
Training Pages
Buff-Busting
How to avoid
Otto and get the Kill
A lecture
given by Worr on the WarBirds BBS.
Lecture Starts...
I'll
break after each for (!) questions and such.
I
did a little experiment that I know other buff drivers can validate
as well. I flew 32 sorties in nothing but a B-17 this past month.
I usually took my ship up to 20K so my engagements were on my terms.
Most victims had to climb to me. I even did a few AB-17 flights.
<g> In those 32 sorties I got 23 kills and 19 assists to achieve
an econ ratio of 2.080. I got this and not because of Otto. I used
the safety switch lots to keep my gunnery average up and to sucker
the targets in for steady flight.
Nevertheless
the gunnery average was 8%. This is below the average for all the
Gold pilots on WB. That being said, it is fair to say that Otto
isn't that good. Many complaints about Otto and ack-ack in general
arose when 1.09 first came out and the ack strength was turned up
to five. Only a few days later it was turned back to where it was
before, namely four. Yet folks continued to complain as if there
was a significant change. The only change was more guns at bases.
HOWEVER...there
are some things that Otto does extremely well, much better than
you ever can. This is important to note. Otto can track like a hound
dog named Pinocchio when all the prevailing winds are blowing his
direction. Regardless of your speed, regardless of your range, even
out to range 11, Otto can track you dead, if you let him. You can
match his tracking abilities to some extent, but only in closer
and only at speeds you can judge within your gun sight, for you
can only lead so much within your view. I generally feel comfortable
with a convergence of 300 to 400 stalking buffs, and I saddle up
my shot at range 6. Nevertheless, Otto can saddle you up much further
out, and by the first ping it may be too late because of net lag
you may have been dead long ago.
AND
GET THIS...Otto can track you outside of gunnery range, and with
the safety off. His little electronic brain is working overtime.
<g> Hence you get these surprising one ping kills at extreme
range. No warning. You just entered his gunnery range and POW! But
you flew STRAIGHT into it. What does this mean?
Let
me draw four conclusions:
- You
have to shake, rattle and roll on your entrance. Keep slipping
and sliding adding some g's until you are ready to begin shooting.
Don't fly straight waiting to open up.
- Once
you fire and start getting some strikes, don't overstay your welcome.
Count one one thousand, two...and get out. Preferably bug out
and come for a new run. Or rudder over to the other side of the
wing and start hitting there. Otherwise you will be dead.
- You
need more than a slip or a slide to defeat Otto. You need pitch,
you need g's, and in short you need to bleed energy, which assumes
you have it to begin with at the outset.
- The
easiest shots for you are the easiest shots for Otto. Thus the
dead six shot is easy for you...and easy for Otto! The slice shot
with rapid closure from 3 o' clock is hard for you, but hard for
Otto :)
From
Worr: QUESTIONS? Type an !, and I will take 'em one at a time.
From Ender: !
From Zim-: !
From Worr: Ender then Zim
From Ender: ok, you said 300-440 convergence...
From Worr: 400 cc
From Ender: and 2-second burst, is this in FW/109G, other big
cannons?
From Worr: 2 seconds because of Otto not because of your ac
From Ender: I usually fly F6f with 50s, am out too outclassed?
From Don Fisher: !
From Worr: No! .50s are excellent for buff busting because
they do not scatter like the FW, and because most don't understand
the FW's guns. You may even do better in 51 or f6f. Follow up Ender?
From Ender: usually have conv to 200 how this affect my style?
From Worr: or I'll go to Zim then Donf
From Worr: 200 is what I like generally, but against a buff
it will hurt you because you have to close to kill.
From Ender: i.e., wait to open up at 4, or am I screwed?
From Worr: cc 4, don't saddle up until then, and THAT is close
for a buff.
From Ender: thanks, done
From Worr: Zim
From Piper: !
From Zim-: Do continuous barrel rolls work while closing?
From Worr: Yes, but at extreme ranges say 10+, you may not
need such moves
teeter-totter is fine.
From Zim-: Sort of "roll around the buff" until about
d7, then nose on and shoot at d6? Or, just pump the stick?
From Worr: With just a tish pull on the stick, roll around
the buff cc
From Worr: Donf then Piper
From Don Fisher: Ok thx Worr cc bout 50s and FWs but
about the zero
From Worr: Hehe
From Zim-: Roflmao!
