Nealius Posted August 16, 2021 Posted August 16, 2021 I'm playing lots of single player with the Spit these days and, while victorious most of the time, I'm finding a lot of wasted time (and fuel) in my engagements. Average 3 minutes of maneuvering before I get a solid firing solution. Mainly against A8s but occasionally against K4s as well. I've figured two main sticking points I can't find a solution to: 1. Closure. Max power, lead pursuit, cutting the circle with high or low yo-yos, it still takes a long time to close within 250 yards. 2. Firing solution. The obstructive nose and fixed gunsight that's about as useful as a grease pencil mark makes shots on turning targets impossible. I have to drop my nose into lag pursuit and lose closure to get in a spot where the bandit's angular motion isn't so high, and wait for the bandit to do something stupid like stop pulling so many G. Since the AI fly near-perfect BFM, waiting for this moment takes a while. Are there any more Spit-specific tips to shorten my engagment from 3 minutes to, say an average of 90 seconds?
DD_Fenrir Posted August 16, 2021 Posted August 16, 2021 (edited) I find when watching others dogfight videos that when they are trying to close on a turning target they are habitually not allowing enough lead. If you're 500-1000 yards behind just putting the gunsight a ring or two in front is simply not sufficient. Your erstwhile target has to be in your quarter windows if you are to gain angles and range promptly, akin to a bearing line rejoin for getting reformed on a leader. Edited August 16, 2021 by DD_Fenrir 2
Nealius Posted August 16, 2021 Author Posted August 16, 2021 I'm definitely not leading correctly then. I'll try putting the bandit in my quarter windows next time. Thanks.
DD_Fenrir Posted August 16, 2021 Posted August 16, 2021 As for point 2... 1. The closer you can get the less lead you need. Easier said than done, as we are already discussing, 2. If the target seems to be pulling a constant turn rate try pulling your gunsight steadily through him in a good coordinated tracking solution and fire a short (0.5 second) burst as he disappears under the nose; relax back pressure as soon as you release the trigger to pull him back into the gunsight and make a damage assessment. Also, the AI tend to react to taking hits and may break out of the turn when taking fire, so the latter is important to keep your erstwhile target in sight. 3. Your lag pursuit into a lower lead solution is a perfectly valid but has, as you identify, the issue of taking time and reliance of a stupid move by the opponent. That said, it's one I have been obliged to use on more than one occasion. 4. The last option is to lead him so aggressively on the closing stage that you end up performing a move akin to when you overshoot a formation rejoin; you cross behind his tail too fast and too close for a reliable snapshot but use the Spits excellent pitch authority to pull back in for a low 6 attack. 1
Recommended Posts