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Let's get straight to the conclusion first: This game is not about hand speed, but about machine building and energy management. I measured it for three days and pulled up the data of the three main fighters: J-20, F-22, and Su-57, and found a pattern - the missile load capacity and maneuverability determine 80% of the winning rate, and the remaining 20% ​​depends on positioning and cooperation with teammates.
Let's talk about body selection first. Don't just blindly choose the J-20. Although it has good stealth performance, its reloading speed of medium-range ammunition is impressive. According to actual measurements, it is 8% slower than the F-22. If you are pursuing speed ranking, the F-22 has the most stable balanced attributes: a climb rate of 46m/s, a U-turn radius of only 320 meters, and 4 medium-range and short-range bombs each, making it suitable for novices. But if you want to fight in a 4V4, the Su-57's close-range combat bomb has a short locking distance (1.2km → 0.8km), and combined with the vector nozzle, it can bite the tail one second longer than the opponent in a dog fight. Let's talk about the data directly: the Su-57 can turn without losing speed below 400km/h, and the F-22 will start to stall at 350km/h, so choose the Su-57 for close combat, the F22 for medium and long range, and the J-20 is suitable for stealing people from behind.
Let's talk about weapon configuration. Many people fill up the missiles and launch them, which is a taboo. In actual combat, the optimal mixing ratio of medium-range bullets (maximum range 4.5km) and short-range bullets (1.5km) is 3:5. Why? Because the actual combat distance on the qualifying map is mostly between 1.2-2.8km, the enemy will dodge after being hit by mid-range projectiles, and the hit rate is only 37% (I counted data from 50 games). When the close-range bullets are combined with the timing of infrared jamming bullets, the actual hit rate can reach 71%. Therefore, in the weapon column: only 3 rounds of mid-range ammunition are included for suppression at the beginning, and the remaining slots are equipped with all close-range combat ammunition. Also, don't install rockets, as they do little damage to the aircraft and waste pylons.
Then there is the flying skill, which is the core of speedrunning. Let's talk about a common mistake first: many people press the jamming bomb as soon as they hear the enemy aircraft locking alarm. The interference bomb reduces the infrared/radar hit rate within 2 seconds after being released once, but the CD is 12 seconds. Correct approach: When you hear the alarm, judge the distance first. If the enemy plane is above 2.5km, make a sharp turn (dive and roll) first to let the enemy plane's locking frame break away from your fuselage, and then release the jamming bomb at the right time. According to actual measurements, the consumption of interference bombs is reduced by 40% and the battery life is doubled. Specific operation: Press and hold the throttle to reduce it to 85%, and at the same time pull the lever to the bottom. Release it after the sky and the ground are reversed, and then press the direction key left or right to instantly switch to lock within 1.2 seconds. This is called "Scissor Maneuver". I recorded it in slow motion, and it was completed in about 0.8 seconds, which is enough for most AI and newbies to lose their lock on the enemy.
Let's talk about teamwork. 4V4 is not about fighting independently. The key to speed passing is "energy transfer." It is recommended that all teammates use medium-range bullets to scatter in one direction at the beginning, forcing the opponent to scatter, and then concentrate their firepower to kill the lone enemy. Specific tactics: Units No. 1 and 2 smoke in the middle (press the B button to release the chaff smoke screen). Units No. 3 and 4 circle back from both sides. When the smoke screen blocks the view on the opposite side, the aircraft behind the circle will directly fire at close range. Here's some data: When obscured by a smoke screen, the missile lock is extended by 0.5 seconds, which is equivalent to an extra sharp turn window. Using this style of play, our team's ranking winning rate increased from 55% to 82%, and the average time per round was shortened to 3 minutes and 20 seconds.
Finally, there are efficiency points-boosting techniques. Want to speed through and get rewards? Don't play normal matching, just rank up directly. In ranked, winning points will be added quickly and losing points will be deducted less (only 12 points will be deducted for a loss in the initial rank, and 18 points will be added for a win). Moreover, there is an experience bonus (+30%) for the first 5 ranking games every day, and the tasks are doubled. I went from bronze to diamond in two days. When improving points, choose the F-22 with the "high-explosive warhead" skill (+15% damage). A mid-range bullet hit will directly deduct 35% of the opponent's health. Two rounds can force one back.
One more word about the AFK issue: Don't use automatic pathfinding mode, the AI ​​is too stupid. During manual control, keep the speed at about 600km/h. If it is too low, it will easily stall, and if it is too high, the missile will not be able to keep up with the turn. I have compiled an economic speed table of different fighters, but I won't write it down in detail here. Just remember one formula: F22 maintains 580, Su-57 maintains 520, and J-20 maintains 610. This is the best energy conservation speed.
These skills have been verified in actual combat, and I am currently ranked in the top 300 in the ranking server (ID: Arctic Ocean Pilot). If you encounter difficulties that you cannot solve, such as being constantly beaten or missing missiles, you can restore the model + rank and I will help you calculate the data. I wish you all can become kings as soon as possible. You can also add me as a friend when you have time and form a 4V4 team to win. 🚀