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OPERATION: Ascension [tba]

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  • [INFO] OPERATION: Ascension [tba]

    So, while I have a feeling we will be seeing a severe Air Nerfing in the coming months, currently the Air battle is perhaps the singularly most dynamic and critical component of the current battlefield. This is due to a combination of ineffective AA, bulky A2G platforms that can decimate most soft targets, en masse vehicle support/spam due to singular person resources and short 'acquisition' timers.

    In light of this I've broken my rule of ground only warfare and have begun investing heavily in the A2A Reaver. I've experienced a lot of fun with this craft but I think, especially after the events of Operation RockClimb, we could do well experimenting in high level Air Ops. So thusly I've planned the following mission.


    What I will need is:

    9-12 A2A Reaver Pilots who possess Flares and A2AM. No frame is suggested over the other.

    Structure will be-

    1xJTAC (Platoon Lead/Command Element Based at The Ascent or some likewise positioned Large Outpost w/ Air Pads.)
    3x Reaver Squadrons set on specific flight patrols following a specific engagement plan.

    If I need to explain anything, or if someone more experienced in DogFighting has some input please shoot away.
    Attached Files

  • #2
    Re: OPERATION: Ascension [tba]

    Can I suggest a squad of one man Gals escorted by the reavers ?
    Everyone ignores 1 man Gals, especially if there are other air targets available and Gals are tough to kill.
    You have to be trusted by the people that you lie to,
    So that when they turn their backs on you,
    You'll get the chance to put the knife in.Pink Floyd "Dogs"

    Comment


    • #3
      Re: OPERATION: Ascension [tba]

      Why would you have a rule of ground only warfare when air superiority is always crucial in any fight, modern or planetside? My main focus has always been Reavers first, then MBT Vanguards. Success in the skies allows success on the ground, not to mention when you're in the air, you have more control over the battle. (Not getting wasted suddenly from the max visual range.)

      -not only that, the TTK is almost at Project Reality levels when it comes to the level of rape Air is able to inflict on the Ground. Flares also happen to be crucial anytime you fly, there are almost always dedicated air superiority fighters using A2A. It's why I used SC to get both A2A and A2G.

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      • #4
        Re: OPERATION: Ascension [tba]

        Air 2 ground rockets are better for dogfighting and ground assault. The max certed ammo for air 2 air is 9 missles, which you burn up very fast. With fully certed rockets at 60, you get more ammo plus its easier to take out Lib's/Gal's with ground rockets, than it is air 2 air.
        Dedicated air fighters don't use air 2 air missles, thats for beginners who cant aim.

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        • #5
          Re: OPERATION: Ascension [tba]

          I disagree. You can dodge rockets and guns quite easily. You cannot dodge missiles if you're running in midair. Also your TTK just is faster with missiles. Even if you're a god with the rotary, you can still significantly lower your TTK by firing a missiles, then taking out half his health with the gun while the missile travels. Lastly rocket pods aren't as useful against libs and gals anymore. A full barrage of rockets where everyone hits will only do maybe half health of a lib.

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          • #6
            Re: OPERATION: Ascension [tba]

            Originally posted by Sir_Hobbit View Post
            Air 2 ground rockets are better for dogfighting and ground assault. The max certed ammo for air 2 air is 9 missles, which you burn up very fast. With fully certed rockets at 60, you get more ammo plus its easier to take out Lib's/Gal's with ground rockets, than it is air 2 air.
            Dedicated air fighters don't use air 2 air missles, thats for beginners who cant aim.
            Completely understand. Though when dog fighting I've never had the rockets used on me. Now for taking out libs yeah definitely. My only argument against A2G rockets is that it might tempt the fighters into a ground run which is not a part of the OP. If you want to do this and use rockets thats fine though.

            Not sure about the value of 1 manned Gals. It could eat up airspace for a minor damage soak.

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            • #7
              Re: OPERATION: Ascension [tba]

              This sounds like fun. I need to get my controls better sorted first, though. I'd like to set pitch to W and S, so then I need to remap accelerate and decelerate. For those, I was thinking about going with BF3's jet scheme with accelerate being shift and decelerate being ctrl. But then I have to remap afterburner and lower altitude. lol. So there's a lot to consider. I only have two thumb buttons on my mouse and they are both dedicated to VOIP, so I can't do anything with them. Any suggestions?

              As far as G2A infantry, I just bought the launcher that locks on to both air and ground targets. It doesn't hardly do anything to a Galaxy. But it's pretty lethal to a one man air asset if they don't have flares.

              Comment


              • #8
                Re: OPERATION: Ascension [tba]

                I've been meaning to get into air ops, and would love a chance to participate in this.

                May I suggest having some sort of secondary A2G capability on standby to deal with potential AA emplacements?
                In game handle: Steel Scion
                sigpic

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                • #9
                  Re: OPERATION: Ascension [tba]

                  Before this op is cleared I'd like to practice this and formation tactics when engaging. Had some interesting attempts today.

