Viper38
Member
+118|7117
Not sure if this is the right place for this post - please move it if I have made a mistake (sorry)

Just thought I'd see if anyone was still interested in this ... Zenmaster's guide is pretty much the shit but just thought it might be nice to reactive a thread where aviators of all skill levels can share their tactical wisdom


A Note for Aviators: Post 1.2


As any dedicated or serious BF2 pilot will know, the new patch has made life extremely taxing. Surface-to-Air missiles now pose a serious hazard although the (erratic) performance of Air-to-Air missiles is the much deadlier threat. Consequently, I felt it was important that BF2 aviators had a thread to share tactical ideas and developments with other flyers. Whilst I have only played a few rounds since the new patch I have already developed a tactical approach which I have found to be reasonably successful (but by no means foolproof or original).


A massive thank you to Sarge for points 9 - 20 (you know, all the good advice) and all of the other aviators who have shared their tactical wisdom throughout this thread.

1. Prior to take-off make sure that you are familiar with the location of ground based Air defence sites. Whilst this advice was valid pre-1.2, the improvement in SAM performance means that such sites need to be avoided or, ideally, suppressed. The suppression of SAM sites is an ongoing operation during a round and so a familiarity with AA hot-spots is vital. 

2. The key to surviving in the post 1.2 skies is altitude and what is known as the ‘Hi-Lo-Hi’ method. When taking off from an airfield, (presuming you have managed to manoeuvre your way through a barrage of plane blockers and friendly M-95 fire) a vertical climb to an altitude of 400 - 500 metres is advised. This should place you in a favourable position regarding enemy Anti-Aircraft positions, which rarely scan such heights, and other aviators, who tend to operate at lower altitudes.  This forms the first ‘Hi’ part of the sortie and you should cruise above the battlefield looking for targets from this height. Obviously, the ability to search for ground targets at this altitude is more difficult owing to fogging and viewing distance limitations. This means that the significance of the mini-map increases to a large extent. In addition, the ability of your commander and comrades to spot targets for you (again nothing new) is crucial.

3. Once you have located a cluster of hostile infantry / vehicles make a sharp ‘near vertical’ dive toward their position and realise your bombs (or make your strafing run). The diving method, which was one of several approaches practised pre-1.2, gives a high level of ordinance accuracy. Now, however, the most significant factor relating to a diving attack is that it provides ground based AA sites with very little opportunity to spot your incoming flight plan and thus engage you. The diving attack forms the ‘Lo’ component of the sortie.

4. Immediately after you have made your attack (and with the speed gained in the dive) you should rapidly ascend back to 400 - 500 metres and begin your flight back to a friendly airfield. This rapid ascent back to altitude forms the final ‘Hi’ component of the sortie and gives the same advantages as were present during the opening ‘Hi’ section.

5. Once over your own airfield, a swift diving pass to re-arm and repair is advised before returning to altitude and beginning your next sortie.

6. The above method can be repeated endlessly although it is vital to vary your flight plan when attacking the same target on more than one occasion. This is especially true when suppressing SAM sites as AA operators WILL catch on if you use the same flight plan and WILL be waiting to down your (paper) plane.

7. If you are fired upon by SAM sites then the dropping of flares makes very little difference to whether the missiles will impact upon you or not. However, if you are sure you are being locked up by a SAM site then an early dropping of flares may just provide you with enough time to streak out of view before the enemy operator gets a chance to ‘unleash hell’.

8. My experience flying against enemy pilots with 1.2 in place is limited although it is worth offering a few pointers. Some may criticise me for this statement but - unless you are positive that you can out manoeuvre your adversary DO NOT attempt to engage any enemy aircraft in aerial combat. The highly erratic performance of Air-to-Air missiles means that if you find an enemy plane on your tail you are likely to be shot down quite soon after you here the lock-up tone. Flares, which may deal with the first couple of incoming missiles, will not protect you from the remainder.  Sharp lateral or vertical manoeuvres, which I am sure are covered in the aviator guides on these forums, can, if one is lucky, allow you to avoid further missiles. Of course, the stealthy approach of stalking and using your cannons to down an opponent is still an option although you should terminate any encounter that drops to a low altitude or passes over any AA hot-spots (for the above reasons). I am, however, yet to discover a satisfactory manner in which to engage enemy aircraft on 1.2 and would appreciate the thoughts of other, superior pilots.

