Difference between revisions of "Spitfire Mk I"
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− | + | Keep your distance, and DONT turn with her. Boom and Zoom works well, especailly in a fast plane like a LA7 or Spit 16. Dive in, fire, get out. Rinse repeat. If you keep turning with a Spit 1, your dead. If you HAVE to turn with it, keep your distance, those 303's are pretty ineffective past 300 yards, so past that and your fine. | |
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===External Links=== | ===External Links=== |
Revision as of 19:47, 5 May 2008
World War II aircraft | |
Editing this template | |
Type | |
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how to edit |
The Spitfire Mk I in World War II
Development
Unit Deployment
External Links
Aces High II aircraft | |
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Aces High II loadout options | |
Aces High II Main Arenas | |
Earliest MA | Early War |
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Typical perk cost | 0 (Late War) |
ENY value | 40 (Late War) |
Available on carrier | no |
how to edit |
The Spitfire Mk I in Aces High II
Engine Power
Aces High II Performance Charts
speed chart | climb chart |
Firepower
8 Browning .303 machine guns.
Maneuverability
Fighting in the Spitfire Mk I
Well, the Spitty 1 is my MA ride, and it takes a lot of practice to get any good at it. Best advice, DONT try and chase anyone, if they run, do a U turn and find someone else. Keep turning with your opponent. Remember, you outturn almost all of your opponents, so thats what you do. Wait untill your really close to get your shot, and use both Primary and Secondary guns together for maximum effect. I have my convergance set at 175 maximum, although some people think it is still abit far out. Persevere, keep firing, the 303.s hardly do any damage unless in a concentated area and with significant numbers.
Macleod1
Fighting against the Spitfire Mk I
Keep your distance, and DONT turn with her. Boom and Zoom works well, especailly in a fast plane like a LA7 or Spit 16. Dive in, fire, get out. Rinse repeat. If you keep turning with a Spit 1, your dead. If you HAVE to turn with it, keep your distance, those 303's are pretty ineffective past 300 yards, so past that and your fine.