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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 07-12-2009, 12:22 PM   #61 (permalink)
 
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Re: Countering the damn ROFLCOPTER

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Originally Posted by Reaperassault View Post
any more than two people in the ROFL is complete waste of man power, plain and simple.
2?? Who repairs? Who shoots missiles out the side and who uses the other gun (if it works)??

P.S. I'm no expert on ROFLCOPTERing but people are clearly saying that they just completely ignore it. This does not make it useless, it actually makes it extremely useful, because it's denying the enemy the areas it goes to. Zoraster, you talked about how reinforcements get sent to the flag that was getting hit the hardest, but why couldn't this be the ROFLCOPTER's job? Have it as a fast response squad which goes to any flag that needs a beefed up defence. Seems to me that if it has the power to make ground forces run and hide, it's a pretty useful tool.
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Old 07-12-2009, 12:51 PM   #62 (permalink)
 
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Re: Countering the damn ROFLCOPTER

Putting more n more people in a Rofl gives you dimishing returns in power and usefulness.

But taking away from the flag capping power of your team linearly

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Old 07-12-2009, 01:02 PM   #63 (permalink)
 
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Re: Countering the damn ROFLCOPTER

Lyra wins the brevity award for stating the point with the fewest words. He is absolutely correct.
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Old 07-12-2009, 02:08 PM   #64 (permalink)
 
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Re: Countering the damn ROFLCOPTER

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Putting more n more people in a Rofl gives you dimishing returns in power and usefulness.

But taking away from the flag capping power of your team in a linearly
LoL!! Lyra dude, how the hell do you have such good English????

But I still don't get how 2 men is enough to make it a ROFLCOPTER, isn't it at that point just a plain old transport with a gunner? Isn't 3 the ideal number? If not, then what is that magic number in the ROFLCOPTER where 1 more soldier in it gives less of a benefit to the "power and usefulness" of the ROFL, compared to what that soldier would give in terms of "flag capping power" for their team?

I would've thought 3 or 4 at least, but you and reap are 2 of the best ROFLCOPTERers there are, and he says it's 2? Do you agree?
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Old 07-12-2009, 02:44 PM   #65 (permalink)
 
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Re: Countering the damn ROFLCOPTER

I would say 4. One driver, one gunner (or two depending on the ROFLcopter), and two for repairs/motion mines/rockets, stationed in 5 and 7.
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Old 07-12-2009, 02:55 PM   #66 (permalink)
 
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Re: Countering the damn ROFLCOPTER

The thing is, the gunner can do repairs, can drop mines, can fire SAAWs etc, just not at the same time. Usually when I'm rofling, when we are killing infantry we are at a distance that makes the use of motion mines impossible, so that is void. When we take the first shots, I use my shields and my gunner traces the shots and kills the shooter.

If we take damage, I get out and my gunner repairs, we then move back in.

If armour is hitting a flag hard, my gunner jumps to different seat and drops mines over them as I either bomb run them or circle high. Accurate flying and dropping can really slow these guys down. Whilst I'm doing this manouvre, it's unlikely a gunner is gonna be able to hit infantry well so you're not really losing out on anything here.

If a gunship is good, you have four people dead instead of 2, and you also have 3 more guys gonna get shot out regularly. You are going to lose more tickets and the gain from having those 2 extra guys isn't worth it in my opinion as the, your single gunner can do everything they can do, you just need to learn when to withdraw/repair and change your objectives. Efficient rofl is 2, no more.
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Old 07-12-2009, 03:03 PM   #67 (permalink)
 
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Re: Countering the damn ROFLCOPTER

Interesting. See I was thinking that the gunner could do everything, except perhaps deal with gunships, and you seem to have a "meh, gunships are gonna screw us anyway" attitude to gunships...Don't you think a good SAAW or something would help?
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Old 07-12-2009, 03:07 PM   #68 (permalink)
 
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Re: Countering the damn ROFLCOPTER

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Don't you think a good SAAW or something would help against that gunship?
ltr;

http://www.tacticalgamer.com/battlef...ml#post1310659
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Old 07-12-2009, 03:47 PM   #69 (permalink)
 
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Re: Countering the damn ROFLCOPTER

KK fair enough
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Old 07-12-2009, 07:34 PM   #70 (permalink)
 
