Combat maneuvering tips
Ziptop
31 Oct 2019
I do ok I guess, but I'm sure I could do better and without the benefit of seeing my own maneuvering through the sights of the aircraft I'm trying to evade or engage it's hard to know how effective it might be or where to improve.
1. Tips for head on. /
A core rule in air combat has been "turn to face your attacker"
This makes sense, but in the approach what is actually the best way "dodge" incoming fire in that engagement?
(My strategy being, - face attacker, dodge bullet stream, turn into attack behind)
2. Tips for turn fight.
When being chased. What makes another aircraft harder to hit? What dodge and shimny moves will shake an attacker long enough to turn the tables, disengage or at least stop a turn fight devolving into the spiral of death?
3. On the run.
When executing an escape in a heavy or an energy fighter/MRF. What dodges make that target harder to hit? What works as an exit dodge that doesn't also suck away your speed and energy?
RoyalFlyingCorps
31 Oct 2019
In head on combat it depends on your armament, your health, your manoeuvrability and your opponent. With heavy armament and good health, especially if there is a repair base nearby, it may be better not to dodge, but instead pummel your opponent. With a manoeuvrable plane I like to sweep to the side, up and over the approaching opponent on the principle it is harder for the enemy to lift the nose and maintain accuracy than it is to dive and maintain accuracy.
In turn fighting the key decision is “turn fight or run?”. There’s no point in turn fighting unless you can either kill your opponent quickly or he can’t outturn you. Once you’re committed, make sure you’re not only using the mouse or joystick to turn. If you’re using just your mouse/joystick and flaps, you’re missing out on at least two other attributes you need to utilise to make your turns tighter. Those are for you to think about as I’m not giving them away! ![]()
Fast getaways, bearing in mind the WoWP has biased the game against HiNRG and BnZ aircraft, need to be executed using the right consumable. If you rely on the bare boost provided as standard on aircraft you’re not being as effective as you could/need to be. It helps to know your opponent’s dive and climb rates in order to decide whether to dive or climb to escape. I must admit I’m not good on those.
Frateras
31 Oct 2019
1) depends on the circumstances. In a fighter vs fighter duel I don't dodge anything and concentrate to meet the target, which almost try to dodge then. A fast turn and give him the rest. MM 1 and 2 as well as every skill and add on for maneuvrability and fire power required. If the target does not dodge pull up the plane short before crash, so the chances are better to survive it.
2) boost and break/break and boost while turning around. Your plane turns faster and the attacker might loose focus on you.
3) don't forget F7
Edited by Frateras, 31 October 2019 - 10:37 PM.
Renwor
01 Nov 2019
0berhessen
04 Nov 2019
Ziptop, on 31 October 2019 - 03:11 PM, said:
I do ok I guess, but I'm sure I could do better and without the benefit of seeing my own maneuvering through the sights of the aircraft I'm trying to evade or engage it's hard to know how effective it might be or where to improve.
1. Tips for head on. /
A core rule in air combat has been "turn to face your attacker"
This makes sense, but in the approach what is actually the best way "dodge" incoming fire in that engagement?
(My strategy being, - face attacker, dodge bullet stream, turn into attack behind)
2. Tips for turn fight.
When being chased. What makes another aircraft harder to hit? What dodge and shimny moves will shake an attacker long enough to turn the tables, disengage or at least stop a turn fight devolving into the spiral of death?
3. On the run.
When executing an escape in a heavy or an energy fighter/MRF. What dodges make that target harder to hit? What works as an exit dodge that doesn't also suck away your speed and energy?
1. Head on:
your strategy is great with fighter/fighter, as well MR/MR. Know your enemys turnrate to estimate a good chance to get him down.
As a Heavy vs. Fighter/Multirole with full structure, just dive on your opponent and give him the full load of lead.
Heavy vs. Heavy can be tricky, the Japanese Heavys (Tier 5/6/7) turn very well, as well the US P38-F and P38-J
That means beeing in a Me-410 for example you rarely have a chance unless you cause them some crits.
Always beware of planes with rockets and those sneaky big caliber snipers, such as the russian Yak
2+3. Turn Fight/On the run:
i always use Flaps and reduce Motorspeed to get into a better turning when in a horizontal looping.
When in a vertical looping, boost in the climbing part, flaps and reduce speed in the down part.
When trying to escape, i use barrel roles with a combination of moving up and down, and if possible use additional boost to increase the distance. A horizontal escape in most cases is more effective.
And most important, if you are aware you are not able to escape, at least try to get out of the (friendly) base before you get shot.