From Worr: Stay at home, zero-san
From Don Fisher: We had a mini scen that I was CO of , and
we had too... but I think they were lighting up with mg and no shells...
just drifting below
From Worr: CC, FW will do this too. I don't even use MG for
buff busting. I've seen my MG go over his nose, and my cannon go behind
his tail when pulling gs!!! Nice buff bookends, but no hits.
From Don Fisher: cc big time on FW
From Worr: Piper
From Piper: When you say "saddle," I take it you
mean set up a tracking shot and not dead 6?
From Worr: well....you can choose that saddle. I mean establishing
a target lock no matter what your aoa...err target aspect angle. Any
one else?
From Piper: cc... done.
From Don Fisher: !
From Ender: !
From Worr: Donf then Ender
From Don Fisher: U saddle from what angle? I like planform
shots from real high...
From Worr: I like 12 high....like almost 90-degree angle, or
a 4/7 o' clock high. I don't get the 3/9 often but I'll take it as
my favorite.
From Don Fisher: cc same here love that 40% gunnery ;)
From Worr: SAFEST approach IMHO, too.
From Worr: cc .40
From Zim-: !
From Worr: Ender go
From Worr: 8% Otto isn't that good
From Ender: Ok, as far as getting these 12 oclock hi,
4/7, etc shots...is it just a matter of practice and training your
reflexes, or am I doing it totally wrong? I always seem to end up
on the buffs 6, maybe I have lead turning too ingrained
From Worr: You know what the trouble is, Ender, and most everyone
does it...You line up the target way too soon, which means you keep
it in your forward view. People just don't like to approach something
blind. But what does that do? It puts you dead six every time. Fly
parallel and then track it in your view once you in guns on but NOT
before.
From Ender: cc
From Worr: Trust that you do know where it is going ;)
From Worr: Zim
From Zim-: Maybe you're getting to this point, but...favorite
aimpoint on bombers to shoot at? Cockpit/wing/tail???
From Worr: BRAINS <g>
From Zim-: hehe
From Don Fisher: hehe
From Worr: Splatter em
From Zim-: Softest part of the plane, CC ;)
From Worr: And fly through the debris for fun
From Don Fisher: Hell, aint that what the 109G cannon
is for?
From Worr: I will often times walk with the rudders over the
wing roots
From Worr: Ok let's go on here
From Worr: <takes handful of popcorn>
From Zim-: *burp*
From Worr: ack sticky KB
All the
guns have overlapping fields of fire, particularly rearward. Waist
gunners are only single .50s, not doubles, and theB25 has no bottom
gunner and no nose Otto. Bombers are big, but not from a dead six
position. Generally your gunnery should go up when you do a lot of
buff busting. You can aim sooner on approach. Gunners die easy, but
net lag may delay the fruits of your labor. Buffs don't go down even
with damage. I can't tell you how many no elevator buffs I landed
with no trouble. Pilot kills are instantaneous kills. <g > Heavy
gs and wild maneuvering shuts Otto down. 17s slow down
to 150ias or so to bomb.
From
Zim-: !
From Worr: go
From Zim-: You said B-25 has no nose Otto... but attack one
from the front, and the pilot just has to maneuver a bit and put 8
.50s in your face!
From Worr: You can sucker him actually well, but attack from
his forward right ;) err... left excuse me
From Zim-: I got a bunch of head-on kills flying b25... people
forgot the nose armament :)
From Worr: Its hard to bring that nose around when he
is fast--25 locks up. Now...
Some
simple conclusions then:
- Attack
from above and aim for the pilot. This presents the biggest target
and the greater potential for a kill. Tail damage just doesn't
bring a buff down.
- Egress
with speed and use lateral plus vertical movement. Egress preferably
downward, not upward to increase separation and decrease time
in Otto's range.
- Attack
and come around again...he isn't going anywhere. Let the damage
tally for you.
- NEVER
EVER, no don't do it...climb to attack.
From
Don Fisher: hehe my paper starts with those words
From Worr: :)
From Worr: comments or questions?
From Don Fisher: !
From Zim-: !
From Worr: Donf then Zim, Kobra etc
From Don Fisher: U break low then, if I got the speed, I usually
extend then Immelman for a planform...
From Piper: !
From Worr: I've found some buff drivers doing a scissors on
me in my Immelman and I get popped. Immelman is for the impatient.
From Don Fisher: ahhh... the lone buff.....
From Worr: cc loner
From Don Fisher: thx Worr
From Worr: Zim
From Zim-: Egress jinks... same as ingress? pitch and yaw?