"9: Learn how to land a jet! Something every pilot must be capable of - especially in the days of 1.21 when a missle can (still, although it's less likely :p) slam into your rear end at any time. Don't do what most players do, flying over an airfield 5 times, slowly, putting themselves at great risk. My advice: In the beginning, approach the airfield from far away, and make sure you're properly lined up. Start braking early, so that you're around 500-600 kp/h and about 1 1/2 height of one those jet hangers when you reach the start of the runway.  You must be LOSING speed at this point, instead of just starting to brake. Do not approach the runway from a high angle, but try to fly low and straight instead. The secret to not exploding on contact with the runway is simple - do not let your nose touch it. Therefore, aim your nose upwards, while your jet slows down and loses altitude. keep braking once you've landed, fix your jet, reverse so you have enough room to take off, and fly away again.

Note: The F-35Bs have different ways of landing. My personal favourite is to hit reverse to hover at a speed of around 800, fly low over the water, then pull up just before the carrier . Flying up will slow you down, so if you time this right you'll be hovering right over the main deck, fixed in a sec, and you can fly off again.

10. Vertical bombing - Pesky AA sites? Fly straight up, do a nice 1/2 loop, and fly straight back down again above your target. AA sites are an easy target with guns here, so dont waste bombs. If you really have to, Fly as vertically as you can when dropping the bombs, and you'll get yourself a kill, plus all the other people waiting to whore the AA.

11. Get more out of the flares - Do a barrel roll when you're being targeted by AA and launch your flares whilst doing it. Your flares will be launched upwards and will cover your ass for a much longer time. DO NOT launch your flares when you don't have a missle heading for you yet. If you can't see whether or not that's happening, launch your flares just after the enemies lock-on sequence is complete.

12. Guns - Don't underestimate these. Pilots seem to listen only for the beeping of a missle these days, so get yourself behind the enemy jet, and launch in with a nice volley of bullets. You can do lots of damage with this, and with sufficient practice bring down enemy jets in no time.

13. the Uberloop! Hard to pull off, and you put yourself at some risk, but it does work - Fly very high up, and turn SLOWLY. I usually go up to 900 feet doing this. Your opponent will lose control of his jet, while you go back down again. The trick is to not turn too fast, so you don't lose control. In fact, if you fly high enough you will actually go faster than a missle.

14. A sure way to dodge missles: In the J10, if you've got a missle heading for you and you have no other option left than to dodge, start rollling (read: steer left/right+roll) Using this method I haven't been hit by a missle yet. Doesn't seem to work as well in other jets though.

15. The best way to not get shot down in a jet is to simply not get anyone on your tail. There are a few ways you can actually make it less likely to get someone on your six:

-Fly at higher altitudes. 500-600 feet will basically keep you out of sight for most people.
-Don't fly in straight lines. It's much harder to actually get behind an enemy jet and stay there if they're constantly turning and not letting you stay in their 'tracks'.
-Don't take obvious routes. (eg.: US carrier straight to MEC airfield on Oman) So combine this with the previous tip and you'll be chasing more than dodging.

16. This one is VERY unlikely to be useful in actual online dogfighting, but it has saved my ass once or twice. If you've got no way out of a dogfight, fly up in a straight line. Go up as high as you possibly can - 2000 feet plus (hence: "not very likely to be useful"), deaccelerate, and jump out of your jet. Yes, at 2000 feet. You can 'steer' yourself at these altitudes, and if you get it right you can fall back down to earth along with your jet. Just dont 'fly' into it or you'll just die. Once you've fooled your opponent get back in again. Yes, in midair.

17. Chasing someone around in circles? Getting bored yet? Do a looping. You'll learn to time this right so you end up right on your enemies six.

18. If you notice that the jet you're chasing is slowing down, laugh at the pilot, and just shoot it out of the sky as a slow flying jet is easier to kill than a sitting duck without legs.

19. A note of warning: Rubble is dangerous. If you've shot down an enemy jet/helicopter, always watch out for falling remains (or paratroopers, as these are equally nasty)

20. -IMPORTANT-    ALWAYS fly around in bomb mode unless if you want to use missles. Don't alert enemies to your presence untill they don't have a chance to get away."


Now I realise that there is very little original thought in what I am saying but it is certainly worth re-emphasising the above points. The skies of 1.2 are a more dangerous place and pilots who make continuous passes, at low altitude, across the battlefield will find their missions coming to an abrupt end every minute or so. Moreover, the ability of any pilot, no matter how skilled, to shoot down another pilot by simply spamming his missile key is very real.

