I have racked up 111 hrs and 11 mins of chopper action and I've noticed that I have settled into the tactics that work best for me so I wanted to share them. I have a few for piloting, and a few for gunning. This first part will cover the Piloting aspects. Enjoy!
When I first started to get comfortable with piloting, I started to become very agressive in some of my techniques. I did it all, from hugging the ground everywhere I went, to flying up quite high and kinda dive bombing on targets. Then I had my "Solo" piloting phase which was just dumb and I am ashamed for ever thinking that going solo is better than going with a gunner. I also didn't appreciate my gunners as I wouldn't give them the best possible shots. Most of the time I was actually just trying to keep control of the chopper lol. As my wisdom grew, I realized that it was fun to do such moves and it felt great to get some kills like that, but I'd end up crashing the chopper some way or another. In the end, I have realized that my true job as pilot is not to go around getting kills and pulling stunts, but rather having my gunner take the best shots possible, and providing support with rockets whenever possible. So moving on to my suggestions.
Tip #1: Classify your target priorities from the beginning and adapt as the round progresses.
- Basically, this means is that you have to decide what the biggest threats are take them out accordingly. The first three are the real threats against the chopper. Armor is not exactly a threat to the chopper if you are aware of where it is, since getting a killing shot is rather hard... but it is definatelly a threat to your troops so you should take it out ASAP anyway. My general classification is like this.
Anti-aircraft (duh) > Enemy Choppers > .50 Cal vehicles > Armor > Snipers > Anti-tankers > Other Troops
Thinking this way, I plan my flight routes accordingly, assuring that my pilot gets good shots at the critical targets before they become an issue. Always check the AA sites to make sure there are no enemies nearby because they are extremelly annoying once someone enters them. Of course, I don't follow this plan religiously, as in-game situations might call for different plans. For example, if you notice that the skills of the other chopper pilot are not spectacular, you might be able to push it down the list as it's not a big of a threat.
Jets are like a hybrid between AA and .50 cal vehicles. They are quite deadly, and a decided pilot WILL take you out no matter what. Your best bet is to have a friendly jet engage the enemy. I like to turn and face the jet's path and try to hit it with TV missles and rockets. Usually doesn't work, but the frustration makes them ram you most of the time, and well since you're going down anyway, might as well take them with you.
Of the first three... AA is the only one for which I would suggest hiding as a good defense. Running away from an enemy chopper is always risky unless they decide to back down too. .50 cal vehicles are speedy bastards that can usually find a way to take you out, so I find it best to engage the vehicle agressively and then moving to repair.
Also, when I say choppers, I put both transport and attack choppers high on the list because they can do the most damage to you, and to your team. Attack choppers can take you out easily if you are not paying attention. A full transport chopper can cap a flag (most likely your home base) in under 10 seconds which can be devastating. So use judgement as to what you want to kill first... but make sure no transport chopper goes unnoticed.
With regards to armor... if a teammate spots a tank/apc, by all means go and back them up. I'm pretty sure 99% of the time they want help taking it out... they aren't just admiring the beauty of the tanks. It's always a quick and easy kill with a TV missle, and you will have most likely defended a flag, or helped take one over.
As of patch 1.3, anti-tankers are now quite able to take down an enemy chopper so I definatelly see them as a real threat. Some of you might think even more so than M95 snipers, but that is why you get to prioritize as you wish. For me, a sniper that places shot after shot is a big threat. Should my health go down too far, I can be sure that they will manage to land the final shots. It's kinda hard to spot them as well. In the end though, just make sure your gunner has good target visibility and you'll be fine.
Tip #2: Hovering will get you killed 60% of the time, all the time.
- Hovering is the single worst idea a chopper pilot can have. It turns you into an extremelly easy target to take out. Jets have a free pass at you, choppers have a free tv missle shot at you, AA is damn accurate when you are not moving much, and troops can now take you out with SRAW's and other misc. weapons. Now I'm sure lots of you think that hovering gives your gunner the best possible shots. This would be true if the TV missle were to take the lateral acceleration that the chopper has once launched. But I'm sure you've noticed that once you launch a TV, no matter what you are doing, it flies nice and straight and it's just point and click.