From Worr: cc pitch and yaw...but not a simple slide here and
there such as when at range 10
wow did I learn the hard way,
you really have to bleed the energy on the egress and work hard.
From Zim-: Run away in straight line?
From Worr: Lost too many engines that way
don't
relax on the egress. Out of sight out of mind...loose brain. He may
not be in your forward view but he wants you dead just the same <g>
From Zim-: cc, so violent maneuvers on egress, preferably down?
From Worr: cc with barrel rolls, make sure you are pulling
gs and then pulling them on a different lift vector every 2
seconds. Do this....fly over a runway at 3K, and do some loops. Watch
how the ack follows you. Like flinging a Frisbee at you, he is constantly
leading you speed means nothing but less time in his sights.
From Zim-: G's, barrel rolls. cc
From Don Fisher: !
From Worr: Donf then Ender
From Don Fisher: In my paper, I rated the buff busting planes
as FW,F4u,51,etc. How about you? What do you think?
From Piper: !
From Worr: Agreed. Ender then Piper.
From Ender: Slightly off subject, but you have any comments
about avoiding ack at fields (as it is different than buff)?
From Worr: Ack is same as Otto, just different fields of fire
and number of guns. Otherwise its the same thing
From Ender: Except you cant dive below <g>
From Worr: Hehe. Well you have that point
say you reminded
me of something Ender. Ever bomb an ack site, and get it good, but
even as you fly past the ack it still is pinging you?
From Ender: Yes, net lag?
From Worr: Keep this in mind, even when you knock out tail
gun Otto, net lag can still get you good. That's why I break off my
attacks to let the damage tally up, then go at it again.
From Worr: ok Piper
From Piper: What's the reasoning for not climbing to attack?
Ive never tried, but I know FW's used to practice it during
WWII.
From Worr: Climb to IP but not to attack. If you climb to attack
you have little energy, little energy means little options.
From Sylvan: !
From Worr: No wild Egress, you die
From Piper: cc
From Worr: Real FWs didn't face Otto :) Energy = options
= life. Real FWs didn't climb to attack. They only climbed to
set up an attack, or out of desperation.
From Zim-: me163 did ;)
From Worr: hehe cc on the 163
From Piper: cc... think it may have been 109 now that I think
about it
From Zim-: Climb, cannon, glide, KABLOOI!
From Worr: But even they, I believed climbed above the box
and dived down
From Don Fisher: LOL Zim
From Sylvan: IP = ingress point?
From Zim-: cc
From Worr: cc
Let me
wrap this in a simple way now...keep these four things in mind:
SPEED
- GREED - LEAD - BLEED
Speed...you
need lots of it for your options, so get some alt before you make
your guns pass.
Greed...
well it kills you dead. Two seconds and you are history even when
you think Otto isn't on.
Lead...
always know that Otto is aiming ahead of you, and the lead is shorter
at closer ranges. You may jink so much you fly into your former
lead spot <g>
Bleed...
for your exit get on the black out screen, and change your lift
vector often.
Speed,
greed, lead, bleed...will help, I think...
From
Ender: !
From Worr: Go ahead Ender
From Ender: Ok, I real fast, rolling like crazy, and I cant
saddle up till 300yrds with my 200 conv 50s, should I break off before
2 sec if I get too close? And what is too close?
From Worr: I break off at range 3.
From Don Fisher: !
From Worr: You can close if into 2 but you'll need lots of
energy to egress....and you'll need more than one lift vector to get
you off target.
From Ender: Range 3 huh? So I only have between 400 and 300yrds
with my 200yrd conv?
From Worr: Don't just hit a split ess in other words, you can
use one bank of guns Ender outside 400 yards.
From Ender: cc, which?
From Worr: Either bank...your conv still sets one set of wing
guns on a straight path, use em even out to 800 yards
From Ender: huh?
From Worr: Convergence makes a big X; center of the x is your
conv range, say 200. 400 is top of the x. 0 is bottom of the x, so
aim right or left of your target pipper when you at range 600.
From Ender: (with u, how that affect diff banks tho?)
From Worr: You just wont get all 6 50s on, only 3:)
From Ender: Gotcha
From Worr: WELL...
From Ender: thanks
From Worr: I hope this has been helpful to you all.
From Ender: Yes, very much, thanks Worr!
From Kevinb: <applause>
From Don Fisher: clap!
From Worr: :)
From Ender: <cheering>
From Zim-: CC, thanks Worr! Good stuff
From Piper: Thanks Worr
From Worr: thanx kjb1 for the tape.
Lecture
Ends...
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