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Re: Countering the damn ROFLCOPTER

SAAWs are only effective if you can trick the gunship into shielding early. Ways to do this include pouncing on it while it is engaging another gunship, catch it on the landing pad, firing one missile at it, then waiting, or letting it be EMPed by friendly AA before moving in for the kill. Generally speaking, if you fly the ROFL aggressively against the gunship you will have a better time of it then if you just try to run away. The trick is to surprise the gunship, and not let it surprise you.
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Old 07-12-2009, 11:04 PM   #71 (permalink)
 
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Re: Countering the damn ROFLCOPTER

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Interesting. See I was thinking that the gunner could do everything, except perhaps deal with gunships, and you seem to have a "meh, gunships are gonna screw us anyway" attitude to gunships...Don't you think a good SAAW or something would help?
Basically i agree with what Lyra said. Good gunship pilots will take you out fairly easily simply because they can fly much higher than you and take you out from above, which the transport has little defence against.

I don't take an attitude of 'meh' however, I will often attack gunships if I think they are occupied with something else, and if they focus their attention on me, I can occasionally outfly them for long enough for ground support or air support to intervene. Having more people in your transport isn't going to help here and most likely they are going to spawn in and get shot out repeatedly whilst the idea of firing a SAAW at them is nice, it's much better coming from the ground where you can actually shoot from a stable platform.

The trick is to know when to attack and when to withdraw. You can get the transport to reasonable heights and get above a gunship to take him out with the transport guns, but if he's any good, he's going to know you're around and seek you out and TV you repeatedly. The thing about the rofl, if you get killed 3 times by gunship, and kill 30-40 infantry, that's benefial to your side, 30/6 KD (with 2 guys). If you have 4-6 people in it, that's a lot more deaths and the amount of killing you can do isn't going to increase nearly enough to offset this. Again as Lyra says, it's diminishing returns of productivity.

And for Greyed earlier, I didn't boot the guy no, and I don't think he stopped throwing clouds of dust up at my feet either heh.
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Old 07-16-2009, 04:02 PM   #72 (permalink)
 
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Re: Countering the damn ROFLCOPTER

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Originally Posted by flik2142 View Post
The trick is to know when to attack and when to withdraw. You can get the transport to reasonable heights and get above a gunship to take him out with the transport guns, but if he's any good, he's going to know you're around and seek you out and TV you repeatedly. The thing about the rofl, if you get killed 3 times by gunship, and kill 30-40 infantry, that's benefial to your side, 30/6 KD (with 2 guys). If you have 4-6 people in it, that's a lot more deaths and the amount of killing you can do isn't going to increase nearly enough to offset this. Again as Lyra says, it's diminishing returns of productivity.

The gunship's job is not neccesarily to destroy the trans in this situation. It's to suppress it and keep it cautious. You don't have to kill a trans to stop it doing its job.
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Old 07-17-2009, 03:48 PM   #73 (permalink)
 
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Re: Countering the damn ROFLCOPTER

who was flying the rofl yesterday on sidi? I was gunning in the gunship, and the rofl was kept at bay for a little while, but was still able to do its job. I can't remember if my pilot killed the transport at all, but I do remember shooting mixa out of it a few times. Your rofl did get a few kills with the gun over the middle flag. Were you able to accomplish your objectives during that round? You flew aggressively against the gunship, and did kill it once on the pad while it was repairing with the machine gun. You Backed off when I started SAAWing you as well, and I never was able to shoot you down with the SAAW.
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Old 07-21-2009, 02:57 AM   #74 (permalink)
 
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Re: Countering the damn ROFLCOPTER

Speaking of ways for a gunship to take down a ROFLCOPTER, how many TVMs does it take to destroy one? Is it a one-shot kill or does it take more? Seems like the TV is a the ace in the gunship's sleeve. If the GS gets anywhere above the airtrans, it's game over, unless somehow the GS is surprised by an enemy one or a random SAAW locks onto it, or something similar.
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Old 07-21-2009, 10:12 AM   #75 (permalink)
 
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Re: Countering the damn ROFLCOPTER

1 TV into the rofl and you are burning with 3~HP. One, two bullets of the Chaingun will finish you off even if 3 people are repairing.


Means TV hits you, you dead.
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