Wednesday 30 March 2016

I swear, many WT players think they are like this

 

They aren't. 

A player could do amazing aerobatics with the I-153P "Chaika", but then again, air combat isn't much about aerobatics!


Relevant manoeuvres are in my opinion:

Boom and zoom (dive, shoot, pull up)

defensive spiral (to avoid getting hit by someone trying BnZ on you)

Scissors (if nothing else works and you don't roll slower than your pursuer)

Rope a dope (enjoying altitude/energy advantage, you lure him to climb up to you, counterclimb, then dive on him when he's very slow and shoot)

wingover (very rarely, and usually as part of a rope a dope)

loops (if your plane is MUCH better at vertical manoeuvres)

Immelmann (not in a fight, though)

barrel roll attack (primarily useful if your target is distracted)

high yo-yo (primarily if you'd overshoot your target otherwise)

Split-S (if a quicker pursuer forces you into a dogfight when you are slow)


By far the most common techniques used by me in air combat against fighters are BnZ, rope-a-dope and simply attack with advantage of surprise. I rarely need to use the other abovementioned maneuvers.

Beginner pilots should understand rope-a-dope and stop falling prey to it.
They should also learn to simply wobble around and flee to the blue spawn or blue airfield defence  (at low altitude) if they have a comparable fighter on their tail.
Pay attention and don't fly in a straight ling when in a bomber under attack.
Withdraw after surviving a dogfight and look around (regain situational awareness) instead of continuing to dogfight at low energy in a furball.

Learn BnZ once you learned to hit something in the air, and reliably so.

Most importantly, learn to pay attention to your surroundings.



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