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  • [Alpha] Pilots Thread

    Okay, Team Alpha's air assets belong to Anospa, DeF, Skud, and Specterr. This thread is for you. As US you've got the Viper, Venom, and 2 F35s. As RU you have a Havoc and 2 Flankers. I know that technically leaves us 1 pilot short as US. However, there are a few people on our team that said they could kinda fly the transport or would volunteer to gun for the attack chopper. Maybe they'll step up during our attack round an help out.

  • #2
    Is skud on our team??

    I deserve a ribbon for Mortar Specialist

    Artillery conquers and infantry occupies.
    J.F.C. Fuller

    Proud to have been a member of the 5th, 71st and my beloved 19th

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    • #3
      Re: Pilots Thread

      Actually no...you're right. That was a mistype on my part. My bad...

      Comment


      • #4
        Re: Pilots Thread

        So do we have someone else to replace Skud or is it just myself, DeF and Anospa? I think we'll need 4 minimum.

        My Notes on Wake from the sky:

        USA:
        * The best way to win air superiority as the US is eliminating the C flag from the Russians. Unfortunately that's a lot easier said than done so we need to plan for the possibility that won't happen.
        * F-35's suck, I think the best way to deal with enemy jets is to work together and try to set up 2v1's, (or 3v1) the only advantage the F-35 have over the flanker is breaking so if you have a flanker behind you the best strategy would be to break hard and hover and hope the other F-35 or the Viper can engage the jet before it makes its turn around on you.
        * Viper is better than the havoc so this will be our main advantage in the sky, F-35's should focus on protection of the helo.
        * The Russians are vulnerable to having their jets stolen, if we manage to cap C, and it looks like the enemy is turning the flag it's a good idea hide by the flanker spawn and try to steal it. That would be a major blow to the Russians.
        * Soflam is going to be a problem for the Helo, we should try to make eliminating these a priority for our team.
        * If we find ourselves unable to gain air superiority by the half-way mark of the battle it might be an idea to abandon the air and assist on the ground. If we switched to a SOFLAM squad we would hopefully still be able to control enemy air assets which still contributing to capping flags.

        RUS:
        * Effective use of the flankers is key here, they are the apex predators on this map. The biggest problem is that generally there are few safe places to land.
        * Basically as long we we hold the C flag we have air superiority.

        Comment


        • #5
          Re: Pilots Thread

          Hello fellow pilots. Just to get things organized here lets start with a few questions.

          1. What do you prefer to fly?

          2. What is your typical loadout?

          3. What is your desired loadout? (think unranked)

          4. What times are you available to practice?

          =-=-=-=-=-=-=-=-=-=-=

          1. Jet/Attack Helo
          2. Jet (Autoloader, IR Flares, Rocket Pods), Attack Helo (Stealth, IR Flares, Heat Seekers)
          3. Jet (Autoloader, ECM Jammer, Guided Missle), Attack Helo (Stealth, ECM Jammer, Guided Rockets)
          4. 7pm to 1am CST Weekdays, Weekends as needed
          sigpic

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          • #6
            Re: Pilots Thread

            Spec pretty much nailed it.

            SOFLAM is going to be wrecking everyone, so ground troops will need to take them out as quick as possible.

            -I'm more comfortable in the attack chopper than the jets. (I wouldn't mind flying one of the jets, but would much prefer the chopper.)

            -As US, I'll use AtA missiles to keep the flankers down as much as possible.

            -I need a gunner, preferably someone that's got TV missiles. If we're unranked, then whoever feels inclined and is ready to get abused by javelin spam.

            I think our main goal should be to keep them from getting the airfield back. I'm perfectly ok being a dick and strafing their vehicles as they spawn (its not a UCB and will likely be a hotly contested area).

            I haven't gotten the LGM missiles for the jets yet, but I imagine they're useful once SOFLAMs are in play, so I guess we could actually utilize CAS and make the jets better than just dogfighting toys?

            I think the main role of the chopper is going to be anti-armor and CAS. I'll likely be keeping to a low altitude to cut down on being targeted by SOFLAMs. That's where our friendly air assets and ground troops come in; take out the flankers as fast as possible.

            Like spec said, if we can get air superiority early on, the round should go our way. If we're just getting shut down about a third of the way through tickets, then some or all of us should switch to ground mode; assisting our squads or harassing enemy air units would be our focus.

            I'd suggest we leave the transport chopper for ground troops. Or, have a dedicated pilot and gunner/repair monkey that flies around the map ferrying people around as needed. The transports are mobile spawn points, so having one active 90% of the time will help us be more mobile.

            Comment


            • #7
              Re: Pilots Thread

              Originally posted by DeF View Post
              Hello fellow pilots. Just to get things organized here lets start with a few questions.

