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What is Boom and Zoom?


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eekeeboo #1 Posted 06 August 2018 - 01:28 PM

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In this thread I would like players and content creators to provide information about Boom and Zoom. Some questions you should answer if you can:

1) What is Boom and Zoom?

2) How do you Boom and Zoom?

3) What does it look like?

4) What planes are best for it?

5) How can players tell if a plane is an energy fighter? 

 

Are you able to provide specific details, easy to understand diagrams or videos? This is intended to be the perfect guide for new players. I will also be working on creating a suitable post also, but I would like to see the amazing contribution from our community first. 



deaxter_hero #2 Posted 31 August 2018 - 10:56 PM

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There are two movements - one is natural to humans the other is not. The one is horizontal, the other vertical. When we walk on the street or drive our car we go left and right. We do not go up and down. And therefore most of new players in their planes dogfight other planes by turning with them to the left or right and are trying to out-turn them in this horizontal way. That is why Spitfire and Zero lines are easier for new players. That is Turn and Burn (TnB).

 

The other type of engagement is vertical. Imagine a bird of prey soaring in the sky watching a mouse down in the grass. It dives in full speed down, catches the poor mouse and soars back to the sky. That is Boom and Zoom. The mouse as us, humans, tends to look for enemies left and right as that is more natural to us (in real life mouse would ofc not feel comfortable in open spaces unlike us humans) . We do not check that often what is lurking above us. And that is why Boom and Zoom can be very effective and deadly. Especially if the planes bellow are engaged in a dogfight, they usually do not notice you coming from above.

 

With Boom and Zoom you are not interested in turning ability of the plane but in its speed, altitude performance and its guns. The engagement is shorter than in TnB and therefore you need stronger guns to be able to destroy enemy Light Fighters in one pass (Attack Aircraft in two passes). And speed is crucial as after the attack you climb up back to safety of high altitude. Speed and boost management is your key to survival.

 

You have to be more disciplined in BnZ with holding your fire until you are very close to the enemy (300-400m). Than even the 30mm or 37mm shells hit and God do they hit hard.  

 

BnZ is superior to TnB when you engage multiple opponents as you can pick up one by one. One dive, one oponent dead. Some players will try to follow you up high, will stall out and you pick them as cherries. Strong guns give you opportunity to win frontal engagements especially with light fighters. On the other hand TnB can achieve more kills in shorter span of time.      

 

There are two kinds of speed characteristics that matter - acceleration on one hand and dive speed and speed retention (momentum) on the other hand. in WoWP v2.0.6. Spitfires and Yaks have good horizontal acceleration with boost however German and US planes (especially Heavy Fighters) tend to have better dive speeds and speed retention in vertical maneuvers. Therefore the US and German Heavies are best suited for BnZ. From Light Fighters currently the best BnZ plane imao is 109E and Ta-152 that have a combination of high speed, high altitude performance and strong guns. MiG-15 and Mig-9 are sort of but by far not that clear cut BnZ planes as well.

 

Then there is I-220 which is a plane than can be played both as TnB (in high altitude) and BnZ plane - because Russiaaaaa. 

And then there is XF5U that can - due to its crazy lowest stall speed in the game - do TnB or BnZ or anything else in the world it wants. I believe it could even hunt submarines or Sputniks... 

 

There is horizontal and vertical BnZ.

US and German Heavies (best examples are P-38s and Me-410) are best vertical BnZ planes.

The British heavies (best example Mosquito) are fast but they do not have that good altitude performance (except the T9-10). Their dive-in and climb-out tends to be optimally a bit more shallow and therefore they are more of a horizontal BnZ planes. Beaufighter is even more of a horizontal BnZ plane. That goes well together with their heavy bombs/rockets loads and ability to destroy ground targets.

US and German multiroles can be generally played as horizontal BnZ planes (attacking both planes and ground targets) in lower altitudes.

 

Specialist tends to improve BnZ planes a lot if you focus on their speed and guns as well as good pilot with Engine Guru and Aerodynamics Expert and Expert Marksman skills. The 2.0.5 Specialist patch made BnZ great again and I am grateful for that.

 

Gl and hf.

 

 


Edited by deaxter_hero, 01 September 2018 - 11:52 AM.

