Thanks to a decent straight-line energy retention, the plane can also boom and zoom fairly well. Trying to lure the enemy into extended turnfights is one of the most effective tactics to use in this plane. Like all Spitfires, this one is a very good at turning with nearly any opponent that it might face. The Spitfire Mk Vc does not have as high a climb rate as other Spitfires, but it does make up for this in manoeuvrability and firepower. 4 x 20 mm Hispano Mk.II cannons, wing-mounted (120 rpg = 480 total).The Mk Vc has marginally better performance over its preceding tropicalised counterpart due to the lack of air filters and other modifications, although the difference is rather minimal. The plane is blessed with a Merlin 45M engine that grants it phenomenal acceleration below that altitude compared to German opposition, as well as a hard-hitting armament of four Hispano Mk II cannons that gives it an exceptionally high burst mass of 5.17 kg/s, putting it on the same level as the Fw 190 A-5. The Spitfire Mk Vc has two major advantages over its opposition: turn performance, engine performance below 3,000 m, and armament. While this aircraft faces tricky opposition, it is far from helpless as one might expect from what is essentially the airframe of a Spitfire Mk Ia. Introduced in Update 1.77 "Advancing Storm", the Mk Vc will commonly be matched against planes such as the Bf 109 G-2/trop, which performs better in the vertical (climbing/diving), or the A6M5, which performs better in the horizontal (turning). However, Spitfire Mk Vs were commonly operated overseas, resulting in their tropicalised counterparts. With the quick introduction of the Spitfire F Mk IX in order to counter the rising threat of the Fw 190, the Mk Vc saw little combat over Europe. The C-type wing was commonly fitted with an all-cannon loadout of 4 x 20 mm Hispano cannons, which could also be belt-fed in the new wing design, doubling their ammunition capacity compared to those in the B-type wings. The Mk Vc in particular was the first variant of the Spitfire to be fitted with the "C-type" or "Universal" wing, heavily redesigned to reduce manufacturing time as well as allowing a wide variety of armament layouts to be equipped without the need for structural modifications. A stop-gap solution was presented in the Spitfire Mk V, a Mk I airframe fitted with a new Merlin 45 engine, producing 1,440 hp and incorporating a new single-stage supercharger, as well as other improvements including a carburettor able to handle zero-G manoeuvres without fuel flow issues. This is where binding the elevator will come in handy most, ODDBAWZ has a great video on his key binds.The advent of the high-altitude Ju 86 bomber over Britain in late 1940 saw a growing need for a new high-altitude-capable (pressurised) variant of the Spitfire. If you are flying a energy trap aircraft, like a spitfire or a ta152, bring them into a 90 degree climb after getting space, use your elevator to survive the stall, and open up. A lot of players are impatient and will tunnel vision you, use it to your advantage. If you are blessed with good teammates or are playing with friends, try baiting the enemy plane. If you are outclassed by aircraft, then find a window to dive like hell, your life is the most important thing in the grand scheme of the match. You are not trying to get a kill, just survive. You want to force them to dive, or at least fly defensive. So, lets say they overshoot, you need to capitalize and imminently apply pressure, use your elevators(mine are binded to shift and left ctrl). Constantly use C to make sure you are not being baited, and remember this is a war, so there are other planes. If you happen to miss, or not crit them in at least 5 seconds break, do NOT tunnel vision. Hope for a fire, or a pilot knock, or at least something to keep them out of the fight. No matter what plane you are shooting at, aim center mass. Conserve the ammo, with cannons burst fire, with machine guns don't hold down longer than 4 seconds to minimize a gun seizure. Open up those cannons at 500 kms, 50 cals at 600 meters, and 7.7s at 500 meters. When diving, throttle zero percent, and roll upside down, only dive on something that is at most 600 meters below, to minimize an overshoot or wing break. Dogfights in this game are 70L% skill, 20% situational, and 10% dumb luck. Ok, this is where you will be in combat, earning that sweet sweet SL.
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