[MERC]William Shaf
Member
+2|6947
Preface:
This guide is meant to help the players of Battlefield 2 that enjoy riding second seat in the attack choppers.  At no point in time do I assume or claim to be the “all knowing” when it comes to gunning tactics.  This guide is meant to be a reference and starting point for more in depth discussion about the devastating power of the attack chopper’s gunner’s seat.

This guide is my second, which follows the "How To: A Chopper Pilot Reference" here on this forum at http://forums.bf2s.com/viewtopic.php?id=4822

Basic Gunning:
Getting to know your role as a gunner is the key to becoming a successful devastation to the opposing team.  The gunner is as useless as tits on a boar hog without a strong, intelligent pilot.  If you find yourself in the fortunate position to be gunning for a strong pilot, the first thing you should do is develop some sort of communication.  Typing in team chat is the last option.  Try to get into a squad with the pilot and use the VOIP the game provides, if the server has the option turned on.  Teamspeak or Ventrillo is the best bet.  My suggestion is for the gunner to be the squad leader, not the pilot.  As the squad leader, you can call for artillery, supplies, and all the bells and whistles that come with leading the squad, and not have to worry about the pilot dealing with that. His primary focus is to keep the chopper out of danger so you can kill without hesitation.

Once you have your communications in tact, you should be set and ready for combat.  The role of the gunner is simple.  Kill anything and everything you see with a red tag.  How you kill them is why this guide is being written.  Anyone can just spray the guns all over and hope for a kill.  Knowing which gun to use is what separates a good gunner from a bad one. 

There are three different types of pilots of the attack chopper, the first is combat support, another is direct assault, and the last one is flag capturing with direct assault. 

Flag Capturing:
If the pilot is actively looking for flags to capture, make sure he hovers low enough to the ground for you to exit the chopper.  Since the 1.03 patch, only the pilot (or driver) of a vehicle can turn a flag.  You must exit the chopper to help turn the flag.  The preferable place to exit is on top of a building near the flag, as that’s the last place you’ll be located by ground troops spawning to defend the flag.  My suggestion is to use the support pack to gun, because in this situation, while the pilot is hovering, you can reload the chopper and save valuable time of going back to the ship or airfield.  Once the flag is capped, jump back in the chopper and continue on to the next objective.

Combat Support:
Often times you find yourself in the position of supporting your ground troops.  A good pilot in this position will not be too close to the battle.  A good distance should be kept to save the chopper from unwanted damage.  With the 270 degree radius of the gunner’s perspective, you are the most capable person to mark targets.  A good gunner will keep his hand on the “Q” button and mark as many targets as possible in this situation.  As soon as you mark, start firing your machine guns.  Keep your eyes open for armor, as the only two infantry that can take out a tank is the Special Ops pack and the Anti-Tank pack.  Mark the tank and open up a TV missile directly on him.  If for some reason you miss, others around you will know he’s there to finish the job for you.  If the pilot continues to keep a good distance from the battle, the worst thing that can happen is you run out of ammo.  If you took my previous advice, all the pilot has to do is drop altitude enough for you to exit the chopper and reload the ammo supply.

Direct Assault:
This is the toughest position, as it puts the chopper seriously in harms way, and your stint to gun might be cut short by a dedicated tank driver.  Your first and foremost target should always be the tank.  Don’t sacrifice the chopper to get a couple infantry kills if there’s a tank around.  The tank is the quickest trip back to your spawn point.  Always utilize your TV missile for the tank.  I’ve flown many times and have had the unfortunate displeasure of watching my gunner try to take out a tank with the machine guns.  It’s an effort in futility to say the least.  The next deadliest enemy is the Hummer or Jeep.  The machine guns on that thing will take out a chopper before you can find it and turn.  If the chopper is steady, use your guns and save the TV missiles for more juicy targets.  If you absolutely have to take out that Hummer, use the TV missile.  Lastly, a good Anti-Tank infantryman can put a couple of well placed ERYX’s into the side of your chopper and have you pushing daisies in no time.  While you’re mowing down infantry, keep a special eye out for these bastards.  They are definitely the thorn in your side, if you get my drift.

Machine Guns:
Keep the machine gun spray to spurts.  Don’t hold down the Bounce Bounce so long that you burn up the barrel.  If this happens, you can guarantee that you’ll need the gun and not have it.  Save your guns for infantry and air to air combat with other attack choppers.  If you find yourself in the side position of another attack chopper, and he’s moving along pretty fast, using the machine guns will guarantee a victory, as you can take the chopper down to at least half damage before he can even make the turn to find you.  Having decent skill with the machine guns is as simple as being able to lead your moving target, or spot on a stationary one.

