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Name Callsign Age
Rich Weed 32

The Weed Family on vacation - And me and my boy visiting the Shedd Aquarium in Chicago.
florida.jpg (25985 bytes) chicago.jpg (15606 bytes)

Medals and Awards from Previous Wars
Great War 1 & 2
For services rendered throughout RB3D Great War II - April 1999 to August 1999
Blue Max - awarded to Weed for attaining 20 kills during the Great War July 1999.ACE Medal - awarded to Weed for attaining 5 kills during the Great War - May 1999

Background:

Ok a little brief background. (must be VERY bored to read this) I've been playing computer games ever since the term originated (ok geek is a word that comes to mind). In my time I've played many games with many interfaces. Text adventures, consoles, Commodore, (Pong, Atari, Intellivision - did I say that), PC sims, you name it. And I think that RB3D is a great game despite any of the faults players have posted about it. Even with all the problems it is still an amazing game with amazing potential. It is the quake game of WWI flight sims. However, thanks to the insightfulness of TestH, I did not get into the RB3D game/community until just recently (January 1999) after he had told me about the Super Patch and that RB in 3D was awesome. I believe he saved me many of the headaches that early purchasers of the game suffered. And no matter how well you have mastered any plane or tactics employed in RB3D, as with any internet game, the almighty LAG and PACKET LOSS gods can ruin your night. Nevertheless the current RB3D community and game was so inspiring that I started the Screamin' Eagles with a little help from my current gaming group - Wingman, Keisersosa, Spy, and of course TestH.

I consider myself a decent flyer. One on one I will give anyone a challenge (so far this ego laden statement has been true). However, in team target/team melee furballs I often end up with several unnoticed enemies on my six. I am a relative novice to RB3D (January 1999) and a complete novice to employing wingman tactics. This hasn't stopped me though, from playing whenever I can. I am also searching for wars for our squad while waiting for all but dead WOAC to start.

I've divided my tactics page into: Joystick Settings, PC stats, General game tips, wingman tactics, the planes, and finally chivalry.

Joystick Settings:


PC stats: I fly RB3D on a P200MMX with 64 Megs of RAM, a Diamond Monster Voodoo2 with 8 Meg on board, over a 56k modem connection. I use glide mode. I also use the basic cross-hair file provided by Dynamix for the game. I also use the MS Sidewinder Pro. The rudder control (a must in RB3D) and the programmable buttons are essential for me (I rarely, once in the air, go to the keyboard, except to type messages and this only when the coast is clear). I've also downloaded and implemented Flybert's MMP paint schemes. This makes flying online absolutely stunning to participate in.

GENERAL TACTICS:

1. First and foremost I have, over many hours (I'm scared to think how many), accomplished my joystick settings. My fingers know which buttons to push without my thinking about it. Well, that is how it feels. I can manipulate my view screen to my whim without having to translate (i.e. slowly manipulate) which button means what. Rudder control is provided by the stick also. The last thing I want to do is find a key on the keyboard when I'm flying in a fight. This leads into . . .

2. Keeping the enemy in view, or always knowing his whereabouts. RB3D allows the player to keep a good track on ONE target when in pursuit. This is good and bad. The good thing is that you should know where your target is in relation to you at ALL times. You should know his plane's attitude (direction) in relation to you and hopefully his damage condition which you should exploit at any opportunity. The bad thing is, is that I often get pretty focused on my target and fail to realize my target's wingmates or friendly forces have showed up on my six. Ugh!

3. You will have to know your plane AND the target plane's strengths and weaknesses. There is no other way around it. Personally, I think this is rather cool since we are playing a computer game afterall. RB3D is not a first to hit wins type of game. Pilot skill and teamwork (which is totally cool) can play a large part in any furball, matchup, or duel in the air. I've seen all of it happen. I've had veterans just kick my butt exploiting the weaknesses of my plane while skillfully using the strengths of their planes. I've had my wingmates save my six as I have saved theirs (total and complete fun). I've been the "solo" plane while my teammates wait from above. I've bounced that "solo" plane only to be riddled by 4 others waiting for my pounce. This leads to . . .

