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SA-7 and Cobra's
Posted: 2007-04-15 07:25
by FightOrFlee
I use the SA-7 on Al Basrah alot, and have no problem taking down A-10's and BH, but just recently i've noticed that its neigh on impossible to hit a cobra unless its 10 feet away, still and i fire unlocked.
If i lock on it it only has to swerve a small amount and the rocket just goes on straight, even in ideal conditions slow low and from behind, i've noticed pilots ignoring the lock!
Also if the gunner is strafing the ground the rocket will follow the tracer rounds to the ground!
Tips, discuss, fix plz

Posted: 2007-04-15 07:49
by Outlawz7
Well, isnt that what its supposed to do?
I actually find it hard to shoot something down with it....well, managed to shoot down an A-10, which was already hit, so I just finished it off...was fun watching it fly above me half burning, then missile locked....dont know after, but I did shoot it down

Posted: 2007-04-15 07:57
by Raniak
I've killed more air vehicles with the insurgents rusty RPG than with the SA-7...
Lots of times I was at less that 45 meters of the hovering cobra when I fired at it and my missile just went around the chopper and went in orbit...
Posted: 2007-04-15 12:42
by DirtyHarry88
Raniak wrote:I've killed more air vehicles with the insurgents rusty RPG than with the SA-7...
Haha how true. Just get an RPG squad on the go, 6 RPG's all fired at the same time towards a chopper- a couple are bound to hit.

Posted: 2007-04-15 12:46
by Ecko
DirtyHarry88 wrote:Haha how true. Just get an RPG squad on the go, 6 RPG's all fired at the same time towards a chopper- a couple are bound to hit.
Had that happen too me lol, i tend too pilot the Cobra so the gunners can get good shots, which for the most part means hovering with a tiny amount of strafing. Had an RPG fly past me and was, damn that was close. Try too get visual on the shooter (Ctrl+mouse) and than saw another 4 fly at me from the Metal house. 3 missed and 1 hit, finally the first guy had reloaded and hit me. Was rough but looked hella cool!
Posted: 2007-04-15 14:43
by Guerra
Ecko, I recommend instead of hovering, you circle the enemy position, that way you're giving your gunner multiple angles and avoiding hits.
Posted: 2007-04-15 14:55
by El_Vikingo
Guerra wrote:Ecko, I recommend instead of hovering, you circle the enemy position, that way you're giving your gunner multiple angles and avoiding hits.
It's harder for the gunner to hit its target if you circle. If you're high enough (100 units), the gunner can see a lot. All pilot has to do is, pull the map out and check for infantry, and relay them to the gunner.
This avoids Teamkills, and lets the gunner know when to shoot anything moving.
I've had bad experiences when a chopper circles above you (read ; Tk'd two complete squads.)
Ignoring the AA is possible, Your flares regenerate faster than it takes the SA-7 to reload and lockon again. All it takes is nerves of steel and release the flares after the missile has been shot.
Before doing anything else, get rid of the threats for the chopper.
E.g. I tend to go for the Tanks and APCs, then the AAA, then infantry.
Posted: 2007-04-15 15:01
by bosco_
When talking about cobras and getting hit... some time ago I was piloting with a gunner and we were flying high (you could barely see details on the ground) and pretty fast, though we got hit by RPGs multiple time. What the f***?
I heard about a glitch to get perfect insurgent accuracy with them, but I didn't know so many people actually use it.
Posted: 2007-04-15 15:03
by DirtyHarry88
bosco wrote:When talking about cobras and getting hit... some time ago I was piloting with a gunner and we were flying high (you could barely see details on the ground) and pretty fast, though we got hit by RPGs multiple time. What the f***?
I heard about a glitch to get perfect insurgent accuracy with them, but I didn't know so many people actually use it.
I dunno if it's actually a glitch or an urban myth, doesn't seem to make much difference with me.
Posted: 2007-04-15 15:07
by Matt23
I don't know how you guys use your sa7's but its real easy to take a cobra.
make an AA squad get 2 sa7's one ammo guy, get on a rooftop and you will see.
Posted: 2007-04-15 15:20
by El_Vikingo
I thought that the RPG glitch worked, so I told everybody.
News travels fast, I see!
Although I'm beginning to have doubts about it.
Maybe it just doesn't happen all the time?
Posted: 2007-04-15 20:32
by Raniak
Posted: 2007-04-15 23:20
by Expendable Grunt
What's the trick to using the SA7 effectively? Or any AA kit for that matter (if they're different, I hardly ever use them, never used US/MEC's) I would immagine you would fire when they're coming at you, using the speed of the plane/chopper and missile to quickly close the gap.
Posted: 2007-04-15 23:32
by El_Vikingo
We've got a thread on tips how to use the Portable AA.
Taking down a cobra with an sa7
Posted: 2007-04-16 00:35
by SocketMan
Number 1 thing to remember:
Cobra's have (3 or 2 ?) sets of flares that they can release one after another. A 10s just have one. So even if u wait long enough for the Cobra to drop the 1st set they still have (1 or 2) more. They can also hide behind building etc..
In my experience (AlBasrah) it is always better to have 2 sa7's with a policeman, hang near an ammo dumps so u can reload.
1 guy (say up North) will get a lock, maybe fire (the main thing is get the Cobra to deploy the flares) ,which will usually get the pilot to fly south to reload. That is where the second sa7 should be awaiting. With no flares, it's piece of cake: Lock on , wait for a Steady Tone,FIRE
P.S. there were many times when I had no ammo left in the sa7, but I would still lock on and believe some pilots get so scared they just crash. Also try flying a cobra, it will get you to see both sides of the coin.
Good Luck

