Page 2 of 2

Re: When are you REALLY ready?

Posted: 2011-03-07 12:01
by PatrickLA_CA
Flares don't help you most of the time... A lot of people, a lot of times suggested adding the real number of flares and to be dropped by 2 flares at a time... It's just a matter of luck when you get locked.. When I am in AA I almost never hit.. When I fly I get hit a lot.. Although most of the times I die are APCs ... (and computer freezes on muttrah).
So try going left right and dropping flares before you get locked but it won't help really much, ofcourse will help a little.

Re: When are you REALLY ready?

Posted: 2011-03-07 20:16
by tntkid22
also with the flares. To be effective you have to drop before you go in and when you go out. (ie most likely times you get locked on) when you hear the lock (if the aa operator is good he fires as soon as he has lock) the missile is on the way to you which = bad. the flares can only now make the missile chase flares not prevent lock. (ingame) And the missile still has proximity explosions so dont stay with your flares, this is how most attack heli pilots go down.

Now hueys can take like 70 bagillion aa missiles so its not as prevalent to proximity but the added damage can still bring you down. With flares you should be making an insertion and getting out. SO SPAM you have 30 or so and always make sure you have full flares before you take off

-tnt

Re: When are you REALLY ready?

Posted: 2011-03-07 22:50
by goguapsy
Flares are my life savers... Pop flares when going in hot zones, pop flares when leaving, pop flares if a lock starts coming in... Just don't SPAM them a lot. 30 flares must do for the way in AND out... I learned that the hard way :(

Facesplash in the water... Hehe XD

Re: When are you REALLY ready?

Posted: 2011-03-08 02:33
by Bringerof_D
honestly flying on a map you've never been isnt that hard, i just wing it. I mean if flying is what you want to do and you dont want to waste time leaving and such, just wing it. Play it safe and watch your approaches. read the map and try to figure out where the land marks and major features are. IN PR we've got good view distance so figure things out as you move in.

Re: When are you REALLY ready?

Posted: 2011-03-08 05:59
by Truism
Pop flares while gaining altitude then dive back into them.

This is probably the biggest difference between good and mediocre pilots and it's borderline abuse.

Re: When are you REALLY ready?

Posted: 2011-03-09 08:33
by CopyCat
[quote=""CopyCat"]Extraction: (Or as some may call it "Evac") Fly low, fast and don't overreact so that you lose control of it (Don't pitch to much from side to side or up or down. Fly low (Or high depending on the choppers abilities) in the mountains/forest/city (streets). Drop zone or LZ (Landing Zone) can be deceiving.
LZ on flat surface, come in fast and low, set the heli on the ground 5 - 7 m from marker/smoke/LZ so last 5 m you will slide along the road/street/field.
LZ is a unstable surface, you should proceed in same speed and altitude (Low and Fast), and when you are 10 - 20 m from LZ point, release the speed button (common: W button) and pitch back slowly and steady. You will lose the speed gradually or fast, depending on how much you pitch back. When you are 10 m from LZ adjust your speed for a hoovering position and lower the chopper as much as possible so that ground units can easily jump in the helicopter. (This insertion is only to be made if drop zone !SAFE!)
---------------------------------------------------------------------------------------------------------------------------------------------------------------
This kind of extraction will be most effective if Pilot and Evacuated Squad or (least) SL is on mumble. During the hoovering position SL or anyone on mumble should adjust the altitude for the pilot, make sure he doesn't touch the ground, or it can lead to devastating results. Communication is essential Soldiers!
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
Insertion: This action should under no circumstances be during 20sec - 1min time. Insertion is all about speed, most weigh is on the pilots shoulders! Insertion should take during 5 - 10 sec time if it HOT (If not ignore this hint and proceed as evac). NO HOOVERING OR ADJUSTMENT IS MEANT TO BE MADE DURING THIS! Enemies are close, heavy assets are operational in the area, threatening the crew and chopper. Fly fast and fly as low as possible, 10 meters before drop zone, glide along the surface until you stop or becomes in a movement under slow speed, drop the ground units, take off in fast and low position, proceed until you are out of area or firing range of any threats (Unless you are in the streets of muttrah, then proceed along the streets until you feel safe enough to gain altitude and GTFO). (Do not take off like some do in muttrah, gain altitude over 50 m above roofs and fly it will endanger you and the asset). If insertion is planned on made on a unstable surface, make sure you look at the map before take off from main, see if you find any another surface that is better then marked as LZ, see where the enemy positioned, look at the markers on the map (enemy APC, INF, AA's), prio 1 for you during that mission as pilot is to find as safe and stable surface as possible. If there is none during the circumstances, you will be forced to do it 4 times faster then usually you do during Evac. The trick here is to fly fast and low, and release the speed button (W) and pitch slightly up (Arrow up or as it called "backward") so you can see how your nose pitching slightly up and you notice that you lose speed, make sure you lose speed !fast! but still able to have control over the chopper so you don't flip! Hoover 3 - 5 m above ground and let the inf jump out.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
Last thing, flying low and fast will probably cause huge problems from time to time, due to speed or maneuverability of the chopper. The only way to learn how to handle it, mostly on Muttrah, train your skills, make them solid, Learn the map, learn the streets and how they look - and last but not least, memorize it. AND! Don't pitch back too much when you dropping speed, other wise
You WILL "stall" the chopper in such position that it will flip backward or go reverse in a high speed, enough for you to lose control and not be able to "re-stall" due to the speed. In worse case scenario there will be a wall/building/mountain or a tree in the way. The trick here is that when you pitch back to lose speed.. under no circumstances never look at your speedometer during that, look on the ground and environment around you, you will notice how your chopper will almost get in to a total stop position in mid-air. When it does, pitch carefully and with cation forward so you end up in hoovering position. (And only then when you notice you barerly go forward or backward with the chopper in mid-air, you can look at speedometer and it will most likely will be showing speed between 10 - 20 m/h.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
This is addressed to Infantry! Squad leaders, make sure you give all the intel to a pilot that requires. For example: "Dropzone: Bravo5kp6 + crate, no intel on any enemy activity still use precaution / enemy activity (report where) in Bravo4kp3". Something like that, it will make the job easier for the pilot. Also NEVER ask for a crate during mid air or flight, request on the ground! During insertion, SL position yourself as close to side as possible to see the ground, when pilot is unable to land due to the surface you will see (Infantry) that chopper is close to the ground (3 - 7 m above ground) don't hesitate to jump, that's probably the point of it since pilot can't risk it! As infantry squad I am sure you have a medic in the squad (if you don't heck I don't even know what you are doing out there :P ) he will heal you up / use field dressing. Pilots prio 1 is chopper, he's chopper is he's "squad mate" as much as the guy in your squad next to you, Prio 2 Inf.
---------------------------------------------------------------------------------------------------------------------------------------------------------------
OBS: MAKE SURE PILOTS THAT DURING THE FLIGHTS/INSERTION/EXTRACTION THAT THE CHOPPERS SPEED IS !NOT! FASTER THEN YOUR MIND OR YOUR BRAINS ABILITY TO GATHER FACTS/INTEL (THINKING). MAKE SURE THAT YOU !PILOT! THINK ONE STEP AHEAD THEN THE CHOPPERS ACTIONS

