Head Ons (Joust Craziness)
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Last update - 09 October 1998
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Posted by: Air Malta

Message:

Hey all,

I've been trying out WB's for a while now, yes on-line. And one thing I've noticed (and that drives my nuts) is that there seems to be a lack of ACM IMHO. Mostly I see lots of jousting, does anyone ever try to get the other guy's six in this game?

Now, it could be I'm just meeting up with wrong boggies or something, but this seems to be the case in 85% of the fights I get in.

Air Malta

Posted by: b1n0 (NWO)

Message:

There's w-a-a-a-a-y more than just jousting goin on. I've been online in WarBirds for about six month now, and the variety of "styles" aloft seems pretty broad to me.

(opinion follows, author dons flame-retardant suit)

I like the FW-190A8, for its guns, durability, and speed. While I'll merrily joust, I have been in some (slow) angles fights with P-47's and other A8's. I've even had one or two Zekes try (!) to joust with me. My personal zenith was the sudden removal of a Ki-84's wing. He was going vertical with a ME-109. I dove and I caught him right at the peak of his hammerhead, almost in plan view. A one-second burst, a fluttering wing, and BOOM, his tanks lit up: magic! Now, if only I could be half that accurate the rest of the time...

If you drop by the training area during scheduled classes, you'll find the folks there a great help. And if you're tired of getting your engine filled with my 20mm in those forward quarter passes, read up on "lead turns" in Shaw's "Fighter Combat".

Posted by: r2ch

Message:

It depends a lot on what kinda plane yer flying. If yer flying an energy plane then ecpect to do a lot of jousting. If yer flying a stall fighter, your more likly to have more turn fights.

If I'm in a zero and you dive in on me from a higher alt, thenI have little choice but to try and plug you as you go by. I will not have the energy to stay behind you and work a 6 shot, nor will I have the speed to disengage, untill you get tired and go away on yer own. (NOTE; this is a generic excample and not aimed at you personally.)

In my moderate amount of experiance;

BnZ on BnZ = jousting (about 75% of the time)

BnZ on TnB = jousting (about 90%, the other 10% the BnZ dies.)

TnB on TnB = stall fight. (almost always.)

so chances are that 2/3's of your fights will be jousting.

.02

r2ch

Posted by: -cuda-

Message: : In my moderate amount of experiance;

: BnZ on BnZ = jousting (about 75% of the time)

: BnZ on TnB = jousting (about 90%, the other 10% the BnZ dies.)

: TnB on TnB = stall fight. (almost always.)

: so chances are that 2/3's of your fights will be jousting.

I really don't agree here... As far as I'm concerned the B&Z fights doesn't necessarilly mean HO joust. As a matter of fact, the good pilot will NOT do a lot of HO shooting. When you say that you do take and HO shot when in a zeke that really surprises me... it is not good for your score :-)

My personal experience is that there is very little HO, probably less than 15%. It does depend on yourself though. Every WB pilot is taught by experience to "honor the threat". If you drive in on them for an HO shot, the pretty much have to turn against you (although they can try to barrel roll away).

If you try to avoid HO situations you'll see how few joust you actually have to enter into.

cuda out

Posted by: r2ch

Message: : I really don't agree here... As far as I'm concerned the B&Z fights doesn't necessarilly mean HO joust. As a matter of fact, the good pilot will NOT do a lot of HO shooting. When you say that you do take and HO shot when in a zeke that really surprises me... it is not good for your score :-)

Actually I don't take HO shots unless I'm really tired. What I do is get pointed a little off to thier side. apply moderated airlon (rolling into them) and slight up elev with a slight opposited rudder. Then I try to roll in for a brief side or 6 shot as they blow by. Repeat as necesary untill they kill get killed or get tired and go away.

Posted by: TRPS

Message:

Rule #1 on the merge: Take away your opponent's separation... that means passing as close as you can on the merge.

Rule #2: If I'm in a plane with decent guns and some armor, I'll take a shot at the same time. No point going roundy-round with the bad guy if I can kill him right at the merge... it's far safer to kill the enemy quick, before his buddies can show up...

Trips

Posted by: dhdd

Message: Ya, but I'm positive you don't blow all that energy just to HO someone that is 3-4k below you like many people do. It's not infrequent that I see people dive in without even going for a high probability shot. They lose all that E and pinged to death and either die or rtb smokey. The kicker is that they could have avoided the HO, get on their 6 easily, get the kill with no damage, and zoom out.

Posted by: TRPS

Message: : Ya, but I'm positive you don't blow all that energy just to HO someone that is 3-4k below you like many people do. It's not infrequent that I see people dive in without even going for a high probability shot. They lose all that E and pinged to death and either die or rtb smokey. The kicker is that they could have avoided the HO, get on their 6 easily, get the kill with no damage, and zoom out.

Correct... I was referring to a co-alt merge... If I have the alt advantage at the start, I usually prefer to sucker the bad guy into blowing all his E tryin to climb to me... then when he's slow and helpless, I'll dip down for a quick six shot...

Trips