Anyway, I know this doesn’t really provide a great deal of help but I hope it is some use to newer pilots who find the skies of 1.2 a daunting place. As I have already mentioned, I think it would be extremely useful for the aviators of BF2 to use this thread as a place to discuss tactical innovations and offer their thoughts on how to overcome the new challenges presented by 1.2.

Best,

Viper38

Last edited by Viper38 (2006-05-13 18:30:58)

CrystalM3th
Member
+0|7090
good work, I am becoming a airman, since I found my hidden talent in bombing, your tips helped alot
wayneakagod
Member
+17|7194
Yeah, the high-low-high method works well. Was getting a nice k:d ratio earlier on Wake, as was the other J-10 pilot, when we crashed into each other on the runway
His fault, of course
908741059871059781
Sheep of War
+40|7090
Great post. Doesn't apply to me though becuase i suck at flying. One of the only reasons why I really love the new patch is the ability to take out jets and helis. It used to be impossible. Now I find myself playing entire games taking out jets and helis. It brings a smile to my face just thinking about it.
LoS-Infinity
Member
+4|7205
Roger that matey, I think the dangerous skies are how it should be!

Air Combat is not supposed to be a piece of cake and i am glad that it takes real skill to keep from getting shot down.
Lucien
Fantasma Parastasie
+1,451|7100
9: Learn how to land a jet! Something every pilot must be capable of - especially in the days of 1.2 when a missle can slam into your rear end at any time. Don't do what most players do, flying over an airfield 5 times, slowly, putting themselves at great risk. My advice: In the beginning, approach the airfield from far away, and make sure you're properly lined up. Start braking early, so that you're around 500-600 kp/h and about 1 1/2 height of one those jet hangers when you reach the start of the runway.  You must be LOSING speed at this point, instead of just starting to brake. Do not approach the runway from a high angle, but try to fly low and straight instead. The secret to not exploding on contact with the runway is simple - do not let your nose touch it. Therefore, aim your nose upwards, while your jet slows down and loses altitude. keep braking once you've landed, fix your jet, reverse so you have enough room to take off, and fly away again.

Note: The F-35Bs have different ways of landing. My personal favourite is to hit reverse to hover at a speed of around 800, fly low over the water, then pull up just before the carrier . Flying up will slow you down, so if you time this right you'll be hovering right over the main deck, fixed in a sec, and you can fly off again.

10. Vertical bombing - Pesky AA sites? Fly straight up, do a nice 1/2 loop, and fly straight back down again above your target. AA sites are an easy target with guns here, so dont waste bombs. If you really have to, Fly as vertically as you can when dropping the bombs, and you'll get yourself a kill, plus all the other people waiting to whore the AA.

11. Get more out of the flares - Do a barrel roll when you're being targeted by AA and launch your flares whilst doing it. Your flares will be launched upwards and will cover your ass for a much longer time.

12. Guns - Don't underestimate these. Pilots seem to listen only for the beeping of a missle these days, so get yourself behind the enemy jet, and launch in with a nice volley of bullets. You can do lots of damage with this, and with sufficient practice bring down enemy jets in no time.

13. the Uberloop! Hard to pull off, and you put yourself at some risk, but it does work - Fly very high up, and turn SLOWLY. I usually go up to 900 feet doing this. Your opponent will lose control of his jet, while you go back down again. The trick is to not turn too fast, so you don't lose control.

More in the morning *falls asleep on keyboard*

Last edited by SargeV1.4 (2006-02-18 18:05:33)

https://i.imgur.com/HTmoH.jpg
Viper38
Member
+118|7117
Thanks for those Sarge - some very useful advice. I must say that the tip to enhance the usefulness of your flares is something that I have found particularly useful.

Just wanted to say that after using the 'Hi-Lo-Hi' method for a solid few hours now its appears that this is a workable and successful method of overcoming the new and improved AA. One thing I found, however, was that as you rack up a few scores and your confidence builds you find yourself flying lower and lower and making several passes per sortie. It is important, no matter how tempting the ground targets are, to maintain that vital altitude and make swift hit and run attacks. Otherwise, you will find yourself hanging beneath canvas after not too long.

I still have very little to offer on Air-to-Air combat as the first to spam their missiles tends to win - hopefully EA / Dice can sort that one out for us.