 No majority of OP Heavies flights in 1.9: ---- Alone: 86%    Squad: 14%  ---- Fighter (37%) Heavy Fighter (31%) Multi-role Fighter (20%) Attack Aircraft (13%)


elgreco2000 #3 Posted 01 September 2018 - 12:40 PM

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View Posteekeeboo, on 06 August 2018 - 01:28 PM, said:

In this thread I would like players and content creators to provide information about Boom and Zoom. Some questions you should answer if you can:

1) What is Boom and Zoom?

2) How do you Boom and Zoom?

3) What does it look like?

4) What planes are best for it?

5) How can players tell if a plane is an energy fighter? 

 

Are you able to provide specific details, easy to understand diagrams or videos? This is intended to be the perfect guide for new players. I will also be working on creating a suitable post also, but I would like to see the amazing contribution from our community first. 

 

Well my opinion about boom and zoom in 2.0 is that while you boom the enemy bots have caped 3 bases before you have zoomed. Heavies have been destroyed in 2.0. It is basically a low maneuvering game over and over again. The rest is just wishful thinking. Sorry.

_Desper #4 Posted 01 September 2018 - 02:38 PM

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Heavy fighters are good for killing AI bombers from command center, bombers and GAA. They are still good enough to BnZ players, but not bots. Bots cheats with energy.

 

BnZ fighters doesn't works against bots at all. Barely against players. 



deaxter_hero #5 Posted 01 September 2018 - 07:16 PM

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My respect to you, fellow veteran _Desper :honoring:. You know a bit about BnZ in 1.9 with Me-410 :medal:.

Boom and Zoom only gameplay statistics in 2.0.6. - to demonstrate that BnZ is valid tactics in 2.0.5 and 2.0.6. All was done in T6 and T5 with Me-410 and Bf 109E. Truth is that BnZ requires more experience than TnB. Also with no high tier bombers in the game BnZ is best till T8 imao.

 

 

 

 

 

 

 

 

 


Edited by deaxter_hero, 01 September 2018 - 07:31 PM.

 No majority of OP Heavies flights in 1.9: ---- Alone: 86%    Squad: 14%  ---- Fighter (37%) Heavy Fighter (31%) Multi-role Fighter (20%) Attack Aircraft (13%)


omglaserspewpew #6 Posted 01 September 2018 - 08:17 PM

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Honestly, Emil is quite OP, not from it's BnZ potential. Can also turn relatively well.

 

Me-410 tho ... that's an achievement. What weapon config are you using on it?



deaxter_hero #7 Posted 01 September 2018 - 10:07 PM

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View Postomglaserspewpew, on 01 September 2018 - 08:17 PM, said:

Honestly, Emil is quite OP, not from it's BnZ potential. Can also turn relatively well.

 

Me-410 tho ... that's an achievement. What weapon config are you using on it?

 

30 mm, Specialist increased rate of fire.

 No majority of OP Heavies flights in 1.9: ---- Alone: 86%    Squad: 14%  ---- Fighter (37%) Heavy Fighter (31%) Multi-role Fighter (20%) Attack Aircraft (13%)


Eviscerador #8 Posted 01 September 2018 - 11:04 PM

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People think boom and zoom always mean "go up and dive on enemies"

 

Well, you can also boom and zoom horizontally, just saying. MRF are specially good at that.

 

The only problem with energy tactics is that people just waste all their energy trying to turn against an enemy fighter. Turning is the last resort of any energy fighter (except maybe the Mustangs, dat energy retention is king!) so keep moving, fire at enemies, and if they break away, just switch your aim or zoom away. DO NOT TURN IN, you will just turn into their sights.

 

With good aiming and proper positioning, you can kill 2 or 3 planes in the same furball before they even know what hit them. German multiroles are great at that, since they have good alpha, decent turnrate and speed. Corsairs are even better. Just don't climb over 1800 m except if you are undetected and can get a belly kill.

 

All in all, energy fighters of any kind allow you to:

  • Reposition faster
  • Always dictate the engagement terms
  • Run away if things go south
  • Kill with almost impunity.

 

Sure, a Spitfire or a Ki84 unchecked can wreak havok in the middle of a furball, but it will always be vulnerable to pin point attacks, energy tactics and sheer speed fighting.



