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Old 11-19-2006, 11:30 PM   #1 (permalink)
 
Rick_the_new_guy's Avatar
 
Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
Post Project R. Nov 19 AAR

Been playing on other servers to get a feel for the game and TG is "numba one."


Good to see a lot of good teamwork out there.

The new recruits are performing great.
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I was trying some lil bird transport with Bank and having fun inbetween crashes. You can be sharp shooted rather easily in that thing.
Tip: if your infantry remember a few things:

1. Jump in the bird when it goes low. Tough to land those things.
2. When your squad is ready to go, use the "Go go go go" rose function. If not the pilot will not go until they are full. Except if the zone is hot, Don't worry they'll request a rambo kit to save the friend behind enemy lines.
3. Do not wait for a complete touch down on the insertion, you can take a 10 feet drop. The pilot will stay for only a couple of seconds and he/she is gone if you get out or not.
4. If your a squad leader, check to see if a pilots squad has been created and exploit it. if no CO, text message will work on the location you want to go.

Also, IMO, the scout chooper squad works best on big makes and if their are two players in the chopper, flying that thing and spotting and talking to the CO does not work.

Squad leader is not flying and squad member is.
Remember the scout has a g gun and rockets so they would also do well in aiding assaults and diversions.
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Gulf Of Oman was a little messy with players using the jets and choppers. start a jet squad so that the CO can talk at you in the seat.
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The way to play the gun ship is from a far. The reason is that the armour is super weak (I agree with) and the reload times are like 5 minutes. The ship can do some damage that is for sure... I am trying to think what the real pilots would do to make it a great asset and for players to stick around to play it. the problem is in game you cannot see very far.

The CO and gunship team will need to work together on finding targets.

Commander puts down icon for a tank and the ship moves in and magic missle snipes it.

I suppose it could flank the map and strike at armour vehicles during an infantry assault or when their back is turned.

It could also now work on the enemy arty.

It could work on enemy assets at the Head Q.

Basically base raping a flag will never happen for more than 10 seconds cause small arms fire will put it down.

If someone knows a lot about how a gunship would operate in reality feel free to post a link or write up something in a tactics thread.
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With regards to infantry AA, good night, no chopper can withstand those babies. thebleakaffinity knows what i am talking about.
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Santa made a good call on stopping the server with at D. Plant when the Corp lost their flags on the mainland. Well done Admin,

Thanks to asch and Beatnik for also being admins.

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on A.A.S. maps, whe can cap a flag in any order, but if you lose a certain map you cannot cap others. Explain? Thanks

Good hustle to a good server crowd.
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Last edited by Rick_the_new_guy; 11-19-2006 at 11:53 PM.
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