Last edited by Viper38 (2006-02-19 12:35:30)

tERMiNaToR-aNDy
Member
+0|7089
I suck at flying, and those  tips are very useful, as im starting to fly jets more now :d
Slowpinger-GER-
Kermit was here...
+-1|7227|Hamburg
hmm..nice to see, that there is a valid tactic how to play jets now.
I was a ordinary bomber pilot, but now i have to improve^^
Thx so far...
Viper38
Member
+118|7117
Another update to offer - well more of a whine really. I know everyone must be sick of hearing complaints about missile performance etc. but in aerial combat this can prove a real problem. After playing a round or two on Gulf Of Oman I was disappointed to discover that the Sidewinders of the F-35 can pass straight through enemy aircraft. On four or more occasions I pulled in behind the Su-34 and saw my missiles pass straight through it without inflicting any damage. This does appear to be random, however, as on a similar number of occasions I was able to successfully down the Su-34 with missiles.

Is there a solution to this bug? Well an immediate recall of the patch might be a start

No seriously, if missiles are your weapon of choice for aerial combat then instead of spamming the fire key and watching all of your sidewinders pass through the enemy, try firing them in pairs and waiting to see their impact (or lack of). This should give you greater flexibility and allow you to minimise problems with Air-to-Air missiles. Of course, as Sarge has noted above, using the cannon to shoot down enemy aircraft is certainly the preferred choice for most experienced aviators. If you are wary of ground based AA systems and keep checking your ‘six’ for enemy aircraft then this method can be successful with patch 1.2 in place - although it’s a damn sight harder!

Anyway, nothing really original (again) but I hope this helps overcome the new ‘funkier’ BF2 Air-to-Air missiles and makes Dog-fighting a little more pleasurable.

Last edited by Viper38 (2006-02-19 17:20:29)

BUDFORCE
Moderator Emeritus
+76|7219|London UK

Nice post Viper, while I would not say Im a supirior pilot, I have some things to share aswell.

I have found a few evasive manouvers that will (sometimes) make teh AA missiles dodge you.

I think the problem is, is that you cant just turn in one direction now, they will still hit you. You must do at least 3 or 4 different directions in your manouver. And you must time when to change direction.

Also, Im finding now, you really have to watch for friendly units behind your targets, as I seem to get alot more team vehicle damage and teamkills now.

With the AA sites, I dont think these are much of a threat still, just be sure to shoot them with your gun at long range. Knowing exactly where they are, and being able to aim at them before they are visible is handy.

And my last but most important point, is now, you REALLY have to be aware of where the enemy jets are at all times. Always keep looking them, if you see them, manouver either behind him (for the kill) or so that he cant easily see you. Also, those lines that come from your wings give you position away, if he has not seen you, try to only manouver is very wide angles and get up high. That way you are less likely to be seen.

And again I cant stress enough, you gotta be aware of where the enemy jets are, just keep a mental note at all times of where they are, it will help you to not put yourself in front on an enemy jet.
Crazyfool_OA
Member
+12|7210|Gloucester - UK
This post might sound like a joke, but try it before you knock it. After playing around in jets after the patch, I found by far the easiest way to down the enemy jets with your missiles is to play like a noob. Getting up close and friendly like most half decent pilots would do so that you can blast the crap out of them with cannon and missiles just doesnt seem to work anymore. I find now that this just ends up in all your missiles flying straight past your target and most likely into 2 fully loaded friendly blackhawks. So, while getting in a pissy wondering why every noob and their mother seem to be able to hit me with at least one missile now, I discovered that by far the best way to down a jet is to not have any "skill" what so ever. Dont bother trying to get in a good position, dont bother with following them around in bomb mode before switching to missiles at the last second, all you have to do is be able to see the jet (but not too close), lock onto it and immediately spam 3 missiles, in fact, fire the first one just before you get a clear lock. It doesnt matter what direction the enemy is going in, how mad they spin all over the place or even if they flare, 90% of the time they will go pop, and if they dont you still have 3 missiles left, so rinse and repeat.
As for evading, I'm still working on that, but as im not a fan of the high alt thing (gets a bit lonely up there) I am finding im using the terrain a lot more now, all those hours of pissing around flying in and out of various structures while barrel rolling etc... while waiting for the round to start seems to be paying off. By far the safest way of avoiding the certain death of the missile spamming noob pilot is fly like a complete retard through buildings, trees, pipes, bridges etc... and 9 times out of ten they will stack their jet as they're too focused on following your plane to realise that the floor is getting a tad close and theres a big arse tree/radio mast coming up. You have to be spontaneous about it tho, lining up for the kubra dam tunnel 500 meters away isnt going to work, you really need to learn the terrain well so you can pull out of a sharp turn or dive before flying thru/past the obsticle so they dont have time to figure out what your doing.
(BRU)Timothy
Member
+5|7134|Pennsylvania - Hershey!
Your suggestions are quite good, But having to fly high, dive, then go immediately back to the airfield minimizes the capabilily of the two seater bombers. The co pilot for the bombers probaly would'nt have time to lock on and fire when doing high altitude dives, then going back to base, that could get boring for the co pilot.  Since flying high does seem the best way to fly now. EA should make it that the co pilots missles should lock on faster, otherwise, what is the point of being co pilot?
Viper38
Member
+118|7117
Very pleased to see a few more replies - clearly the aviation community of BF2 is rising to the challenge of 1.2. For those pilots out there who are complaining about 1.2 and rightly so, I have managed to keep my overall k/D ratio and Aviator K/D ratio rising - even with 1.2 in place (I realise that isn't always the mark of a good pilot but it makes me feel a little better). The tactics mentioned above really do work and thanks to Crazy Fool and BUDFORCE for their additions - plenty of food for thought.