Posted: 2007-04-16 03:41
by Ecko
Guerra wrote:Ecko, I recommend instead of hovering, you circle the enemy position, that way you're giving your gunner multiple angles and avoiding hits.
I find circling worse the hovering. Anyhow, RPG gank squads are rare, if i do get clipped i set the bird down back a base. Plus find a gunner that can make up for the circling is 1 in a million.
Posted: 2007-04-17 04:56
by swiftdraw
Ecko wrote:I find circling worse the hovering. Anyhow, RPG gank squads are rare, if i do get clipped i set the bird down back a base. Plus find a gunner that can make up for the circling is 1 in a million.
When ya'll speak of circling, do you mean with the nose at the target, or circling broadside? Circling broadside can be difficult to aim as you don't have a full range of motion with the MG and you can't use missiles, but aiming when circling with the nose towards an area isn't to terrible difficult. Also the latter method makes for a smaller profile, so you're harder to hit.
More on topic, SA-7's are pathetically ineffective when compared to the insurgent tank and massed RPGs. Though, as stated before, dedicated RPG squads are rare, a lot of people go RPG trooper anyhow because the RPG is extremely effective against anything not a tank. So its not un-common to fly over the city (or even get to the out skirts) and already have 4 or 5 RPGs flying at you. I think the SA-7 would greatly benefit from an extended fog distance, as it could keep on target for a longer period of time and hopefully get past all the flares the cobra drops.
Posted: 2007-04-17 17:19
by Wasteland
I don't know, I find that a really skilled SA-7 can do the job just fine. If you've got a buddy and you're working together, then you're going to pwn the skies. Especially if you also get buddies in the static AA.
Posted: 2007-04-17 19:05
by El_Vikingo
If you circle, the gunner won't have time to shoot.
I was called a "blind Idiot!" by someone swooped the area, without giving me a chance to shoot at anything. He then proceeded to crash the chopper in to the building with enemies on when he ran out of ammo.
If you're reading this, read me sig.
Posted: 2007-04-18 07:40
by corp.fernandez
FightOrFlee wrote:I use the SA-7 on Al Basrah alot, and have no problem taking down A-10's and BH, but just recently i've noticed that its neigh on impossible to hit a cobra unless its 10 feet away, still and i fire unlocked.
If i lock on it it only has to swerve a small amount and the rocket just goes on straight, even in ideal conditions slow low and from behind, i've noticed pilots ignoring the lock!
Also if the gunner is strafing the ground the rocket will follow the tracer rounds to the ground!
Tips, discuss, fix plz
well i have never tryed this but it might work 2 strella aas 3 rpg kits and 1 assault kit for ammo maybe stupid but if it works i would call it hunter seeker groups like on red dawn