I have to agree. To elaborate, it's extremely important to think about what your profile is to your enemy. If you're flying straight towards or away from them, you're not moving on their screen - just getting bigger or smaller. When you're pitching up, you're moving in a circle if they're to your side, and in an undulating line if they're in front/back/above/below you. It's important to know where your enemy is and make the most effective maneuver against them! We're in planes, not tanks - use all three dimensions against your enemy.
Hmm, I think you have the right idea but have mixed up your wording. By turning you apply some lateral movement in relation to your enemy, though I wouldn't recommend turning away from your target if you can help it. That's wasting precious firing opportunities! Though, something that is further away will actually move less on your screen than something in your face. You can gauge distance with a little mental trigonometry, by applying some lateral movement and seeing how much their ship moves in relation to your screen. This actually also helps a lot with speed and distance management. Here's a graphic:
I find this to be the most effective utilization of IAMAGEEKYEY's second tactic. It lets you see very clearly how you need to adjust your aim. The green ship is flying towards the red ship, but strafing away from the red ship, so both ships end up moving in the same direction. The green ship is just flying crooked, giving them a firing opportunity.
Notice in this video at 11:30 how I engage my target (Chris) from an angle. I'm not pointing in the same direction as him, but I'm flying in the same direction as him because I'm using strafe to counteract the fact that I am pointing my guns at where he will be by the time my bullets get there. He then kindly runs into my bullets. Thanks Chris!
This is extremely true. Even in real life aerial combat, pilots would roll left (counter clockwise) and pitch up more often. There's probably a number of reasons, maybe because it's an easier hand movement to pull the stick back or push the stick to the left. Especially while defensive, since both of those movements are closing postures (how do you react when bullets are flying past your head - do you spread your arms or close them?). Also, a cockpit is generally on the top of a craft, so rolling over and pitching up allows you to keep your target in view, where as the nose of the aircraft would obscure the target if you were to only pitch down.
I have a few to add as well.
In naval battleship and artillery warfare it's very common to move to the last place your enemy shot, because it's very likely they're not going to shoot there again. When fleeing from a pursuing opponent, pay attention to the bullets flying past your head. As crazy as it sounds, maneuver towards and around the stream. It's very likely your enemy has already attempted to correct their aim. The enemy's line of fire is literally a line they are trying to point at you - dance with it!
Avoid swimming. Swimming is playing this game as if you're a boat in the water. Use those strafe buttons! It almost doesn't even matter which one you're using, just use one! Your movements will be that many degrees harder to track, and you will be that much harder to hit.
Your screen is wider than it is taller. Use roll to keep your enemy in the sides of your screen, since you can see further to the left and right sides than you can to the top and bottom sides. You can then observe your enemy more clearly, and employ counter maneuvers!
Play with that speed dial. It's been put in the center of your screen for a reason! By moving slower than your opponent you can make smaller circles, giving you the edge in a dogfight. When you start seeing that plasma fire grazing your ears, throttle back up and use some evasive strafing while staying on target. Boost intentionally, not haphazardly. When we're playing at the speeds we are playing with, it's very easy to lose someone. It doesn't help that everyone is a nice bright lightbulb against a black space. Use a boosted turn and cross paths with someone else. Unless your pursuer is absolutely on the ball, I guarantee you they will find themselves distracted for a split second by an additional light flying past them - and a split second is all you need to escape from a fight.
Bring that gravidar map front and center. I cannot stress how powerful this tool is. Use > and < to zoom in and out if it gets too crowded. It's extremely helpful to be able to measure the who and where around you. Everyone flies with their own attitude. It really helps to be prepared to roll with that Ubluntu spiral. Or to swallow your drink for that TC Feeble Corkscrew.