Renwor #9 Posted 04 September 2018 - 01:07 PM

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Do not confuse with Zoom and Boom though. Thats what I am doing in HF and repeatedly I proved it is NOT effective.  It happens when you try to kill GAA in heavy fighter, P.228 is particulary good for demonsttrating the metod ... and you pull up too late.  Zoooom, and Booom (into ground)


 


eekeeboo #10 Posted 04 September 2018 - 01:47 PM

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View PostRenwor, on 04 September 2018 - 01:07 PM, said:

Do not confuse with Zoom and Boom though. Thats what I am doing in HF and repeatedly I proved it is NOT effective.  It happens when you try to kill GAA in heavy fighter, P.228 is particulary good for demonsttrating the metod ... and you pull up too late.  Zoooom, and Booom (into ground)

 

Ensure you use flaps/air brakes when you are reaching yellow (top banding) to prevent yourself hitting terminal velocity with reduced ability to maneuver. 

Eviscerador #11 Posted 04 September 2018 - 02:18 PM

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View Posteekeeboo, on 04 September 2018 - 02:47 PM, said:

 

Ensure you use flaps/air brakes when you are reaching yellow (top banding) to prevent yourself hitting terminal velocity with reduced ability to maneuver. 

 

In fact, whenever you dive on anything just start braking at the moment you start the dive. If you start braking when you are in the yellow speed, you are already a stain in the ground.

eekeeboo #12 Posted 04 September 2018 - 02:30 PM

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View PostEviscerador, on 04 September 2018 - 02:18 PM, said:

 

In fact, whenever you dive on anything just start braking at the moment you start the dive. If you start braking when you are in the yellow speed, you are already a stain in the ground.

 

The reason i don't advise that too much, is if you don't allow yourself to pick up enough speed you won't carry enough to get away without having to use too much boost. 

Eviscerador #13 Posted 04 September 2018 - 03:19 PM

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View Posteekeeboo, on 04 September 2018 - 03:30 PM, said:

 

The reason i don't advise that too much, is if you don't allow yourself to pick up enough speed you won't carry enough to get away without having to use too much boost. 

 

I guess I my dives are so steep I don't have that problem :izmena:

_Desper #14 Posted 06 September 2018 - 12:54 PM

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BnZ works well in old way of 1.9 aka fly at 4k meters and wait what comes for you or make fake attack to pull them up to you. This still works well on map with two airfield and two plants, you can do that on plant base near enemy spawn and bots coming for you. But on majority of maps you can't fly high and doing nothing, battles are decided too fast. 

 

So more effective is specialize your heavy into turn and burn plane, because you out turn bots more easy then out run them. It's faster to turn them then run for minute.  

 

Here is example of full TnB battle with HG II. On other maps I spend most time on killing defense bots and AI bombers from CC, because every second map has two CC so I am just slave of killing AI bombers like moron for whole battle.  

 

https://www.youtube....ature=youtu.be 


Edited by _Desper, 06 September 2018 - 01:05 PM.


Isoruku_Yamamoto #15 Posted 11 September 2018 - 11:59 AM

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@ _Desper: That's a good battle, don't get me wrong, but you are confusing tactics now in my opinion. 

The tactic you employ throughout most of the battle is not pure turn and burn, but in fact also boom and zoom. 

Note the also, because this is in my opinion a textbook example of a crossover  between classical turn&burn and horizontal boom&zoom.

 

Horizontal Boom&Zoom basically means that you direct the energy retention more in the horizontal plane and you are more likely to sprint out of engagements that to keep deadlocked with your enemies than in T&B. in Vertical B&Z you really dive in on your enemies from above or even below, typically trying to concentrate the strafes around the vertical parts of your path. 

Basically in HB&Z you do the same, except now you concentrate the strafe around the straight through part of your path, while the turns are meant to keep aligned, pick new targets, set directions etc. 

In T&B you fire much more in the turns themselves, and you can have runs of 5 minutes continuously without flying straight for more than 10 seconds. 

 

Regardless of what you call it though; an amazing battle, results like that are stuff i can only dream of in the HGII

 



AnCh #16 Posted 12 September 2018 - 12:21 PM

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I am sorry to ask but I really don't understand how is the target working in that video. The crosshair seems to be off most of the time and sometimes even the trasors are way off the target that is still damaged.

Can you tell me why I see that? Is some kind of lag when using replays? 

 

I do not want to reduce from the beauty of that game (I consider it very nice to watch) but just to lighten me on why I see those discrepancies. Or maybe I am looking at it wrong.