TV Missile:
This is the meat and potatoes of your arsenal.  The TV missile is what separates the good gunners from the superb ones.  To activate the TV missile, you have to open up the guided missile display with your right mouse button.  This will bring up the black and white video display camera on the front of the missile.  Once you open the display, you’ll see a crosshair that you can move around the screen with your mouse.  To fire the missile, put the crosshairs on the target and left click.  Once the missile is fired, you can guide the missile’s trajectory with the same crosshair that you used for initial targeting.  Just left click again and the missile will move to the new position.  If you are aiming at a tank and the tank is moving, just keep clicking on the tank and the missile will follow it, and you’ll have a front row seat to its demise.  If you find yourself guiding a missile to a tank that has an X in its box, then you better quickly guide it away or you’ll have one mad team mate.  To decipher friendly targets from unfriendly ones, the Friendly ones will have that X in the radar box, and an unfriendly target will not have the X.  You have to be quick in noticing the X, so pay attention to where you’re shooting.

Air combat with another attack chopper:
The key to winning this battle is to get the jump on the opponent.  Keep scanning your view range for both ground and air targets.  If you see an opposing attack chopper, make sure you mark it for your pilot, and use your voice communication to alert your pilot of the chopper’s location.  Your prime opportunity to land a TV missile on the target is when he doesn’t know you are there.  If your pilot can manage to sneak up on the chopper, wait to fire until the target is in a somewhat stationary position.   Once that happens, fire the TV missile and reap the benefits of its instant kill.  If you find the chopper moving continuously, lead the chopper by targeting ahead of it, or ahead of its motion.  You’ll have a much better chance of landing the missile than trying to catch up to it from behind.  If you miss, don’t worry.  Your guns will do nice damage along with the pilot’s rockets for a semi-quick kill.  If you have to use your machine gun, make sure you focus the concentration of your attack on the engine of the chopper, just under the rotor.  This is the weakest point of the chopper.  A solid stream of guns on the engine will have him smoking in no time.

In conclusion, remember that you are the eyes and ears of your team in the gunner position of the chopper.  Utilize the 270 degree radius you have to see what’s going on, and mark everything you can.  Although you are the offense of the chopper, you can use your position well to help your team rain terror down on the opposition.

Feel free to stop by my clan's website if your interested in teaming up with great pilots, or just looking for a great place to hang out.  We are recruiting, so if you're not in a clan, we'd be happy to have you.  Find us here: http://bf2.mercpilots.net

Last edited by [MERC]William Shaf (2005-11-18 14:26:26)

-I4nI- Jaiden
Member
+0|6947|Las Vegas
Once again, a good description and lot's of useful tips.
cablecopulate
Member
+449|6950|Massachusetts.
After reading that I'd like nothing more than to get a good gunner and go mow down some opposition.
dD_Pirate
Member
+0|7012
Yeah, compliments on the well written reference buddy. Cool thing to do too
BB|EyeSeePeeDude
Member
+0|6972
great work 
atlvolunteer
PKMMMMMMMMMM
+27|6983|Atlanta, GA USA
Good guide.  I have a question.  What is a good way to practice using the TV Guided missile?  I am halfway decent with it, but probably miss as much as I hit...
Neuronal
Member
+0|6999|Michigan, USA
Good work men!!!! Tumb up!
imdead
Death StatPadder
+228|6981|Human Meat Shield
Thanks again for the TV guided missles, now I know to keep clicking at the target; I was newbing it by doing the anti tank/TOW missle just click once and move with mouse...now wonder it wasn't going anywhere.
<x>RONIN<x>
Member
+0|6958
I have almost 500 hrs on the game, and less  than 50 hrs on the helo, and I did'nt know about changing the direction of the missle by reclicking. THANKS! Now I know why I get hit more by the enemy with that missle.

Last edited by <x>RONIN<x> (2005-11-19 08:40:53)

chuyskywalker
Admin
+2,439|7059|"Frisco"

Superb job. Featured
[MERC]William Shaf
Member
+2|6947
Thank you Chuy.

Would you consider moving my Piloting Guide here?  The link is in this guide up at the top.

I really appreciate all the kind words about my guides. 