Used this from NwA forum, the origin of this quote.[/quote]

Hope this helps you a bit, I learned to fly hueys by several hours on training/coop server and then went out and did it on public servers with mistakes, crashed, shots down etc. Learn by mistakes. Play the asset, learn it's abilities (speed, manueverability and so on), learn the maps, learn the routs to common places people wants to get transported to (i.e. Muttrah west city, triangle, suburbs etc - or Jabal al Burj, dam, Delta6 platform, west/east beach, Jabal, factory, the canyon in mike column etc)

[quote="Truism""]Pop flares while gaining altitude then dive back into them.

This is probably the biggest difference between good and mediocre pilots and it's borderline abuse.[/quote]

That just gives bigger chance to set the helicopter of operation. An AA rocket hiting next to a chopper usually makes it crash. Drop flares once to spread them out while you fly fast forward, drop them second time and bank hard left or right.

The AA will fly after the first drop of flares, which is usually in same speed under or near the helicopter (hence why all rockets hit so close) - Drop second time flares and banking hard left or right will make the AA rocket to change course (towards the new droped flares) due to the heat signatures but you'll be out of danger by banking out of the heat. With skills and a bit of luck you'll be out of there before the AA even reloads.

P.S. SUCKS if you are on kashan or other map with mobile AA's who can spit out 6 rockets at the same time and a 50cal firing 15 shots per second :D

/CC

Re: When are you REALLY ready?

Posted: 2011-03-09 13:24
by A_Grounded_Pilot
[R-DEV]Rudd wrote:When I'm SLing infantry and I get a chopper ride, I also offer an alternative LZ sometimes when I feel it could be hot, "If M5 isn't good, just bug out to K6" etc
This. If your pax have any sense, they will say "Anywhere safe near M5 plz." I'd rather land and walk the last 200 meters than respawn, walk the first 2000m, then walk the last 200.

Re: When are you REALLY ready?

Posted: 2011-03-09 16:04
by Doc.Pock
didnt take a look thru all the post but MerK has a server wich is tehere to train jet/choppa on a live server

Re: When are you REALLY ready?

Posted: 2011-03-09 19:18
by Ramjali
Some people are just born with the skill to dodge missiles and fly.... Muahahaha :-o :-o :-o

In muttrah, i had a full squad and i had to drop them off at construction site, when approaching that place, my squad leader (on huey got shot down in front of me). Then the next target was me, Man, they sent 3 missiles my way+ HAT kit, i had to get between building to dodge it and had to use all of my flares. When i had to fast land at construction, (gasp), there was already 2 scapped heli and had to dodge the scraps and place squad.

BUT sadly im not good with attack helis