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09-08-2008, 03:21 PM
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#16 (permalink)
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Join Date: Sep 2008
Posts: 563
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Re: Gunship Defenses Tips
Someone told me once that the only way to get away from SAAW missiles is to fly straight, and as fast as you possibly can... i assume that's simply to break the engineer's lock. Because other than that.. unless you're insanely lucky on your shield timing.. they seem to guarantee a hit.
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09-08-2008, 04:00 PM
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#17 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
Posts: 1,416
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Re: Gunship Defenses Tips
Not anymore. The SAAW now loses a lock if anything gets between the gunship and the launcher. Buildings, trees, people, snow, dust, you name it.
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09-08-2008, 04:19 PM
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#18 (permalink)
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Join Date: Nov 2006
Location: Bucks County, PA
Age: 29
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Re: Gunship Defenses Tips
Defesive maneuvers are tough in this game because both have the same turning rate and acceleration vector. Usally pilots will exploit flaws or differences of other aircraft to their advantage. But since this isn't the case, it comes to experience when to pull, lead, and break.
Of course anyone can with with initiative coming on the side of a still gunship. Take that out of the account, timing of maneuvers. Continuous 360 rolls only expose and give away your future vector. This is a no-no when flying someone know can predict maneuvers. But will work on green pilots. The most dangrous spot is the enemy is on your kill cone. (5-7 o'cloak cone) with equal speed (which is easy in this game). Break truns, jinking, and split S are 3 tricks I atempt to break combats check on myself. Split S usally being the most succesful. Only thing is, it requires about 150 meters of altitude. [100% Thrust, Bank right/left @ 50% thrust, pulling into a steep dive gaining speed @ 100% Thrust. Once you gain cruise speed (about 400n) pull the oppisite direction of the first break, thus changing your direction. This can also be same direction as to throw off a predicting pilot, but most greens will follow this path and regain angle of attack.] This isn't a typical of fixed wing and changed slightly to work with our STOVL aircraft.
Stay away from flying low in PAC, since EU's tracking is higher, the missles rarely hit objects. But PAC flaw will allow overshoot missles to impact the ground.
Correct a overshoot with a gain or drop in altitude. This throws off the pridiction of the defender, You'll have to break to regain but can end up into a siccors with is never good. Sometimes your only option is to break high, bugout and regain a attack vector from map edge.
Circle siccors in the most dangerous stalemate, If you continue to lock with your oppenent, one will die and it's comes down to your reload timing and nothing to do will skill. This isn't good as any skill goes out the window, if you know you have shields up and a volley nearly ready, Take your shot. But if you don't have any advantage of timing, Pull down quick and find a building to dodge a target lock from. This'll then give you time to build escape speed and regain energy to regain control of the fight.
Take a look at http://www.tacticalgamer.com/tactica...tml#post761207
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09-09-2008, 09:11 AM
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#19 (permalink)
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Join Date: Jul 2007
Location: Mountain Home AFB, ID
Posts: 1,196
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Re: Gunship Defenses Tips
Quote:
Originally Posted by Razcsak
Not anymore. The SAAW now loses a lock if anything gets between the gunship and the launcher. Buildings, trees, people, snow, dust, you name it.
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I've had plenty of experiences racing low along the ground, over and behind hills, far beyond the capabilities of ANY engineer to track, and the missiles never lost track. It certainly never broke lock diving behind buildings.
Also, someone please tell me if TV missiles cause the missile warning alarm to sound. I've had way too many experiences with TV missiles just *HAPPENING* to impact the spontaneously activated shields of a walker a moment before impact.
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09-09-2008, 09:31 AM
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#20 (permalink)
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Join Date: Apr 2007
Location: Northeastern University (Boston)
Age: 22
Posts: 4,788
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Re: Gunship Defenses Tips
Aye, they will invoke the missile warning on occupied enemy vehicles.
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09-09-2008, 10:02 AM
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#21 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
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Re: Gunship Defenses Tips
Quote:
Originally Posted by Uranium - 235
I've had plenty of experiences racing low along the ground, over and behind hills, far beyond the capabilities of ANY engineer to track, and the missiles never lost track. It certainly never broke lock diving behind buildings.
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Since the newest patch?
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09-09-2008, 07:44 PM
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#22 (permalink)
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Join Date: Jul 2007
Location: Mountain Home AFB, ID
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Re: Gunship Defenses Tips
Quote:
Originally Posted by anospa
aye, they will invoke the missile warning on occupied enemy vehicles.
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LAME
Quote:
Originally Posted by Razcsak
Since the newest patch?
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Negative, but I was unaware that the newest patch had any gameplay altering things in it whatsoever.
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09-10-2008, 01:59 AM
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#23 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
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Re: Gunship Defenses Tips
Quote:
Originally Posted by Uranium - 235
Negative, but I was unaware that the newest patch had any gameplay altering things in it whatsoever.
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There isn't anything in the patch notes, but it is immediately noticeable for anyone who used a SAAW before the patch. Lightposts now break the lock.
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09-10-2008, 05:49 AM
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#24 (permalink)
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Join Date: Jul 2007
Location: Mountain Home AFB, ID
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Re: Gunship Defenses Tips
Well I can see how that's a bummer, but SAAWs were, well, ridiculous before. I'd be cool with it if the gunships were similar to the aircraft in BF2 where one guy just circles around the map dropping dummy bombs hoping they annihilate something, but it was rather significant overkill before.
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09-10-2008, 11:52 AM
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#25 (permalink)
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Join Date: Mar 2007
Location: Adjunct Professor at Miskatonic University
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Re: Gunship Defenses Tips
Quote:
Originally Posted by Razcsak
There isn't anything in the patch notes, but it is immediately noticeable for anyone who used a SAAW before the patch. Lightposts now break the lock.
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It could be my imagination, but lockon time seems to have been increased as well. That said I have been doing better with the SAAW on 1.5 patch. I have noticed while two missiles hits can take down a gunship, some times it takes three.
As a SAAW Gunner (I’m a lousy pilot – the ground keeps coming up and hitting me), flying at NOE (Nap of Earth) and fast are both difficult to engage and track. If your landing gear is out you’re at NOE. Slow at low level (above ground clutter) is death for gunships.
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09-10-2008, 03:01 PM
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#26 (permalink)
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Join Date: Apr 2007
Location: Winston-Salem, NC
Age: 37
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Re: Gunship Defenses Tips
Quote:
Originally Posted by Jakaleel
It could be my imagination, but lockon time seems to have been increased as well.
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Yes. Sometimes it won't start to lock until you cycle in and out of the view finder a couple of times. Overall, we SAAW users are adapting.
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