The time I see hovering the most is when there's one flag left, and troops are spawning and the chopper goes and rapes every living thing. It's actually best to keep on strafing side to side, which makes for a difficult shot for any Anti-tank or sniper. Another problem is that it's hard to get the chopper moving from a hover. If instead you keep on moving, it's actually easier to maneuver since you already have some inertia to get you going.
There will of course be some times you can hover and do your job, particularlly with AA sites. Those you want your gunner to have the best damn shot possible and hovering is the way to go. But there's a trade off here which is that you are an easy target for AA at that point. So if you can take out AA fast then you're good to go, if you miss... may god be with you.
Tip #3: Think like a gunner.
- This doesn't mean figure out how to get that kill with the rockets. Instead, I try to think of what my gunner is seeing and adjust the chopper accordingly. In some of the other guides you can find the relationship between pilots view and tv-missle view which is a good place to start. However, I've noticed there are some other things you can do to help your gunner make the kill.
My first example is with a moving vehicle. I usually try and aim a little bit infront of the vehicle (lead the target) and then just stop all movement so that the vehicle will cross the center view. This gives your gunner a good chance at hitting since he will not be chasing the target, but rather letting it drive into the kill. This works great for choppers... always aim infront of them, rather than directly at them, and your gunner will have an easier time making the kill.
Another time you need to think like a gunner is when you're spawn raping some troops. Think of this... everytime you make a movement, your gunner has to compensate for it and it makes for a harder shot. This is the main problem of Circle Strafing. It requires a lot of constant movement that the gunner has to compensate for. It's fine for when you have just a few targets to kill... but come on, you're spawn raping, you gotta get maximum kills for maximum enemy pissed offness. So instead of doing the circle strafe... do part regular strafe, part circle strafe.
"What the f*** are you talking about Mex?" is what I picture some of you saying at this point. So here's what I mean. Once you get the chopper to strafe, you can pretty much let go of the controls and just using the throttle you can keep it moving this way. This gives your gunner a great chance at hitting troops because he can predict where his aim will move next easily, while you also minimize your risk of getting shot with anti-tank rockets. Once you decide it's time to go to the other side or whatever, you do more agressive maneuvers such as a circle strafe to get you to the opposite side of the flag/area. Then you let the chopper strafe sideways once again till you are done with that part, and then just repeat as needed.
Last point, don't approach targets moving very rapidly. This really makes it hard to hit stuff as a gunner. Your approaches should be calm and "broad", meaning you focus on the whole battlefield, not just a target you just spotted. This way, your gunner can look around, find targets that need killing, and then actually make the kill. You can also focus some of your attention on looking for enemy choppers or other important targets.
Tip #4: Listen with your eyes. (I mean read the chat text)
- Nothing can be worse than a pilot who is not paying attention to what his teammates are telling him. I have been in numerous choppers where I'm typing like crazy at my pilot with "OMFG THERE IS AN ATTACK CHOPPER BEHIND US" and they are just oblivious to it. Your gunner can probably see things you can't/don't notice because it takes more attention and focus to fly the chopper. This is why you gotta make sure you know what he is saying. They are usually the first that spot a flag that needs defending or an incoming enemy chopper so be sure you listen to stay alive.
Also keep checking the map as often as you can to see what targets need a TV missle. Tanks are always easy to spot on the map so when a teammate spots one, check that map and head that way. If your gunner is shooting in a certain direction, turn that way because odds are they have seen something you can't see.
Last, your commander will probably give you orders as chopper pilot and you should listen to them as well. If a flag is being attacked by a single soldier, you are the one that can get there the fastest (Yes, I know jet is faster, but they aren't dead accurate) and can defend that flag best.
Tip #5: The 3 R's of Helicopter Piloting: Repair, Repair, Repair.