As for Timothy's suggestion regarding Co-Pilot lock up time, I think this is a perfectly prudent solution. Flying at altitude and making single passes across the map certainly does limit the role of the Backseater although a useful Co-Pilot can still make effective use of his weapons system when utilising the 'Hi-Lo-Hi' approach.

Last edited by Viper38 (2006-02-21 19:10:01)

-=[MDK]=-MrBojangles
Bullet Sponge
+4|7126
I have been using the high low since before 1.2 and it has always worked for me.


I need some help though, before I could take out helos and planes taking off from the carrier.   Now that the aa onboard is so powerfull any tips on taking it out before I get to the ship?

Ive been using gunns in vain and havent been able to get it in time. 

Thanks
Viper38
Member
+118|7117
Well there is no longer an obvious method for taking out the Essex's AA systems. It all depends on the operator of the AA - if he is vigilant and does his job correctly then your life is going to be extremely difficult. A low or high level pass with the planes internal cannon usually does the trick although you say you have been struggling with this approach. Since this is certainly the most viable option of eliminating the Essex's defensive armament I can only suggest that you try strafing runs from unusual angles as to confuse the AA gunner. A sharp vertical dive from a great height can be useful and gives you the opportunity to use the speed gained during the manoeuvre to quickly circle round and attack any enemy aircraft parked on deck.

Another useful approach might be to use your bombs to take out the AA guns.  The hitpoints on both the aircraft and helicopter have been reduced and a relatively short burst of cannon fire should be sufficient to destroy any that you encounter on the deck. Thus, you can use your bombs, during your first diving attack, to guarantee the elimination of the AA defences.

Do remember, however, that the Essex has two AA sites and since the introduction of 1.2, the second site which, was often left dormant, is now occupied on a more frequent basis.
Mj.Blindfisch
Bulletdrop-Buddha
+338|7144|Germany
Finally someone who puts a littlebit of thinking into flying....

I've also noticed while playing Jets and AA in the same round that the average flight altitude has gone up a little.
And that's the best thing one can do,stay above missile lock range,the AA doesn't pick you up if you have a certain altitude(could someone bother and measure this?) and even if it gets a lock it's mostly so short that it can't even fire(because of the high angle).

"Dipping down" for bombing/strafing is one key element against AA,the dogfighting takes place high up in the skies,nearly invisible for infantry.

Same goes for choppers,except that chopper pilots don't go up into the sky,they stay close to the ground,hide behind buildings,etc..just don't let them get a lock,that's how the game goes now.

A good jet or chopper pilot in 1.2 knows the location of every AA-site on every map + the corresponding approaches from the blind spots(every AA has at least one).
wingman358
The Original
+11|7102
I have discovered a VERY effective evasive maneuver against enemy airplanes.

First, I have to show you a problem with most pilots and techniques today. Normally, when you're turning and rolling and doing flips to evade enemies, you roll the aircraft in the direction you are going to turn. For example, if you're going to do a sharp turn right, you usually roll the plane to the right and pull back on the stick. The problem is, when you roll in the direction of your turn, the enemy on your tail knows exactly which way you're going to be going, so it gives them more time to react and execute the same maneuver.

However, you can use this to your advantage. If you want to peel off right, try rolling the plane to the left and pushing down on the stick. When you roll left, the guy following you assumes you're going to be turning left, and in his haste to stay on your tail, he'll likely begin a left turn. This works out perfectly for you, because you should now being going in the opposite direction of the enemy.

