![]() ![]() The 2 x AGM-62A Walleye bombs can also be used very effectively with practice, however with only two bombs, it is better to use the five AGM-12B missiles instead. These missiles, with enough practice, function like a precision 250 lb bomb that is guided to the target, most of the time destroying it. In Ground RB, the preferable secondary armaments are the FFAR or Zuni rocket pods, or the 5 x AGM-12B missiles. Then, when you return to base, you could rearm with bombs, or rearm with AIM-9's and fly as a late-game fighter to finish off remaining players. When flying back to the base, if the jet has AIM-9's equipped, try to support the team by hitting or scaring off enemy fighters who may be attacking a helpless ally. Do this by flying low and fast, to the base hitting one or two and then turn around away from the enemy fighters. If using this plane as a ground attacker, equip either FFAR or Zuni rocket pods, AGM-12 Bullpups, or the 20 mm gunpod, and attack ground targets.Īnother option is to use the wide array of bombs, preferably the 14 x 500 lb loadout, and destroy enemy bases (typically you can only destroy one, sometimes two) with them. In such situations, your best bet is to have a friendly plane to pounce the chasing enemy fighters, which can give you a window to escape or fight back or to hide behind any hills or terrain that might cover you lower towards the ground. However, the low energy retention will make it extremely hard to escape the fight altogether, especially if perused by multiple aircraft. The plane's high roll rate will make it incredibly easy to dodge bullets, and the flares will help the plane dodge missiles. However, if you are chased, there are little options for evasive manoeuvring. Your best defense is to not engage in fights where you are clearly outnumbered. In cases like these, it is best to stay back and play as a supporting fighter to your team, or simply switch to ground attack roles. However, when uptiered, especially versus planes like the British Harrier GR.1, fighting offensively may not work at all, as these planes can easily outclimb and outrun you, and they will bounce you. It is also best to turn off if your target starts to evade If you try to chase, you can quickly bleed energy. Always attempt to fight aircraft flying alone attacking an aircraft within a group is risky, as your low energy retention will make it hard to escape if the attack goes unfavourably. General tactics with the A-4E is to keep altitude until one finds a target to pounce on, preferably fighters trying to climb, low flying aircraft, or distracted aircraft. If one prefers to be a gun fighter, a single gunpod (or three) can be attached to spray down targets, however they drag down the plane's climb and turn performance (especially the triple gunpods, which eliminate this plane's climbing ability in a fight). The missiles can easily supplement the cannon, however these early missiles have a narrow tracking cone, and can easily miss targets that fly erratically, so they too must be used sparingly. The A-4E's standard 20 mm cannons can easily shred any plane in the sky with a handful of well-placed rounds, however it only comes with 200 bullets, so short controlled bursts must be used, and only should be fired sparingly. The A-4E can equip either the 2 x AIM-9B Sidewinders, the 2 x AIM-9Bs and the 20 mm gunpod, or triple gunpods for this role. One role the A-4E can serve is as an air-to-air fighter. In Air Realistic battles, one can use this plane in a wide array of roles due to the wide array of armament. Maximum permissible weight imbalance: 900 kg Also avoid speeding up too fast in a dive, which can also tear off wings at high speeds, instead open up airbrakes or lower throttle to 50% before diving. Use the plane's high roll rate to your advantage, and make it a habit to preemptively bank into your turns. Pitching negative, or yawing too violently, are easy ways to tear one or both of your wingtips. To prevent this, always pitch positive relative to the wing. These wings are well-known to be fragile and to easily snap at relatively normal speeds. If uptiered, flight performance leaves much to be desired, it can be outmanoeuvred even by the Yak-38, F-104 or MiG-21 in a dogfight. Overall, it can turn with G.91s and MiG-15s without issue, however extended dogfights should be avoided. However, the aircraft's poor energy retention during turns is profound, and airspeed will drop down to about 320 km/h (200 mph) after more than a 90 degree turn. The A-4E behaves like the A-4B, with excellent manoeuvrability at speed, aided by the automatic wing slats. ![]()
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