- This is probably the single most important advice you can use as a chopper pilot. With hit points on the choppers decreased by the latest patch, it's actually incredibly easy to kill a chopper if it is unprepared. Two SRAW hits will take the chopper down; a few seconds worth of .50 cal bullets will bring the chopper down; two AA hits will bring you down to the 3-4 bar range. Add a .50 cal sniper hit to that and you're gone. In the end, pretty much any hit you take means you are down to half way on your health and make an easy kill.
So what to do? Simplest thing is to hightail it outta there and head for your corresponding chopper repair area. However this also means a good minute or two is wasted in the time it takes you to get there and back, and you are a free target for planes in the area. If you're down to say 1/3 of your health, then going back to base is probably the safest idea. However if you're just damaged a bit, learn how to spot supply boxes lying around the battlefield and use them wisely. Another fun idea is to call for repairs and find a tank with an engineer in it. If you hover over the tank you'll be getting repaired, and you can help attack in this way.
My favorite trick is to call for supplies in a safe place, much closer to the action than the bases are (like one of the tips of the island on Wake, or on arty island), and then you can repair much faster and stay afloat longer. When I'm feeling adventurous though, I'll call for supplies right on top of a flag and then just circle strafe as tight as possible around it. This lets my gunner keep getting kills, and slowly we'll be getting repairs. It's awesome if you get it to work.
Another thing, the critical moments for repair are when you have anything less than half your health left. At that spot, any good hit by a threat will take you down instantly. Thinking this way, if you can use supplies to get your health up to 75% even, you've already gained some valuable time for killing, and a good chance of making it back to repair should you get hit.
Finally, when battling a Chopper, repairing is really not an option unless you are at your base already. If you try to run away, you make for a very easy TV kill so you're better off just attacking and hoping you kill them first. If you are at your base, force them to engage you while you hover over the repair pad, and you will have a great chance at beating them no matter how many times they hit you (as long as it's not a TV missle of course).
Tip #6: Squad up with your gunner.
- This is a nice and simple one. Whenever you're pilot of a chopper, you should make a squad with your gunner, and you should be squad leader. This lets you call for UAV's, artillery, and more importantly supplies as you please. Your view of the battlefield as chopper pilot is more broad than any squad leader on the ground so you can help out your team by calling for arty and UAV's in the best places.
The other benefit is that it enhances communication with your gunner because the green text is much easier to spot in the mess that is the radio talk. So if you need to point something out, write it in squad chat instead of team chat and you'll instantly see your gunners paying more attention than normal. This goes same for you when your gunner tells you something, pay attention to that green.
Tip #7: Use your rockets!
- I don't see pilots using their rockets enough so I'd like to say that they are great weapons if used correctly. In my approach to piloting, I give emphasis to giving the gunner the best shots possible. My reasoning is that in the time it takes you to line up a kill with the rockets, my gunner could've killed many more troops so you end up getting more pts.
However, gunners aren't perfect and they do miss sometimes. So what is a pilot to do? Use your missles as insurance for those critical kills. Line up for that tank kill, but if your gunner misses, finish the tank with your rockets. I think 4 rockets kill a tank, and trust me 4 hits is very easy to do. Use your rockets against AA sites as well. A barrage of TV missle, bullets, and rockets is bound to be more effective than any one of those alone.
You can also use your rockets to kill clusters of enemies. I won't explain how you have to compensate to get a rocket to hit where you want when you are strafing since that can be learned elsewhere. I just want to point out that this compensation still lets your gunner get the kills as his view is very broad, and if you can get some extra points here or there, why not?
In chopper battles, Rockets can mean the difference between life or death. Every hit takes a good chunk of health off so if you combine rocket hits with gun hits you can eventually take down a chopper. TV is the best way to go but sometimes it's hard to hit a flying chopper with the buggy missles so use your rockets as well.
Ok, that's it for now fellas... look out for part 2 later on with my tips for gunners. And also, maybe I'll get some instructional videos going on... we'll see.