4. Situational awareness. As weird or as unlikely as this may sound in a 3D computer game, it is very true. Knowing who and what is around you before getting into a fight will help your odds immensely. Picking the right fight helps, although I almost always attack the first enemy I see. Hitting the restart button is as easy as it gets when making mistakes in battle. Mostly though, I try to take the time to cycle through all "viewable" enemies by hitting the E key and then the F8 key (both programmed on my stick) to see who is around.

5. Deflection. This takes time and practice, but knowing how your bullets spread and how much to lead your target is essential (and is a little different for every plane). Attempting to hit a better target area (cockpit through engine) is also essential. It may keep you safe flying right on your target's six (he can't hit you) but a lot of your shots will be absorbed in the tail. If you take too long, some of his friends may show up. And then you're low on ammo with no kills and a pack of hungry wolves coming at you from all angles. Try to make your shots count. Short bursts at all times unless you know all your shots are hitting.

6. Altitude altitude altitude. There is no better friend in any plane. You can pick and choose who to fight and when to engage. Always maintain your altitude advantage. Plane your maneuvers. Picture where your target will be 10 seconds before he knows he will be there. This will come naturally after some time.

WINGMAN TACTICS:

Although I've played more than a few flight sims, I've never had the opportunity to fly with real (human) wingmen. This has to be one of the more exciting things about RB3D MMP. Any game's previous notions of how wingmen should act or fly or whatever, pale in comparison to how well or how poorly wingman tactics get employed in MMP. How to properly conduct yourself as or with a wingmate is still very new to me. I have so much to learn on this issue. But here is what I think I have learned so far . . .

1. The old mantra - "stick to your wingman" for all intensive purposes is true. But the motto is very broad. Staying with your wingman, keeping bogies off your six or his six or targeting the same target are helpful. But I know there are specific engagment rules that should be adhered to or employed in RB3D. In other words, I think the game is designed well enough that applying real world tactics would allow you advantages. I just haven't learned these yet or figured them out enough to make a difference every time. Not to mention it really does take time and practice with your squadmates to get better. (which ultimately is rather cool since most PC games are old hat in a month) The experience of RB3D MMP gets richer and richer the more I play. There are too many different situations to ask about when diving into the fray with your wingman. Is there a good book, webpage, or other source for gleaning some WWI wingmate tactics???

2. Definitely use the F key to find your wingman. Hit F8 to make sure he is selected. When he is, use Shift-D to lock him in. Then whenever you need to find him again hit the D key. When you get into any battle, whether it is the two of you on one enemy or a beehive furball, all it takes is one turn to lose your bearings of both target and wingman. Having your wingman programmed in memory really helps out. For instance, if you need to get someone off his six, you can slew your view towards your wingman (by hitting D if he is locked in) to see if someone is following him. If you have someone on your six, you can find your wingman (by hitting D) and lead your pursuer to friendly guns. It also helps of you have one of your chat macro key set up to say "Get this guy off me!"

3. When there are 3 squad planes making a wing, it can be helpful to leave one plane higher up to watch over things. This lets the overseer check for enemies arriving on the seen and an altitude benefit if the pursuee decides to break for it. The wingman higher up should have a speed benefit to place the TKO punch. Although we haven't employed it much, this tactic was a conversation between Keisersosa and myself, and as far as I can see has the potential for much use in the arena. In fact, in single player games, when I was the low man on the pole, the flight leaders would often assume a high and slow crusing altitude while me and the wingmates flew around below patrolling.

Other than that I am open to learning and employing wingman/team tactics. Please send me any suggestions or observations that you have.

