LB:
-Avoid hovering/landing as much as possible in hot zones as the LB bares little protection for its crew and passengers.
-Has very light armour and is easily destroyed by 50cal and up. Controlls are prone to 'locking up' (Beyond pilots controll) when damaged by AA guns.
-Are undetectable by missiles as they give off a low heat signature.
-Try to keep your sides away from the enemy as there is no side protection for the Pilot and Co-Pilot.
-Upon being wounded, find the most immediate medical attention. If the effects of bleeding are mild( your heart is not beating wildly), it may be advisable to land in a safe zone(carrier, Helipad) and use your own medical equipment(field dressing).
-Fly low in cover areas(I.E buildings, trees, mountains) and High in open areas(Ocean, Desert).
-NEVER touch the skids on uneven ground. They are prone to toplling over.
LB Gunz:
(All of the above LB tips apply)
-You are primarily a Scout ship. Perhaps making your own squad so you can give information to the CO and perhaps participate in the odd strafing run.
-Never come to a complete stop when firing guns. Fire them from moving and only at targets that you can see/see their fire or that have been marked by the SL's attack marker. Its a waste of time/ammo otherwise.
-Refrain from attacking anything with the strength of an APC or up, armour wise.
-Refuse passengers at every chance. Never land anywhere but your Helipad.
Cobra:
-You are CAS(close air support). Not a flying PWNXZOR machine. Work in effort for your side, I.E attack enemy assets than endager your team on the ground.
-Keep sideways exposure to a minimum. It's sides are broad and are an easy target for AT.
-Avoid getting shot by AT in the cockpit. 9/10 times it is fatal.
-Never engage when damaged as much as a single RPG would cause.
-Release your flares against MANPADS (Hand held AA) at approx 2.75seconds(just before 3) and move ASAP.
-Sometimes it is effective(but riskey) to allow an enemy MANPADS to fire at you, while releasing flares to see if you can find where exactly the shot came from and eliminate him/forward his location to friendly forces.
-The Pilot should avoid engaging with Hydras. Leave it to the gunner, thats his Job. For example, if the gunner cannot see hostile INF/Jeep, swing to it than open up at it, then fly away.
-Hydras are not for engaging any target with armour of that of an APC or more.
-Remember to line up the gunner and give him directions to the targets location. TV guided missiles have their aim centered at about 1mm below that of the Pilot's crosshair.
-Communication with the gunner/Pilot is crucial. Having the gunner as an SL and locking the squad can be effective in helping your team.
The commander can give you specific targets. The gunner can handle the comms and targeting, allowing the Pilot to fly most effectively.
-Even if you cant see the Target, remember that your gunner has a highly extensive zoom.
-Bug out when Moblie AA is in the area. Its not worth the extreamly high risk.
-Engage armour with TV guided rockets only, preferably at Long ranges. The TV guided missiles have a range of approx 1000meters. This is realisticly about 890 as you have to account for the hightr of the chopper.
-Hiding behind ridge lines, tree lines and building tops away from the battle, only to hop up and fire a TV guided missle, can be an effective tactic in a fight. Dont Camp for too long or you deserve to go down.
-Refrain from hovering completely. You never know when some cheeky Insergent gets his mittens on a 50cal sniper.
-When trying to aim the chopper at a downwards target, uses negative collective( S button, makes you go down) to reduce movement and speed.
-Refrain from flying Verylow. I have seen too many in flight Choopers lose to the wits of a suicide car.
-Coax hostile choppers'/Jets flares from them before you fire your air-2-air missiles.
Heavy transport:
-You are not a gunship. Those guns are for defence and occasional CAS.
-At high speeds, your use of pedals( A key and D key ) will be greatly limited. Bank(turn by rolling and pulling up using the Downward directional arrow) instead.
-The blackhawk has poor negative collective(S key). Come in low and flat to land instead of trying to use neg collective. You will spend a long time at optimum AT hight otherwise.
-Taking passengers that are not in the Merlin and are floating around in the back can be.....hazardous.
-You are a prime target for AA. The enemy will have in mind that you carry many troops onbaord and therfore the potential to take one of their CPs.
-Avoid confrontations with attack choppers. They are armed and you are scarcley or not at all.
-Refrain from landing directly at CPs as you greatly increase your chances of getting kill/shot down/ losing your crew and passengers.
-It maybe hard to tell which caliber rounds are hitting your chopper. Assume the worst, think it 50cal....unless it is exploding it is AA, APC or a hostile chopper/jet.
More will come to mind
...mongol...