-Will
Adelphi
Member
+8|6953|Long Island, NY
Nice guide.  It gave me some good pointers for aidin' me in combat.  I enjoy bein' a tank gunner and attack 'copter gunner as well. 

PS- Nice stats as an aviator man!  You almost have a 3:1 Kill/Death ratio, that's good stuff.
BlueScreen
I am the pwnage! Bitches!
+5|6950|Finland
Hopefully this help some one... There's too much those guys who comes to gunner and they can't hit anything with TV missile, not tank which don't move and not chopper then either.. That's not funny to fly for those guys. And some guys don't even use TV missile.. They just try shoot tank with MG, that's not funny. That's one reason why I mostly want fly alone that chopper because it's easy fly it and when there's tank, chopper etc. change to gunner and shoot TV and destroy target and after that come back to pilot. And there's one really good thing when flying chopper alone... If there's AA, Stinger/Igla etc it lost lock when there's no pilot in chopper. So when you change to gunner that lock is gone and that AA or Stinger/Igla is easy target But yes.. In public servers that's almost impossible and it's of course easier to shoot with GOOD pilot and there's MG in use then too. But mostly there's not good pilot and that's not funny either

And that 3:1 ratio in avitator isn't any good. Well I suck as avitator but when it's under 5 or something it's not good. And that 5 isn't so good either. If you are flying bomber it's easy (except for me ) to get over 10:1 ratio in avitator.

Last edited by BlueScreen (2005-11-19 19:05:47)

mattajohnstone
Member
+15|7000
nice 1 dude that was great
Gairon Fay
Member
+0|6959|Saltsjö-Boo Sweden
My compliments, a work excellently written. It will surely be in my mind next time I get into a chopper in the gunner position.

Nice indeed
Phlupple
Member
+0|6927|United Kingdom
This is probably the best guide I've read on the BF2S Forums since I started browsing a few days ago. It's a pleasure to read and I found it useful even as a veteran gunner.

Although infantry combat is my passion, I love occupying the gunner seat of a MEC chopper with a competent pilot.

I don't think I can add much to William's gunner advice but after initially reading this thread I whipped up a combination of his and my own tips for self reference. Now I've registered with the forums I thought I may as well share them in hope that someone will find 'em useful.

Once again, nice post mate.

--------------------------

Helicopter Gunner Tips

Communication
·    Always spot your target and alert your pilot to its presence.
·    Spot anything you see. If your team are aware of a target’s map location they are more likely to go out of their way to attack it.
·    Keep in mind the helicopter’s facing; your pilot will likely face an enemy threat to give you the maximum firing arc with the guns and accurate use of the TV missile. This generally means he wants you to prioritise what's in front of you.
·    If you're playing with a friend, use in-game VoIP or a voice application such as Ventrilo to maintain verbal communication with your pilot. Without this you cannot be nearly as effective.
·    Listen to your pilot if he has something to say. He may notice something you didn’t’, such as a manned AA site.

Weapons
·    Open up with your guns immediately on all soft targets. For harder targets, use the TV missile as your initial attack and then hit them with your guns if you miss.
·    Prioritise hostiles in the following order:
1.    Mobile AA/AA sites
2.    Helicopters
3.    Armour
4.    Light vehicles
5.    Infantry
·    Whenever possible, fire your guns in short bursts to reduce overheating.
·    Only fire your TV missile if you are confident it will hit. This usually involves waiting for your pilot to settle into a good firing position so that the missile requires minimal guidance. A miss both wastes a missile and alerts your target to your presence, while also forcing you to wait out the reload time before you can fire again.
·    Sometimes it’s a good idea to give a known hostile spawn point a quick burst from your guns as you approach. This can result in a few kills before they’re even in your visual range. This is especially useful if it is their only spawn point and if the spawn zone is limited to a small area. Watch out for friendlies when using this tactic.

Other
·    As a gunner, use either the Engineer or Support kit and have your pilot use the other. This can save return trips to the base for rearming and repairs.
·    If you can, gun down Anti-Tank infantry before the other classes. These are the most deadly to you.
·    Form a Squad so the Commander can give you objectives, and so you can request Artillery Strikes, UAV’s etc. If your pilot is Squad Leader, you can respawn in his helicopter as gunner.
-|V2^Fraggus
Member
+0|6919|Belgium
Hi all,

I must say the chopper guides are pretty usefull for people that are into choppering and want to improve themselves.
But there is very little to no info on how to actually be a good TV missle shooter, and that is very big problem on pub servers, people just don't seem to know how to handle that missle in a deccent way.
So here are some tips, it would also be nice to have separte forum about this sinds it's such a vital and underestimated aspect of choppergunning.
I already have my Veteran chopper badge so i kinda know whats going on up there ))
Here are some of the things noob gunners don't seems to know at all.