THE PLANES: When talking about the planes, throw your historical perceptions out the window. This is a game. And all games have developers perceptions on what should be. Hopefully through testing, some real world accuracies can be instilled without removing the fun factor. Many players, especially those around since RBII beta and RBII purchasers, have complained about flight models. I'm just happy there is a model to "fly." Although in truth I don't have to unlearn any flight models as this is the only one I've experienced in RB3D. I guess I would be rather upset if I spent many hours learning a plane (and loving it) only to have it change into an evil twin. Also, any planes left out of the list below means I have not flown it enough to know anything about it.

FOKKER DVII - What can I say. This was (read Dr1 and Camel below) my favorite plane. It climbs well, turns well, is reasonably fast and can take a ton of hits. Not to mention the wings stay on. However, since it is considered to be such an advantage to all the planes in RB3D, it does not make it onto the war servers very much.

Things to keep in mind when flying the DVII. Keep your speed up. It makes such excellent turns that you can find yourself bleeding off all your speed. Too much opposite rudder in this condition will produce a stall. If you are high enough it is no big deal, but if you are flying low - CRUNCH!

The DVII when flying level and without damage can start and maintain vertical loops forever. You can also perform a skid turn that will make you feel the whiplash.

Bouncing an enemy in a DVII is pure joy! I love the DVII's guns. They seem powerful, deadly, accurate, etc. All the things you want in machine guns when hunting the enemy. Or even in stop and go traffic.

ALBATROSS D3 - Although this is considered one of the Uber planes, I have had a tough time learning it. I keep forgetting that it can make that turning climb. Your pursuers, most likely in N28s, will try to follow and will eventually stall. Make your pounce and climb away again.

Go easy on your stick in the Alb D3. That top wing will snap off in a heartbeat. If you have some damage on the top wing, or you can see from your cockpit that the upperwing is damaged, get yourself high and head home. That top wing may just snap off with "wind" resistence.

Mostly, always use that turning climb, and maintain your altitude. The N28s can out dive and out run your D3, but they can't out climb it.

Fokker Dr1 - This plane has incredible firepower. Now I am not sure if it is the guns, or the shot grouping, or just some code the programmers threw in, but damn if these guns don't tear everything up. On the other hand, they made it rather difficult to fly to compensate for that advantage. However, it really is not that difficult. Once again, spending some time in this crate is all that is really required. I'm betting a lot of people try it and get frustrated by the stalls and spins and move on to another plane.

The Dr1 feels a lot safer once you get above 1000 meters. On the level it is faster than the D3 and climbs as well in the straight line. However, the D3 can get you up quickly in that ever climbing circle. Try that in a Dr1 and you will be spinning downward (at least I am). Some MMP pilots claim that they can perform the climbing circle with a Dr1.

It dives well and takes a lot of hits. Use plenty of rudder when flying level. Use a sharp bank and rudder to initiate a turn then pull straight back on the stick. This tends to skid turn the plane with nice results. Also, sharp figure 8s work well but be careful of bleeding too much speed.

Some bad points are if you get too low the Dr1 will feel like you are flying in slow motion. Although it climbs well, it does not climb fast enough (like the D3) and when someone is pummeling you from behind the climb will feel like you stuck your head out of fox hole on opening day.

The one good point is that once you get on someone's 6 you should be able to stay there. A few bursts from those guns and your target will be in serious pain. In the short time I've been playing around with the Dr1 I bet I've had more head shots than all the other planes put together.

If your target is experienced, he will know to hit the deck ASAP. As most Allied planes have better speed he should be able to out distance some. By getting you to follow him to low altitude he has helped his odds tremendously, unless you are a really good Dr1 pilot.

NIEUPORT 28 - Easily my favorite Allied plane. It is stable, fast, turns and climbs well. I strongly suggest using the aiming cursor provided by Dynamix. The top and side mounted machine guns can be tough to aim, although they do group the shots well. If you use the cursor, aiming is a breeze.

