Learn to master the lag/vector roll - plus, it's a game not real air combat
There are two responses I'd like to offer:
1. BoP is not really the same as true air combat. In the second WW2 (Grandpa Simpson...), German tactics were largely based on 'hit and run'.
Air combat is the most ruthless game there is - ideally, you want to arrange it so that you kill your enemy before they know you are there. The Germans NEVER went for a level playing field eg the co-energy, co-altitude head-to-head merge (as in BoP on-line or some of the relatively artificial set-ups in the single player game). The 1v1 dogfight was considered to be a failure, not a success. Eric Hartmann, the guy who had 352 kills to his credit, would never DF; the vast majority of his kills never saw him (until it was too late).
German tactics were to stalk and bounce their unsuspecting prey, slashing down from the sun or cloud, from altitude, and at speed (they all flew around on full throttle), disengaged, and took a coffee break. Only if all the advantages were in their favour would they try again. It is very hard to replicate this in BoP online (or anywhere in the game, given the limitations of the console format).
In this respect, the Fw-190 was vastly superior to the Spit MkVb, which could not dive, climb or roll anything like as well as the Fw-190. The Spit's only advantage was turn radius, which was only of any use in a sustained turning fight, which the German's didn't join in with - you dictate the fight on YOUR terms, not the enemies. Harsh, but fair. It was only the Spit's MkIX-XIV that could counter the Fw-190 in this respect.
In many ways, excellent roll rate is the best tool you can have both for attack and defence, as it expends little energy and allows rapid changes of direction. Turn radius is only an advantage if you can bring your guns to bear rapidly on an enemy (within a turn and a half), otherwise you'll be out of energy and out of a job (permanently).
2. The only way you can outmanoeuvre a better turning opponent in the Fw-190 is by using the lag (or vector) roll. So, as the enemy breaks left, instead of yanking back on the stick and following him/her round (most likely stalling and spinning to death as in a real Fw-190), you use your superior roll rate to roll RIGHT (away from the bandit) and then roll all the way back to the left, - hey presto! You've cut the corner! Thunderbolt pilots used the same tactic against the Bf-109. Of course, adding a vertical element (like the yo-yo) can help with closure problems but mastering the vector roll will set you up for repeated victories.
As has been pointed, the scissors only works for the Fw-190 if they are high speed. You never want to play along with a low-speed scissors. Just extend, re-position and shoot or disengage.
Check out Mike Spick's book on the Luftwaffe aces or Robert Shaw's book on air combat for confirmation of the above.
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