1. after the missle is fired you can stear it by clicking and moving with the mouse.
I do notice a diffrence in TV guiding between the 1.03 and 1.12 patch. Before the missle was eassier to guide when your crosshair was outside the little square in the centre of the screen. Now the waiting interval between each click is a little longer and the stearing angle is a bit smaller when outside the square in the new patch.
So once you missle is fired try to keep you crosshair in the middle sqaure for better guiding, thats why number"3" of my tips is also very important.

2.The missle doesn't come from the middle of the screen you are looking at, no its comes from underneath you  or be from beside you. So when firing a missle the first seconds it needs to adjust its self to get on target, calibrate it's self so to say.  For some gunner this can be confusing when trying to stear there missle immediatly after firing, resulting in the fact that they hit nothing more than flies and sandbugs, so don't panic when the missle goes his own way the first 1 or 2 secs after shooting it.
e.g: On kumbradam go sit in the chopper above the lower dam pad. Don't lift of but just turn it to the "intake" spawn. Switch to you TV screen and aim your crosshair to the spawn there. When firing the missle it will hit the platform.  Thats when they usually get it. )) Make you own conclusions.
When still on the platfrom without lifting of, aim your tv crosshair as high as possible in the screen, fire and stear down. This way you can get the tank that's parked there. whithout even taking of.

3. Before firing anticipate you targets move as much as  possible so you can keep the stearing of the rocket to a minimum. 
e.g: When you see a chopper from the side moving fast  to the left, aim about 2 to 3 centimeters more to the left from you center square if the enemy is in right in the midle of it, you'll need to stear very little and hit it on it's tail.

Hopefully some experienced players will also post there thoughts with more usefull tv gunning tips.

Frag / out.

Last edited by -|V2^Fraggus (2005-12-16 06:06:17)

-|V2^Fraggus
Member
+0|6919|Belgium

Phlupple wrote:

Prioritise hostiles in the following order:
1.    Mobile AA/AA sites
2.    Helicopters
3.    Armour
4.    Light vehicles
5.    Infantry
·    Whenever possible, fire your guns in short bursts to reduce overheating.
·    Only fire your TV missile if you are confident it will hit.
Ok if you wanna rate light verhicles so low but be sure not to underestimate them. Chinees jeeps or MEC vodniks with mounted MG's can be very deadly especially when concentrating there fire.
Especially VS the US blackhawk and Cobra chopper. It wouldn't be the first time I take em down when underway to there pads to repair.  If Only because jeeps have 360° turning range and can shoot pretty high up into the sky so the can "follow" a long time. Ofcourse under the conditions that the gunner isn't stupid enough to let his mounted MG go "red" with continous fire  .

Last edited by -|V2^Fraggus (2005-12-16 06:09:08)

THA
im a fucking .....well not now
+609|6982|AUS, Canberra
good job once again!!
onebadengineer
Member
+0|6917
Excellent Guide

Two more.

1.  Never tip off an enemy attack helicopter, with the pratal of your machine gun and bullets flying by his canopy if your pilots got him cold.  That means the pilot is approaching the enemy from behind or to the side, and the other pilot is unaware of his presents.  Be patient, click to tv and wait till the pilot is just about to drop him then beat him to it, believe me he wont mind.  By alerting the other pilot you just invite him to pull back hard turning an easy kill into, a mid air collision or protracted dog fight!.  I've got a 150h and 7,000 ks in the thing and nothing makes me wish for a gunner ejection seat button more......