              1. What do you prefer to fly?

              2. What is your typical loadout?

              3. What is your desired loadout? (think unranked)

              4. What times are you available to practice?
              =-=-=-=-=-=-=-=-=-=-=
              1. Jets
              2. Air Radar / Flare / LGM
              3. Same
              4. Evenings EST / Weekends work best for me

              Comment


              • #8
                Re: Pilots Thread

                Originally posted by Specterr View Post
                1. Jets
                2. Air Radar / Flare / LGM
                3. Same
                4. Evenings EST / Weekends work best for me
                1. Attack Chopper, Jets
                2. AtA, Flares, Autoloader
                3. Maybe the guided missiles, but have a feeling losing the AtA's simplicity would be undesired
                4. Evenings EST / Weekends work best for me

                Comment


                • #9
                  Re: Pilots Thread

                  Question. If were down to 3 pilots, would you take a gunner along? or are you all picking your gunners, or can we not spare a gunner?

                  the Venom + 2 door gunners/1DG an wrench monkey can really lay some hurt on infantry.

                  I know the transport isn't necessarily viable for a full round squad but for taking the first couple flags or fly behinds for C this maybe a good idea to look into?


                  **

                  ** **

                  **


                  sigpic

                  *Proud to have served in the 11th Airborne Infantry*

                  Comment


                  • #10
                    Re: Pilots Thread

                    I just hate we didn't have many pilots sign up. Is there anyone other than Specterr, Anospa, and DeF that wants to/can fly? It seems that they will have the jets and attack chopper covered. We just need a volunteer to be chopper gunner and a transport chopper pilot. Reviewing the signups I see that Belander signed up with chopper gunner and Bear said he could fly the transport chopper. Might not be a bad idea to "assign" it to Bear's squad to use for air support/insertion. I've got nothing to do with this flying mayhem though. I plan on having my boots on the group the whole time....just my 2 cents.

                    Comment


                    • #11
                      Re: Pilots Thread

                      Originally posted by Belander View Post
                      Question. If were down to 3 pilots, would you take a gunner along? or are you all picking your gunners, or can we not spare a gunner?

                      the Venom + 2 door gunners/1DG an wrench monkey can really lay some hurt on infantry.

                      I know the transport isn't necessarily viable for a full round squad but for taking the first couple flags or fly behinds for C this maybe a good idea to look into?
                      I don't really know what you're trying to say. Are you asking if the attack chopper could function without a gunner? I suppose its possible, but we'll lose more than half of the chopper's offensive power.

                      I do agree the venom's good offensively, but I think it'll be at a disadvantage on this map. Ground troops can see aircraft coming from very far away, and there will be plenty of armor to hit the transports. Mobility and knowing when to quit will be the key to keeping airpower alive.

                      Comment


                      • #12
                        Re: Pilots Thread

                        Transport Pilot checking in. The Huey is very important as anyone can spawn on it, plus we can help our Cobra take out the enemy chopper, that should be the primary mission. Air superiority is Key on this map. Preferably I would have a 3 man squad, 2 being door gunner/wrenches/Javs, If I had a 4th, maybe a recon to insert behind enemy lines with a beacon/soflam, or something like that. Secondary mission would be to drop players anywhere, and everywhere. If there is a big push on A initially, I should be able to sneak past (as I am not usualy the prime target) and drop people along the outside beach between A, B, and C. Then there's always the ceiling, and halo jumps, It's pretty hard to kill that Huey if you get way up there.

                        Any other thoughts?


                        Comment


                        • #13
                          Re: Pilots Thread

                          I like your idea Bear, of doing halo drop onto a flag, when US. I could see you piloting with a door gunner and wrench monkey and 2 SLs. Fly high, get over C while the initial attack is happening on another part of island, and have the SLs drop in on flag. Once down, the 2 squads can attempt much havoc and mayhem. You could stay as an insertion point or assist elsewhere as needed.

                          Comment


                          • #14
                            Re: Pilots Thread

                            I feel like the other team would realise the importance of C enough that any sort of attack on it would be a useless gesture unless we had our entire team go in from multiple directions at the same time. They have enough armour assets and defensible positions to hold off a pretty damn large force otherwise.
                            He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.

                            Comment


                            • #15
                              Re: Pilots Thread

                              I like your ideas Bear. One thing to think about is that they will definitely see you as a prime target. They know you are a spawn point, so you'll have plenty of attention.

                              The HALO drops are a solid idea. The SLs should hold off spawning until you are in position so that we don't lose tickets prematurely. On the flip side, they could spawn earlier and bail if needed. The transport choppers are so vulnerable, so we need to make a decision if you should be riding with them in tow from the get go or not.

                              Speaking of spawning on vehicles, we need to make everyone aware of the order they should spawn in. The last thing we'll need is the wrong person spawning as pilot in any of vehicles and having to shuffle before takeoff, wasting valuable time.

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