                  Considering how deadly AA is to ESFs the flight altitude should never be closer than 400m to the ground. A2G Reavers don't really toe to toe with a Skyguard or Maxes. Its best to let the Liberators deal.

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                  • #10
                    Re: OPERATION: Ascension [tba]

                    A2G Reavers can go toe to toe with them at range, using zoom. It's what I do to deal with the peskies. There does come a point though where the AA does become overwhelming though. Same goes for dealing with AA turrets at long range. A rocket salvo of dead-on hits combined with finisher machine gun typically destroys them. Liberators are better of course since they're dedicated bombers, but the Reaver can be an Apache-like platform as well, never underestimate a Reaver pilot with A2G (also remember that a Reaver is mobile... an AA turret is not). The rockets are my weapon of choice against Liberators, ground, and enemy fighters in a pinch.

                    You have to consider maximum damage as well, a maxed A2G can hold 60 rockets, whereas an A2A holds what, 9 missiles? Those 9 missiles will do maybe half damage (less in my experience on the receiving end), therefore you *Might* kill four fighters using only missiles, or if you use one missile per fighter (unlikely especially since most fighters fly with flares making that first missile null) with the cannon to finish, nine fighters. Those 60 rockets can, at the same time, kill not only air, do not require lock, devastate armor (and infantry when aimed properly), and their range is limited only by visual distance. I'd say overall they're simply a better tactical choice, and if you're good with the cannon, you don't really need A2A too much. A2A and locks have always been more of a deterrent to me personally, a get the hell out of dodge warning.

                    The game is also far too chaotic to maintain a formation and fight at the same time, it's just not going to happen when you're chasing an enemy, have to think about other enemy fighters, have to consider where you are in territory (most of my air deaths have been attributed to chasing too long and then getting wasted in deep enemy territory, or getting wasted on the way back), and have to consider flak which can be overwhelming if you over expose yourself.

                    @SuperDude

                    You realize the Reavers don't really turn all that well using the rudder, they suck at turning, this means you typically must roll and then pitch, usually at the same time. Throw in vertical thrust as well, and you can actually pull off a mid-air 360 degree somersault that can disorient the enemy and let you get on their tail. Which is mainly why I wonder why bind pitch to W and S, do you have a bad mouse or something, when rolling is extremely important?

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                    • #11
                      Re: OPERATION: Ascension [tba]

                      Binding pitch up/down to keyboard buttons is pretty much a requirement for complicated maneuvers. By just holding down the button you instantly do maximum pitch. Also Rocket pods are really not that great in A2A combat with ESF's. The lack of inherited velocity means that you need to lead your target a ridiculous amount.

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                      • #12
                        Re: OPERATION: Ascension [tba]

                        I can simply spin my trackball in any direction to achieve the same effect. As for leading the target, it's just practice against Libs, and some luck against ESFs perhaps while the cannon is reloading.

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                        • #13
                          Re: OPERATION: Ascension [tba]

                          Yeah, yaw really isn't good in any kind of fixed wing aircraft for a dog fight. The combination of pitch and roll is how you mainly maneuver. That's kind of flying 101. But roll is pretty well placed with the mouse X axis. I don't see any reason to change it. Theoretically, I could set roll to A and D and then yaw to the mouse X axis. But there's no reason to fix something that is working well..

                          In a dogfight, when you're using your mouse for pitch, once you run out of space to move the mouse, you have to pick it back up and move its position on the desk. So like Feriluce said, with a key binding, you can change pitch at maximum speed. I would still use it in conjunction with pitch on the mouse, so they would compliment each other.

                          No, I have a pretty good mouse. MX518. I am looking at one with more buttons, but it's still a great mouse. I can see the benefits of a trackball, but I'm not going to change to one. I just don't like them. Has it just been a while since you used a mouse that didn't have a trackball?

                          Yeah, I was looking at some of the more advanced maneuvers that are possible in this game. Looks pretty awesome. Just getting these controls set up like this is the only thing that is holding me back! lol. :D

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                          • #14
                            Re: OPERATION: Ascension [tba]

                            Yes exactly, you still use the mouse for general flying about, but when you need to really do that quick 180 turn, you just slam the pitch up button down and do it in the fastest possible time. And rocketpods against libs is pretty easy. Against fighters, however, they're only really useful when you get the drop on a hovering fighter or if you're directly next to someone.

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                            • #15
                              Re: OPERATION: Ascension [tba]

                              I can't stand regular mouses and don't understand why anyone would use them for those exact reasons :P I've always used Logitech trackball mouses, thumb moves the trackball, two fingers for mouse buttons, two on the sides, with a scrolling mouse wheel as well. Extremely functional, extremely efficient and effective. It can do extreme precision and yet move very quickly when necessary, not to mention requires fewer muscles to move :P

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