2.  When passing an enemy on the ground or in the air and your moving at a pretty good clip,  fire your bullets behind the enemy and let the momentum of the AH carry your rounds to the target.  This will seen counter intuitive at first, watch the tracers and strike indicator carfully and you'll see what I mean.   Then watch your kills per flight double especially agaisnt infanrty.
onebadengineer
Member
+0|6917
oops

3.  Dont get frustrated or fluster if your pilot does'nt fly like he's in a hot air ballon.  Pilots must fly in accordance with the level of the threat.  Good pilots live longer, by making fast low level well plannned passes in high and medium threat environments.  This minimizes trips back to the spawn area and the inevitable TK'd  by a sniper looking for transport to his favorite spawn kill, until things have seattled down a bit.  Learn the rythem, good pilots will give you a great shot at the high value targets their seeking at the critical instance if your alert, patient and fast.  I cant tell you the amount of nubes who got their first gold, gunning for me because they, watched and learned while some E7, splits after the first trip, only to finish fifteenth.  Because I didnt hover over the ADA cannon so he can get a clean shot at some guy running between buildings.  If your pilot goes screaming by a good target, dont throw up your hands, he's calculating speed direction, best avenue of approach, threat levels and is very likley to turn on a dime, catching a squad load of clan members in a APC unaware and in the open just as they arrive at the flag, netting you twelve points in one shot.  Get into your pilots thought process and you'll soon find your self plastering tank after tank and APC after APC until, every one on the OPFOR has no choice but to site at an ADA gun for the duration.
Kung Jew
That one mod
+331|6957|Houston, TX
Amen to the entire post.  Well written and very helpful.
the_ubernoob_
Member
+8|6955
Good job.  Its about time someone did something to educate the gunners.  Most are decent, some are awesome, and a rare few are aces in the gunner seat (sometimes the pilot wants kills to).

Hopefully this will increase the number of good gunners I see on servers.

(this has my vote to get into the featured section of the forums)
Skruples
Mod Incarnate
+234|6912
excellent post, there's nothing more i dislike as a helicopter pilot than an inept gunner. I would add a few things though:

If you do happen to come upon another attack helicopter that doesnt know youre there, and you miss your tv missile shot, do NOT open fire with the machine gun until your pilot opens up with his rockets. I cannot even begin to count how many times an easy attack run was ruined because my gunner opened fire and alerted the target to their impending doom. Of course, if the other helicopter happens to notice you firing tv missiles at him, by all means start shooting him. Just dont ruin the suprise.

If you shoot a tv missile at a helicopter and miss, try and miss above, below or to their rear if possible. putting a shot across their bow, so to speak, just lets them know where you are. This only really applies if youre shooting at them from the side.

A good pilot will do orbits of the target area, while keeping the nose pointed at the center of the circle. If you are trying to hit infantry targets with your gun while your pilot is doing this, you need to lead your targets quite a bit. remember, your bullets are going sideways at 200 mph or so after you fire them.

If your pilot knows what he's doing, he'll set you up for tv missile shots. So WAIT FOR HIM TO DO IT. Theres nothing worse than a premature attackulation.

There are very few places to hide from helicopters. That means theres very few places you need to look for hiding players. If you see a flag being capped by an enemy, but dont see any people around, spray around a little, you'll probably kill someone.

Pay attention to what your pilot is pointing at. Odds are he doesnt care about that sniper youre trying to mow down while he's pointing at an active tank. Remember: its his job to keep you alive, and he knows what needs to die in order for him to do that.

I know this has been said before, but dont dont dont try and kill tanks with your gun. Yes, it does damage, but the amount of damage it does is so negligable its not worth mentioning. take your tv missile shot, and if you miss, sit tight and let your pilot blow him away or wait for your next missile to load. Remember, the viewpoint from inside a tank is very limited, and unless you miss directly in front of him the tank driver probably doesnt know where you are. The ONLY time you should shoot at a tank with your gun is when theres a gunner in the 50 cal. turret. If there is, liquify him. But thats it. Apcs are a somewhat different story, because you can actually do a considerable amount of damage with the gun, especially the flak cannon on the mec chopper. However, its still just 1 tv missile or 3-4 rockets to kill one, so you may want to save your gun for something more worthy.

When you arrive at a flag to provide aerial support, DESTROY all the vehicles and emplacements that can hurt you. This means the tow, the aa, the dpvs, favs, humvees, etc. its much easier to blow those things away while theyre not shooting at you. The only time you may not want to do this is when your team is fast approching, and one of them may want to use that shiny new tank just laying around.

Remember where the stationary AA emplacements are. If you're hearing a consistent lock (longer than a few seconds, or if your pilot flares and the lock comes back) than you're probably being locked by a stinger or aa vehicle. If your pilot is any good, he'll either put something solid between you and the stinger, or turn and face directly at it, thus giving you a chance to deliver several hundred pounds of high explosive. Stingers make very easy tv missile marks.