In my opinion, the N28 does not turn as well as the D3 or DVII. However, it does have a good roll rate and varying your turns with rolls and spins will confuse your hun pursuers. If they are in a D3 and panic they will do the work for you and snap their wings. Speaking of which, when fighting a D3, do your best to get those first hits in. Any damage to the D3's wings is going to make that pilot go even easier on his stick. He may then try the climbing turn tactic. This is all well and good. Do not follow. Break off, climb at your own best rate away from the D3 and try to get at him on a level field. The N28 can take more damage than the D3.

Always throttle back on a dive. The speedometer maxes out at 220, so no matter how much faster you are going than 220 a sharp pull on the stick will snap your top wing. Go easy on the stick when diving and turning or diving and pulling up.

SPAD13 - One of the few other allied planes that I am forced to fly. I do not have the patience for this zoom & boom plane. It is fast, sturdy, takes damage and has seemlingly powerful guns, but as anyone who flies it will notice immediately, it cannot turn or climb. If forced to use this plane, hunt in packs, always zoom and boom, never use sharp turns and if possible maintain your altitude.

Also remember that if you happen to bleed off too much speed it can take more than a few seconds to build it up again. Climb gradually.

Sopwith Camel - This plane's guns have a lot in common with the Dr1 guns. Maybe not quite as much, but similar. They are very powerful. In an N28 I've had my fair share of troubles taking down a DVII. It can take some time. But in the Camel taking down a DVII takes half the time.

Flying the Camel requires (for me) quite a bit different attitude than most Allied planes. It take some patience. In an N28, with it's speed and agility I try to get the first shots in. A little bit of damage on a D3 goes a long way. A little damage on a Dr1 or DVII will hurt their maneuverability just that little bit. In a Camel though, you can turn with the DVII and Dr1 and although you may be doing inverted passes with your enemy you will soon win the turning war.

I haven't figured out the nuances with the Camel yet, but I can tell you how to stay alive longer. No figure 8's. No flip turns. The Camel has high rotary engine effects. Figure 8 and flip flop turns like in an N28 will spin you to your death. Try using rudder and aileron banking to get you sideways (perpendicular) to the ground, then pull straight back on the stick. No more rudder and no more banking. This will give you a decent turn rate. After you get used to this, some rudder adjustments will come naturally.

Whatever you do, DO NOT flip the plane over to turn in the other direction. This will produce a stall. Keep your turn going, or if you must come out of it, level off and fly straight for a good couple of seconds before turning in the other direction. Don't worry about your quarry out turning you, the Camel is amazing.

The Camel can take a decent amount of damage. As much if not more than the N28, but maybe not as much as the Spad13. Some visual top wing damage has not affected me when pulling all the way back on the stick in a turn fight. Or at least it does not scare me nearly as much as when I see that same damage in a D3.

The high speed stall. This is one that I have not figured out yet but I've got my suspicions. Sometimes when you've got plenty of speed built up the damn thing just slips into and unrecoverable spin. I think this occurs, once again, because of the rotarty engine effects. I've tried making a dive on a target, have him turn away, tried to turn with him and it just spins even though I'm going well over 140 mph! I think this is because at that speed the rotary effects are even more accentuated. What I haven't tired yet is entering that high speed turn ever so gradually. I think the Camel likes turns. The rotary engine sure flips it around fast enough, and it has power to pull it through. Cautious stick movement at all times except when sideways and turning level, then it's full stick back no rudder.

CHIVALRY - It's nice to see and overall keeps the mood light and fun inside this game. I was not in the RBII community before RB3D. As I understand it, calling out your enemy and saluting were all standards of behavior to abide by. In Melee servers I can still see/understand this. Afterall a melee server is just that, a place to have duels or furballs. How many times have you been fragged in quake and had your killer salute you. Never? Imagine that.

On War servers, however, it is virtual war. I strongly believe in the Screamin' Eagles montra of Death from Above! and to "kill, destroy, and annihilate by any means possible all enemies, targets, or whatever is in your way." Saluting is ok if you've downed the last known enemy in the area otherwise let 'em wait. Too many times have I been pummeled by an unnoticed enemy while trying to Salute a downed aircraft.

See you in the air!

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