![]() |
|
|
|
#1
|
|||
|
|||
|
Sure, extending and coming back gives you the head-on, but it leaves you the choice and it beats just getting shot down in a turn-fight.
You're only getting away from a 1vs1 Boom and Zoom fight unhurt if you started with a decent altitude advantage and manage it well. |
|
#2
|
|||
|
|||
|
If you're in a tight spot, the Zero has a slightly lower roll rate, and this gets slower the faster you go. You can use this to your advantage. Lot's of jinking as the Zero doesn't have too much cannon ammo.
__________________
|
|
#3
|
|||
|
|||
|
Quote:
Of course, a smart Zero pilot won't take that bait and will just take advantage of the altitude advantage you've just given him. He will orbit above you and kill you with diving attacks as you try to regain altitude. So, a diving split-S or something like it is mostly an escape technique. If you can manage it, keep the speed in the fight high enough that the Zero's controls get stiff, limiting their maneuverability and work with a wingman. It would be great if the IL2 AI could properly incorporate the Thatch Weave: http://en.wikipedia.org/wiki/Thatch_weave |
|
#4
|
|||
|
|||
|
Quote:
|
|
#5
|
|||
|
|||
|
I'm talking about a general 'equal terms' scenario. It's still possible to out maneuver a Zero if you keep your wits about you... no further info required
__________________
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|