Edit 8/30/06: Added tips #5-#7.
When I first started to get comfortable with piloting, I started to become very agressive in some of my techniques. I did it all, from hugging the ground everywhere I went, to flying up quite high and kinda dive bombing on targets. Then I had my "Solo" piloting phase which was just dumb and I am ashamed for ever thinking that going solo is better than going with a gunner. I also didn't appreciate my gunners as I wouldn't give them the best possible shots. Most of the time I was actually just trying to keep control of the chopper lol. As my wisdom grew, I realized that it was fun to do such moves and it felt great to get some kills like that, but I'd end up crashing the chopper some way or another. In the end, I have realized that my true job as pilot is not to go around getting kills and pulling stunts, but rather having my gunner take the best shots possible, and providing support with rockets whenever possible. So moving on to my suggestions.
Tip #1: Classify your target priorities from the beginning and adapt as the round progresses.
- Basically, this means is that you have to decide what the biggest threats are take them out accordingly. The first three are the real threats against the chopper. Armor is not exactly a threat to the chopper if you are aware of where it is, since getting a killing shot is rather hard... but it is definatelly a threat to your troops so you should take it out ASAP anyway. My general classification is like this.
Anti-aircraft (duh) > Enemy Choppers > .50 Cal vehicles > Armor > Snipers > Anti-tankers > Other Troops
Thinking this way, I plan my flight routes accordingly, assuring that my pilot gets good shots at the critical targets before they become an issue. Always check the AA sites to make sure there are no enemies nearby because they are extremelly annoying once someone enters them. Of course, I don't follow this plan religiously, as in-game situations might call for different plans. For example, if you notice that the skills of the other chopper pilot are not spectacular, you might be able to push it down the list as it's not a big of a threat.
Jets are like a hybrid between AA and .50 cal vehicles. They are quite deadly, and a decided pilot WILL take you out no matter what. Your best bet is to have a friendly jet engage the enemy. I like to turn and face the jet's path and try to hit it with TV missles and rockets. Usually doesn't work, but the frustration makes them ram you most of the time, and well since you're going down anyway, might as well take them with you.
Of the first three... AA is the only one for which I would suggest hiding as a good defense. Running away from an enemy chopper is always risky unless they decide to back down too. .50 cal vehicles are speedy bastards that can usually find a way to take you out, so I find it best to engage the vehicle agressively and then moving to repair.
Also, when I say choppers, I put both transport and attack choppers high on the list because they can do the most damage to you, and to your team. Attack choppers can take you out easily if you are not paying attention. A full transport chopper can cap a flag (most likely your home base) in under 10 seconds which can be devastating. So use judgement as to what you want to kill first... but make sure no transport chopper goes unnoticed.
With regards to armor... if a teammate spots a tank/apc, by all means go and back them up. I'm pretty sure 99% of the time they want help taking it out... they aren't just admiring the beauty of the tanks. It's always a quick and easy kill with a TV missle, and you will have most likely defended a flag, or helped take one over.
As of patch 1.3, anti-tankers are now quite able to take down an enemy chopper so I definatelly see them as a real threat. Some of you might think even more so than M95 snipers, but that is why you get to prioritize as you wish. For me, a sniper that places shot after shot is a big threat. Should my health go down too far, I can be sure that they will manage to land the final shots. It's kinda hard to spot them as well. In the end though, just make sure your gunner has good target visibility and you'll be fine.
Tip #2: Hovering will get you killed 60% of the time, all the time.
- Hovering is the single worst idea a chopper pilot can have. It turns you into an extremelly easy target to take out. Jets have a free pass at you, choppers have a free tv missle shot at you, AA is damn accurate when you are not moving much, and troops can now take you out with SRAW's and other misc. weapons. Now I'm sure lots of you think that hovering gives your gunner the best possible shots. This would be true if the TV missle were to take the lateral acceleration that the chopper has once launched. But I'm sure you've noticed that once you launch a TV, no matter what you are doing, it flies nice and straight and it's just point and click.
