Sink_Stuff, on 02 August 2019 - 02:08 AM, said:
So you are probably the person to ask this. So I notice that the I-16e has a 190 degrees per second roll rate. But only does a 360 degree turn at 9.6 degrees a second. If I am going against a plane (Di-6i) that rolls only at 95 degrees a second but turns faster at 8.6 degrees a second turning how do I use my roll rate over his to my advantage? Do I simply try to roll more before my turn to throw him off? Will doing a roll first before the turn help me in any way other than delaying the inevitable outcome that he will simply out turn me anyway? As a non pilot that does not understand truly how a thatch weave will help me or what planes i need to do that maneuver in, how do I use these plane stats to my advantage? What am I looking for when looking at these plane states? Just the turn rate for a turn and burn plane? Or just the climb and boost rate for a boom and zoom? I am having a hard time trying to figure out what a plane is best at, or how to use it best, just from the detailed stats of what it can do. Any advice?
First, back up and slow down. Roll rate is just that, how fast the plane will roll. 360 degree turn time is expressed in seconds, not degrees per second. The time listed in the stats is the total optimal time required for the aircraft to turn through 360 degrees or complete a full circle (supposedly, I've not actually tested).
The Di-6i turns 360 degrees (a full circle) in 8.6 seconds. The I-16 turns through 360 degrees in 9.6 seconds. Unless you reduce the I-16's turn time through equipment or pilot skills, if the 2 aircraft pass each other and begin a turn fight at the same time, the I-16 will never win, regardless of what either aircraft's roll rate is. The Di-6i will eventually get a firing position on the I-16 and stay there until the I-16 is dead, assuming equal pilot skill (and I mean both the ingame pilot/crew and the player).
In the very early tiers, there is also some nuance about certain planes have flaps and their use might allow faster turning at lower speeds than a plane without flaps but with a similar optimal turn time. In tier 2, the Ar-67 has flaps, most planes don't.
Then there's the fact that some planes have a sharper reaction to pitch up input, especially combined with boost or braking (W and S keys). I used my Fi-98 "ground attack" plane to dogfight a tier 1 Type 91. We faced off twice, head on passes into a turn fight. I got him once. It shouldn't be possible. But, the Fi-98 reacts almost violently to pitch up. If this is correctly timed, it can help get the nose into a shooting position on the target, even though I cannot maintain that position for long. This plane is just one example, there are some planes that will react more to pitch up, some that will react more to a yaw input and some that don't react more strongly to either.
Some planes will have a sharper reaction to rudder input combined with a maximum rate turn (I'm not sure if this is intended or a bug affecting interaction between yaw, pitch, and turn rate of some planes). IIRC, the I-15 bis DM2 is a plane that will turn faster if you rock the rudder back and forth (Q and E keys, on my setup). There are several planes that benefit from this, to varying degrees, and many that don't seem to at all.
So, despite what the stats may say about any aircraft, some will have better "nose pointing" ability or make it easier for you to get a snap shot on an otherwise more maneuverable opponent.
Regarding figuring out what planes are best at, there's 3 basic archetypes for fighters:
1) Turn fighter: labeled as "fighter" in game. This will typically have a sub-9 second 360 turn time. It will usually have a low altitude cap, but there are exceptions. Other stats vary. Speed is usually more slow than fast.
2) Boom and zoom fighter: labeled as "fighter" in game. This will typically have a turn time over 10 seconds and a higher altitude cap, usually with a slightly longer boost time. Speed is usually more fast than slow.
3) Middle of the road: labeled as "multi-role" in game. This will typically have a turn time over 12 seconds and a medium altitude cap. Speed, like altitude cap is neither fast nor slow (usually), boost is slightly longer than boom and zoom fighters (usually).
2b and 3b) Heavy fighters fall into a little of category 2 and 3. If you stay at speed and use them as you should, they are category 2. If you slow down because you are going to overshoot a target or if you turn and bleed speed, they are more like category 3.
Multi-role is the least beginner friendly type because they don't excel at anything except getting you killed when you try to rocket or bomb something because you'll fly straight and make it easy for enemies to get on your tail. Since you can't turn well, usually have poor acceleration, usually have an unimpressive top speed, and can't hide in the vertical, you simply can't shake or run away from an enemy once it gets behind you.
SpiritFox pointed out useful ways to examine plane stats. When I look at plane stats, I look at speed, 360 turn time, and altitude cap. Remember, you can click the tabs. The summary numbers are friggin meaningless when comparing aircraft. Click the tab and look at the actual values, if you aren't already doing that.