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Dawn Of Aces - Tutorials


Tactics in Dawn Of Aces


by =mrjp=



THE FLIGHT MODELS

Easy mode, the planes are forgiving, the player neither blacks nor reds out, and it is impossible to push the aircraft into a spin.

Realistic mode is a very different proposition. The various Aircraft have very different characteristics throughout their performance ranges, and all can be used effectively if the player MANAGES the fight properly.

Now how do we define realistic flight? Realistic flight, in the DOA/Warbirds context, means that all the options are ON. Spins, blackouts/redouts, stalls, buffeting, and real time in planes that have structural limits. Just the way it is in the realtime arena.  With all of these working in concert, DOA becomes a very challenging game, and beginners are well advised to get some time aloft in the offline mode (particularly h2h) before trying to get online.

In order to beat the other player(s), you have to do 3 things better than he or she does:

Assess the situation better; Manuever better, and Shoot better.

For our purposes, let's assume you already know the basics of fighter maneuvering. You have to be able to hold the edge of the stall buffet in a turn fight; and you have to get close to the edge of the limits of performance for you plane in the vertical.


BE AWARE!

For the most part, flying is less important than SITUATIONAL AWARENESS and SITUATIONAL ANALYSIS.

Before you get into any fight, you need to be sure you understand the situation. Analyze the furball and decide how best to attack, or whether you should exit the scene and look for better pickings.

You have to be able to judge not just how many enemies there are in the fight, but how which ones need your attention first.   Generally, stay above the fight and take a look at what is going on in the furball, and who is coming into it. It is crucial that you be able to judge which of the enemies is most dangerous and plan an attack that either lets you avoid him (or her) or attack him (or her).

HAVE A PLAN, STAN!

Formulate a plan based on the capabilities of your plane in the situation versus the known capabilities of the enemy planes in it. Don’t just dive in and start shooting. But once you do commit to an atatck DO NOT abort it. Carry through on it. Make sure you are attacking in a way that leaves you options after the pass. (ie, in a DVII, leave your self enough speed after the pass to escape upstairs, or enough altitude below you to use the DVII’s superb dive to extend away at high speed).  Circumstances and your choice of ride will dictate what sort of plan you develop. For example if you are in a DVA and three enemy camels are above you, on the other side of the furball, discretion may well be the better part of value. Circle back, grab alt, and reassess. There is no single 'best' move. There is no magic. Just physics. You have to know what your plane can do, given its present ENERGY state and altitude, and be able to judge the other planes based on your perception of their E-states and abilities.

In a very real sense, ALL fights are E fights.  The better able you are to assess and compare your energy state with the enemy’s and the better able you are to use that assessment to better manage YOUR energy, the more likely you are to win. Even in the so called ‘stall fight’, the prototypical stall hanging flat turn see who turns better contest is STILL an energy management contest. An energy rich spad 7 can outturn an energy POOR camel for a brief period, (less than a quarter revolution) and hold enough E to control the fight, never letting the camel get to its best performance range by making repeated quick firing passes FROM ABOVE using vertical manuevers. But the Spad 7 (or dvii for that matter) had better shoot well and be at the top of his or her game!

OUTSIDE IN IS THE WAY TO WIN!

Its often best to think in terms of 'working' the furball from the outside in. That is, take the enemies on the edge of the fight first and then work your way in. Don't dive into the middle and then wonder how all those guys managed to saddle up on you.


KILL THE SCARY ONE FIRST

Pick the most dangerous opponent first. The guy getting all the kills on your pals, is the guy that will most likely jump onto your six if you attack somebody else first.


SUMMARY


THINGS TO WORK ON

Learn a single airplane. The camel seems to be the plane of choice right now in DOA.

Learn how it spins, learn what makes it spin, and learn how to correct the spin before it has a chance to get into full (pardon the expression) swing. Spins are fairly easy to correct in the incipient stage. A full blown left hand DR1 spin is VERY difficult to survive. Learn the minimum speed for different manuevers, IE entry speed for half loop, Vmax speed in a dive, the speed at which your best roll rate is achieved, etc.

=mjrp=


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