 

P.S. Where can I find some mods that are allowed to use in this game? I need for a better visibility of crosshair and to quickly identify the AI bots.



klbergmen #17 Posted 12 September 2018 - 01:29 PM

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View PostAnCh, on 12 September 2018 - 12:21 PM, said:

I am sorry to ask but I really don't understand how is the target working in that video. The crosshair seems to be off most of the time and sometimes even the trasors are way off the target that is still damaged.

Can you tell me why I see that? Is some kind of lag when using replays?

 

I do not want to reduce from the beauty of that game (I consider it very nice to watch) but just to lighten me on why I see those discrepancies. Or maybe I am looking at it wrong.

 

P.S. Where can I find some mods that are allowed to use in this game? I need for a better visibility of crosshair and to quickly identify the AI bots.

 

There is a general problem with WoWP replays. For some reason they don't show the correct aiming point.

I don't know, maybe the tracers are also off.

Here in the forum there is an area for mods: Community Section -> Mods

You can identify bots if you try to contact/report them - thats not possible with bots. Right click the names in the teamlist and if no menu opens it's a bot. That's more accurate than a mod that looks for certain names.



AnCh #18 Posted 12 September 2018 - 04:28 PM

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Thank you very much for your answers!

Ace42X #19 Posted 01 November 2018 - 05:47 PM

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View Postelgreco2000, on 01 September 2018 - 12:40 PM, said:

 

Well my opinion about boom and zoom in 2.0 is that while you boom the enemy bots have caped 3 bases before you have zoomed. Heavies have been destroyed in 2.0. It is basically a low maneuvering game over and over again. The rest is just wishful thinking. Sorry.

 

I've spent most of my (limited) time in the game trying to get my 109 E-3 to BNZ effectively with its specialist pilot.  I find pretty much what you're describing to be the case, with a litany of problems.

The issues I'm having with BNZ are as follows:

Time spent getting into position to swoop is time spent letting the enemy shoot team-mates.

This is exacerbated by trying to get an extra 10% DPS out of the pilot via the nosedive skill, which means I can't be outside of a 45 degree cone above them - nor let them leave that cone for the duration of the strafing run (anyone know at what point nose-dive shuts off?  It seems to be based on speed / angle, but not sure what the hard limits are or if there's a delay before the effect ceases?).

 

I can't get single-pass kills – If I come in steep to nosedive, the engagement period is too low to deal much damage; if I come in shallow I still need to overstay my welcome in order to finish off the kill with MG spray after my AC's overheated.
Will try the above advice to use flaps / brakes to keep speed just under yellow and thus extend manoeuvrability and engagement duration to see if that helps nail juicier kills.

I can't get away unscathed – Even a super steep dive pulled up into a boosted 45 degree-or-steeper climb with me well into yellow speeds on exit just seems to result in me losing half my HP to incoming fire as my victim just uses boost to approach my speed and stay within effective range long enough to punish me as much as I punished them.
Again, maybe flaps + brakes might let me recover from the dive quicker, and thus the speed and energy lost to flaps / braking will be mitigated by getting into a steeper climb quicker and thus the boost being faster, but that seems counter intuitive when I'm trying to use the massive amounts of speed generated by the dive to just get-out-of-Dodge.

I struggle to re-engage a target that survives – between exiting their effective gun range, getting back into a high-altitude position, and conserving energy whilst trying to get them back in front of me, we're back to issue #1:  A lot of down-time which my "victim" can spend either positioning to engage me; contesting CPs; or shooting up my team-mates.

I seem to lose head-to-head trades against turn-fighters I'm diving on – I seem to be out-gunned even with improved-sight autocannons getting a 10% nosedive bonus, which would kinda make sense against heavies, but against everything else?  Ouch.  It seems if I want to survive I have to break off even engagements like this that would seem to favour me – which potentially lets me survive, but costs me some HP in the egress (maybe all of my HP if they can keep in range with boost long enough to follow and kill me as I break off), and again brings us back to the initial issue - wasting time.

So TL:DR – I get the impression that the "boost" mechanic is powerful enough on defenders to successfully punish BNZers before they escape; and that some BNZers (E-3, cough) lack the damage output needed to make effective use of each strafe.



eekeeboo #20 Posted 02 November 2018 - 01:50 PM

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Just a small tip when you mention you lose the head on with the TnB fighters. Try to wait until they're stalling or incapable of pointing at you before you dive. It's a fine margin to play with, but important. 

 






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