WWI preferred air to air tactic was to sneak up from a “blind spot” usually from behind and often from below the target, and open fire. Experienced pursuit pilots often closed to 15 meters, but always to 50 meters or less, before opening fire on their unsuspecting victims.
1
As has been pointed out earlier, there was no radar during WWI and unless you’re flying around in a JU88 night fighter, you won’t have one mounted on your plane in WWII either. Air-to-air combat required visually detecting the target, and the probability of that happening past 2-3nm (3.7-5.5km) is pretty low.
2 “The region surrounding an aircraft where a pilot can reliably expect to detect approaching enemy aircraft extends to about 1.5 to 2.5 nm.”
3 “By the middle of World War II, engagement often took place at 470km per hour [292mph] at 200m [656ft] and lead distances of up to 30m [98ft].”
4
They give a lead figure here because they’re talking about sneak attack and turn fighting distances; the lion’s share of combat pilots have traditionally avoided playing chicken; it’s one of the best ways to get killed, especially in a mid-air collision.
I share all that useless (because it falls on deaf ears) information to challenge the suggestion that Zup has somehow caused the “whimpafcation” of this game, and made it “more arcade style than anything else” by adding bullet drop.
Endlessly flying straight down the valley of death like you’re on rails to either kill or be killed by laser shots that can cross well over the effective range of the represented weapons seems pretty arcade like to me. Putting some actual terrain hazards (trees, clouds) and quasi-realistic ballistics into play, thereby requiring pilots to develop their skills or die trying, is a move toward de-whimpafication.
Calling for the removal of those improvements, suggesting a seasoned, exceptional pilot has lost their skills and pride because they’re holding fire until they get close; I see no glory in that. Do you know what they call it when the devs dumb down a game’s capabilities to appease players who don’t want to work the learning curve? That’s known as
"nerfing" a game. If the only way I can stand out is to play the nerfed version of the game, I’ll pass. As old a dog as I am, I’d still rather put in the work, adapt and overcome. The only problem I see with game mechanics is that the lag has to go.
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1 John Stillion, “Trends in Air-to-Air Combat Implications for Future Air Superiority” (Washington, DC: Center for Strategic and Budgetary Assessments, 2015) 4, available at issuu.com/csbaonline/docs/csba6110_air_to_air_report.
2, 3 Ibid., 10.
4 Ibid., 4.