The only problem I find with this maneuver is that it's hard at first to turn by pushing down (just because you don't usually do that). If you can teach yourself how to do it correctly, though, it's a valuable maneuver to add to your bag of tricks.

Last edited by wingman358 (2006-02-21 09:56:55)

taddzilla
Member
+23|7290|Pembroke Pines, FL.
Since I'm a ground pounder, and hated the fact that you could hit a plane with any AA prior to 1.2. I am really glad to see that you guys are working to adapt to the new patch, and find effective ways to counter the increased threat from the improved AA.

WTG guys.  I really love the fact that you are not whinnig, but instead thinking of ways to change your flying strategy.
[Ahazi] Kaika
The Suicidal Soldier
+3|7208
I agree that these points should be emphasized, and I really do like the new performance of SAMs and AAMs because they provide a greater challenge, especially in a chopper, and I look forward to it
Viper38
Member
+118|7117
Glad everyone is a little more pleased with 1.2 and that this thread is proving to be useful. We'll now have to wait and see what 1.21 brings. Anyway, if anyone else has any tips or advice for us aviators please post it up. I'll update this thread when I have anything new to add but thanks for the response so far. As taddzilla says, its better to get on with things and adapt to the new patch as opposed to whining about it - whining is what got things changed in the first place
Crazyfool_OA
Member
+12|7210|Gloucester - UK
in regards to the essex AA, I usually do one of 2 things.

1) fly stupidly high, like 600-700 ft, do a vertical dive over the aa turret and shoot it. So long as you're accurate enough it should pop every time, if it doesnt just press the bomb key to finish it off before you pull out of the dive so it doesnt bite you on the ass when you try to fly away.

2) fly around the edge of the map, as far away from the essex as you can get without going out of bounds, approach the aa turret from the quiet end of the runway (ie the other end to the planes) and from the side closest to the edge of the map, and shoot the damn thing. Again if you're accurate enough, you should kill it before the guy has time to spin it around and get a lock on you, as unless he's a tard he'll have it pointing towards the land side of the ship to start with.

Another good way to avoid being shot out of the sky by missiles is to go find an enemy plane/chopper when someone has lock on you, as after playing around with aa vehicles and such today, it still appears that your missiles will make a bee-line for any friendly vehicles remotely near what you're trying to hit. This way even if you do get shot down, you can feel smug with yourself for making the guy TK a fully loaded BH, all of which no doubt instantly punished him for it too!
Z-trooper
BF2s' little helper
+209|7206|Denmark
good post. although I'm not setting foot in a plane in the near future
the_ubernoob_
Member
+8|7191
I have two methods of avoiding missles.  Haven't tried the Hi-Lo-Hi thing yet...but it sounds like something to try.

I am far from an ACE pilot but I can hold my own in a fight and I'm getting more practice (mainly because their are less TKers waiting for you to jump into the pilots seat).

These are the 2 methods I use.

1: the first only works against the enemy's first volley of attack (if they launch all their missles then so much the better).  Basicly it is a simple dump of flares while pulling up into a standard loop (flight school basics 101 should be easy enough for most non-aces).  Surprisingly this seems to shake the missles about 80% of the time (Could be I'm just lucky though )

2: This is the part where it gets tricky.  You have to have a good knowledge of how the terrain flows and where any major obstacles are. At the end of the loop from step one, continue flying towards the ground instead of leveling out.  Now pull up just before you hit the ground.  Continue to terrain mask at full throttle.  At these speeds and alltitudes most ground based AA systems have a hard time acquiring a lock and many pilots get nervous flying within tens of feet from the ground/reactor towers/radio toweres/trees. 

The terrain masking should keep you alive but it probably won't kill your pursuer.  This is where your team comes in.  Keep terrain masking until you enter friendly airspace (by this time your flares should have reloaded).  Return to higher altitudes and more reasonable speed  so that you opponent is forced to slow down to engage you.  By now every frinedly interceptor/AA vehicle/SAM sight on the map is aiming at the enemy plane and making him wonder whether he should shoot or run.  If he shoots then dump flares and repeat the process until he is out of missles.  If he tries to run...well then you can engage him or let you AA buddies take him out.

Not the flashiest of tricks but it works for me.  If you don't like it then don't try it.

Last edited by the_ubernoob_ (2006-02-22 17:36:37)

Ion
Member
+0|7088
Great post - very well thought out.

I've used this strategy for a while but I despise the 'airplane' shuffle where you've gotta fight to get a plane/helo.  If I see more than 2 ppl standing at the airfield or on the deck I just move on. But when I DO get in the air ...

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