Transport helicopters are an easy way to kill 6 people in one shot, but if you do happen to engage one at gun range, aim for the crew section or cockpit. often times shooting the tail wont do any damage because of crappy hit detection. Transport choppers also have an absurd amount of health, so the gun alone wont be winning any fights, but in combination with the pilot's rockets can be deadly. shooting missiles from directly ahead or directly behind choppers is the hardest shot, so if possible wait for a side shot. If your pilot isnt giving you any shots from the side, remember to lead them or you'll definitely miss, especially from short range.
[TUF]Krazy
Member
+0|6938|Sarasota, FL

Skruples wrote:

excellent post, there's nothing more i dislike as a helicopter pilot than an inept gunner. I would add a few things though:

If you do happen to come upon another attack helicopter that doesnt know youre there, and you miss your tv missile shot, do NOT open fire with the machine gun until your pilot opens up with his rockets. I cannot even begin to count how many times an easy attack run was ruined because my gunner opened fire and alerted the target to their impending doom. Of course, if the other helicopter happens to notice you firing tv missiles at him, by all means start shooting him. Just dont ruin the suprise.

If you shoot a tv missile at a helicopter and miss, try and miss above, below or to their rear if possible. putting a shot across their bow, so to speak, just lets them know where you are. This only really applies if youre shooting at them from the side.

A good pilot will do orbits of the target area, while keeping the nose pointed at the center of the circle. If you are trying to hit infantry targets with your gun while your pilot is doing this, you need to lead your targets quite a bit. remember, your bullets are going sideways at 200 mph or so after you fire them.

If your pilot knows what he's doing, he'll set you up for tv missile shots. So WAIT FOR HIM TO DO IT. Theres nothing worse than a premature attackulation.

There are very few places to hide from helicopters. That means theres very few places you need to look for hiding players. If you see a flag being capped by an enemy, but dont see any people around, spray around a little, you'll probably kill someone.

Pay attention to what your pilot is pointing at. Odds are he doesnt care about that sniper youre trying to mow down while he's pointing at an active tank. Remember: its his job to keep you alive, and he knows what needs to die in order for him to do that.

I know this has been said before, but dont dont dont try and kill tanks with your gun. Yes, it does damage, but the amount of damage it does is so negligable its not worth mentioning. take your tv missile shot, and if you miss, sit tight and let your pilot blow him away or wait for your next missile to load. Remember, the viewpoint from inside a tank is very limited, and unless you miss directly in front of him the tank driver probably doesnt know where you are. The ONLY time you should shoot at a tank with your gun is when theres a gunner in the 50 cal. turret. If there is, liquify him. But thats it. Apcs are a somewhat different story, because you can actually do a considerable amount of damage with the gun, especially the flak cannon on the mec chopper. However, its still just 1 tv missile or 3-4 rockets to kill one, so you may want to save your gun for something more worthy.

When you arrive at a flag to provide aerial support, DESTROY all the vehicles and emplacements that can hurt you. This means the tow, the aa, the dpvs, favs, humvees, etc. its much easier to blow those things away while theyre not shooting at you. The only time you may not want to do this is when your team is fast approching, and one of them may want to use that shiny new tank just laying around.

Remember where the stationary AA emplacements are. If you're hearing a consistent lock (longer than a few seconds, or if your pilot flares and the lock comes back) than you're probably being locked by a stinger or aa vehicle. If your pilot is any good, he'll either put something solid between you and the stinger, or turn and face directly at it, thus giving you a chance to deliver several hundred pounds of high explosive. Stingers make very easy tv missile marks.

Transport helicopters are an easy way to kill 6 people in one shot, but if you do happen to engage one at gun range, aim for the crew section or cockpit. often times shooting the tail wont do any damage because of crappy hit detection. Transport choppers also have an absurd amount of health, so the gun alone wont be winning any fights, but in combination with the pilot's rockets can be deadly. shooting missiles from directly ahead or directly behind choppers is the hardest shot, so if possible wait for a side shot. If your pilot isnt giving you any shots from the side, remember to lead them or you'll definitely miss, especially from short range.
Do yourself a favor and listen to this guy Trust me. Just listen to him

I just have to reinforce this: if you have a good pilot, WAIT FOR HIM TO LINE U UP AT A TARGET BEFORE YOU LAUNCH YOUR TV MISSLES.

Last edited by [TUF]Krazy (2005-12-23 22:53:59)

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