There are three main travel vectors along which a Banshee can move:
(1) Forward, with or without rotation
(2) Hovering in place (done by holding the “back” key—will induce a slight rearward motion, but for combat purposes, is sufficiently close to a hover)
(3) Falling straight down by gravity (done by releasing all throttle)
Most pilots only account for the first. Some use the second. Rarely is the third seen.
Hovering is mostly useful when no motion is desired, whether to facilitate a stable firing platform or because, simply, you’re in the best place at the moment. An example is when bombarding another Banshee that has gotten stuck against the terrain.
Falling is a rare secret. When you first use it, it will be a trick, but mastery will come when it progresses to a seamless piece of your combat maneuvering. Basically, it is another angle of movement to supplement forward movement, one that classic flight sim’ers will not comprehend. Use it to fire from a constant x,y coordinate point yet still engage in some degree of evasive motion; use it for more complex mobility; use it to “strafe vertically,” the only planar motion a Banshee is capable of.
A falling Banshee can turn faster than a hovering Banshee, and a hovering Banshee can turn faster than a flying Banshee.
Understand, however, that both hovering and dropping are weaker defensively than flying; being less mobile, you are easier to target than a circling aircraft. However, against all but the most skilled of opponents, this will not be an issue; your opponent will simply continue circling or “stunting,” allowing you to train continuous fire on him.
Of course, you should never remain in one position, or even one “system of motion” for very long. Change constantly. Always imagine what you would do to an enemy that was doing what you’re doing; would you be an easy target or a hard one?
Remember leading. Even on a lagless server, both plasma fire and fuel rods have relatively slow travel time, especially in the rapid timespaces of air combat. The VAST MAJORITY of shots fired in the air (those that are meant to hit, and not merely the result of the fire key being held while one maneuvers) are useless solely because they are not properly led. You must fire considerably ahead of any target, taking into account both your vector and your opponent’s.
The most advantageous position in an air-to-air battle is below your opponent with a clear shot into his underbelly. This seems unlikely, but does happen, usually when the opponent begins a misguided hover and you take advantage of it by hovering yourself below them, firing with impunity. This position is shockingly devastating; a single fuel rod and a smattering of plasma will kill a target instantly. The reason is because you are hitting the pilot, not the plane. Smaug’s Bane. Because of the unusual nature of this position, it is more an attack of opportunity than something to seek. You cannot take it, but they may give it to you.