are responding to Griz, but as I said:
My lament is: After the HO merge, it seems like almost everyone will nose down and bug, or they do some feeble loop/ break turn and get quickly blasted out of the sky. They simply are at a loss of what to do next. They are HO dependent.
HO me all day, I don't care...much. The guys that miss the HO end up wallowing around, waiting to die feebly. Or they merely run. It would be much more fun (for me) if these people learned some ACM and actually put up a fight, instead of flying as poorly as AI drones.
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Sorry, I included you by mistake.
I agree with what you said. All I usually see for ACM is the rope-a-dope, Cunningham's applying the brakes, and on a good day some sissors. But it's 90% dive to pork or the HO and run. I think we need some trainers. =o/
grizzly
Originally posted by Steve
I'm not sure exactly what you are responding to Griz, but as I said:
My lament is: After the HO merge, it seems like almost everyone will nose down and bug, or they do some feeble loop/ break turn and get quickly blasted out of the sky. They simply are at a loss of what to do next. They are HO dependent.
HO me all day, I don't care...much. The guys that miss the HO end up wallowing around, waiting to die feebly. Or they merely run. It would be much more fun (for me) if these people learned some ACM and actually put up a fight, instead of flying as poorly as AI drones.
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Originally posted by Grizzly
If any want my opinion, it is that not allowing head ons removes a large dimension from the game. And the guy who got HO'd is at fault, because he allowed the other guy to do it. If anyone gets a face full of lead, he deserves it. He shouldn't be flying directly into someone's guns but setting up his opening move. To those who don't agree with me, it's your dime. =o/
Then we agree, it seems. There's no need to whine/"ridicule" over getting HOed in the game. The only part we don't see eye to eye on is my opinion that there was no need for it in AW either. ;)
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Originally posted by Arlo
Then we agree, it seems. There's no need to whine/"ridicule" over getting HOed in the game. The only part we don't see eye to eye on is my opinion that there was no need for it in AW either. ;)
I never complained about HOs in AW. I liked when they did it because it gave me an advantage. And if they were in a plane with a small clip, they were wasting their ammo. I think it's a mistake to try unless you are desperate. Is there a need to tell others this? I think so, but they don't have to listen... it's their dime.
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I like HOs, when offered for free that's $10 I don't have to spend on toothless nancy down the street.
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I HO when im drunk... rest of the time my girlfriend has me 110%