The time I see hovering the most is when there's one flag left, and troops are spawning and the chopper goes and rapes every living thing. It's actually best to keep on strafing side to side, which makes for a difficult shot for any Anti-tank or sniper. Another problem is that it's hard to get the chopper moving from a hover. If instead you keep on moving, it's actually easier to maneuver since you already have some inertia to get you going.
There will of course be some times you can hover and do your job, particularlly with AA sites. Those you want your gunner to have the best damn shot possible and hovering is the way to go. But there's a trade off here which is that you are an easy target for AA at that point. So if you can take out AA fast then you're good to go, if you miss... may god be with you.
Tip #3: Think like a gunner.
- This doesn't mean figure out how to get that kill with the rockets. Instead, I try to think of what my gunner is seeing and adjust the chopper accordingly. In some of the other guides you can find the relationship between pilots view and tv-missle view which is a good place to start. However, I've noticed there are some other things you can do to help your gunner make the kill.
My first example is with a moving vehicle. I usually try and aim a little bit infront of the vehicle (lead the target) and then just stop all movement so that the vehicle will cross the center view. This gives your gunner a good chance at hitting since he will not be chasing the target, but rather letting it drive into the kill. This works great for choppers... always aim infront of them, rather than directly at them, and your gunner will have an easier time making the kill.
Another time you need to think like a gunner is when you're spawn raping some troops. Think of this... everytime you make a movement, your gunner has to compensate for it and it makes for a harder shot. This is the main problem of Circle Strafing. It requires a lot of constant movement that the gunner has to compensate for. It's fine for when you have just a few targets to kill... but come on, you're spawn raping, you gotta get maximum kills for maximum enemy pissed offness. So instead of doing the circle strafe... do part regular strafe, part circle strafe.
"What the f*** are you talking about Mex?" is what I picture some of you saying at this point. So here's what I mean. Once you get the chopper to strafe, you can pretty much let go of the controls and just using the throttle you can keep it moving this way. This gives your gunner a great chance at hitting troops because he can predict where his aim will move next easily, while you also minimize your risk of getting shot with anti-tank rockets. Once you decide it's time to go to the other side or whatever, you do more agressive maneuvers such as a circle strafe to get you to the opposite side of the flag/area. Then you let the chopper strafe sideways once again till you are done with that part, and then just repeat as needed.
Last point, don't approach targets moving very rapidly. This really makes it hard to hit stuff as a gunner. Your approaches should be calm and "broad", meaning you focus on the whole battlefield, not just a target you just spotted. This way, your gunner can look around, find targets that need killing, and then actually make the kill. You can also focus some of your attention on looking for enemy choppers or other important targets.
Tip #4: Listen with your eyes. (I mean read the chat text)
- Nothing can be worse than a pilot who is not paying attention to what his teammates are telling him. I have been in numerous choppers where I'm typing like crazy at my pilot with "OMFG THERE IS AN ATTACK CHOPPER BEHIND US" and they are just oblivious to it. Your gunner can probably see things you can't/don't notice because it takes more attention and focus to fly the chopper. This is why you gotta make sure you know what he is saying. They are usually the first that spot a flag that needs defending or an incoming enemy chopper so be sure you listen to stay alive.
Also keep checking the map as often as you can to see what targets need a TV missle. Tanks are always easy to spot on the map so when a teammate spots one, check that map and head that way. If your gunner is shooting in a certain direction, turn that way because odds are they have seen something you can't see.
Last, your commander will probably give you orders as chopper pilot and you should listen to them as well. If a flag is being attacked by a single soldier, you are the one that can get there the fastest (Yes, I know jet is faster, but they aren't dead accurate) and can defend that flag best.
Tip #5: The 3 R's of Helicopter Piloting: Repair, Repair, Repair.
- This is probably the single most important advice you can use as a chopper pilot. With hit points on the choppers decreased by the latest patch, it's actually incredibly easy to kill a chopper if it is unprepared. Two SRAW hits will take the chopper down; a few seconds worth of .50 cal bullets will bring the chopper down; two AA hits will bring you down to the 3-4 bar range. Add a .50 cal sniper hit to that and you're gone. In the end, pretty much any hit you take means you are down to half way on your health and make an easy kill.
So what to do? Simplest thing is to hightail it outta there and head for your corresponding chopper repair area. However this also means a good minute or two is wasted in the time it takes you to get there and back, and you are a free target for planes in the area. If you're down to say 1/3 of your health, then going back to base is probably the safest idea. However if you're just damaged a bit, learn how to spot supply boxes lying around the battlefield and use them wisely. Another fun idea is to call for repairs and find a tank with an engineer in it. If you hover over the tank you'll be getting repaired, and you can help attack in this way.
My favorite trick is to call for supplies in a safe place, much closer to the action than the bases are (like one of the tips of the island on Wake, or on arty island), and then you can repair much faster and stay afloat longer. When I'm feeling adventurous though, I'll call for supplies right on top of a flag and then just circle strafe as tight as possible around it. This lets my gunner keep getting kills, and slowly we'll be getting repairs. It's awesome if you get it to work.
Another thing, the critical moments for repair are when you have anything less than half your health left. At that spot, any good hit by a threat will take you down instantly. Thinking this way, if you can use supplies to get your health up to 75% even, you've already gained some valuable time for killing, and a good chance of making it back to repair should you get hit.
Finally, when battling a Chopper, repairing is really not an option unless you are at your base already. If you try to run away, you make for a very easy TV kill so you're better off just attacking and hoping you kill them first. If you are at your base, force them to engage you while you hover over the repair pad, and you will have a great chance at beating them no matter how many times they hit you (as long as it's not a TV missle of course).
Tip #6: Squad up with your gunner.
- This is a nice and simple one. Whenever you're pilot of a chopper, you should make a squad with your gunner, and you should be squad leader. This lets you call for UAV's, artillery, and more importantly supplies as you please. Your view of the battlefield as chopper pilot is more broad than any squad leader on the ground so you can help out your team by calling for arty and UAV's in the best places.
The other benefit is that it enhances communication with your gunner because the green text is much easier to spot in the mess that is the radio talk. So if you need to point something out, write it in squad chat instead of team chat and you'll instantly see your gunners paying more attention than normal. This goes same for you when your gunner tells you something, pay attention to that green.
Tip #7: Use your rockets!
- I don't see pilots using their rockets enough so I'd like to say that they are great weapons if used correctly. In my approach to piloting, I give emphasis to giving the gunner the best shots possible. My reasoning is that in the time it takes you to line up a kill with the rockets, my gunner could've killed many more troops so you end up getting more pts.
However, gunners aren't perfect and they do miss sometimes. So what is a pilot to do? Use your missles as insurance for those critical kills. Line up for that tank kill, but if your gunner misses, finish the tank with your rockets. I think 4 rockets kill a tank, and trust me 4 hits is very easy to do. Use your rockets against AA sites as well. A barrage of TV missle, bullets, and rockets is bound to be more effective than any one of those alone.
You can also use your rockets to kill clusters of enemies. I won't explain how you have to compensate to get a rocket to hit where you want when you are strafing since that can be learned elsewhere. I just want to point out that this compensation still lets your gunner get the kills as his view is very broad, and if you can get some extra points here or there, why not?
In chopper battles, Rockets can mean the difference between life or death. Every hit takes a good chunk of health off so if you combine rocket hits with gun hits you can eventually take down a chopper. TV is the best way to go but sometimes it's hard to hit a flying chopper with the buggy missles so use your rockets as well.
Ok, that's it for now fellas... look out for part 2 later on with my tips for gunners. And also, maybe I'll get some instructional videos going on... we'll see.
Edit 8/30/06: Added tips #5-#7.
Last edited by GotMex? (2006-08-30 15:54:35)