[uV}Debonairxl’s Comprehensive Jet Guide V:1.22
I. Jet/ Bomber statistics
F-35 F-18 MiG-29 J-10 F-15 Su-34 Su-30
Roll (sec) 3/2 s 4/3 s 4/3 s 3/3 s 4/3.5 s 5/3.5 s 4/3.5 s
Loop (sec) 7/6 s 7/6 s 7/6 s 6/5 s 9/8 s 8/7 s 7/6 s
Speed KPH 1020/1410 960/1140 910/1060 1100/1320 990/1150 890/1040 1080/1280
Afterburner 10 s 11 s 13 s 13 s 18 s 17 s 10 s
Gun Ammo 600 rnds 600 rnds 300 rnds 300 rnds 300 rnds 300 rnds 300 rnds
Gun Position Down 2 cm D2, Right 2.5 D2, Left 1 D3, L1 D1, R3 D.5, R3 D2, R2
Missile spread Close Wide Medium Medium Medium Wide Medium
Missile fire location R, L, R L, R, L R, L, R L, R, L L, R, L L, R, L R, L, R
Key:
-Missile Spread: indicates how far the missiles fire from the center Reticle
-Missile Fire location: shows which side a missile fires from first; death resets this, reloading does not.
Notes:
-Jet speed does not affect bullets or missiles, they always fire straight from the plane, and tangent when turning.
-Jet Missiles curve upwards after a short while, accurate dumb-fire requires close to moderate range fire.
-Speed does not mean maneuverability in loops, the f-18/Mig-29 makes sharper turns in loops at a lower speed. This allows them to follow faster craft through evasive maneuvers.
-Gun position means the location of the gun compared to the center firing reticle. So 2 cm down means that if you are gunning you need to aim down 2 centimeters to get accurate cannon fire. That is why hitting IGLA/Stinger sites with jets, requires a little compensation to get a clean shot.
Vehicle Specifics:
-Jet Guns pierce everything but assets; however bombs & LGM missiles take out assets much like C4, two-three direct hits.
-Jets turn at different rates, but do not turn sharper at varying speeds.
-The F-35 shows when it is decellerating, use half-way decelleration to prevent the enemy from reading the manuever.
-The J-10, F-18, and Typhoon EF are the best at evading missiles, the bombers, mig-29, and F-35 do not evade missiles and rely on flares in most cases.
-All Jets are particularly vulnerable in the tailpipe and cockpit, aim for these to maximize gun effectiveness.
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II. Jet Section
A. Basic Manuevers:
+++++++++ _ _
++++++++/ \
++++++++( )
++++++++ \ /
Loop: ->_ _ - -_-/ - - - >
This is a vertical or hoizontal manuever that basically requires using the yaw to turn the jet and then pulling up hard on pitch, or just pulling up hard on pitch. In most jets, it requires that you are less than 600 meters up in the air, otherwise you'll pull up past the 800 meter mark.
code:
oooooooooooooooo - + +
ooooooooooooooo / \
ooooooooooooooo - +
ooooooooooooooo- +
oooooooooooooooo \ - - +
Barrel Roll: ooooooooo /
ooooooooooooooooooo|
oooooooooooooooooo /\
This manuever is one of the simplist ways to evade gun fire, not the most efficient but it works. It requires that you maximize your yaw (start spinning), while holding your rudder to elongate/shorten your overall roll.
B. Advanced Manuevers
1. Double loop ->_ _ _ 0_0_->
oooooooooooooooooooo _ _ _
ooooooooooooooooooo(_ _ )
2. Figure Eight ->_ _ _ _) ( _ _ _->
oooooooooooooooo _ _ _
(Horizontal turn-oo( _ _ ) _ _ ->
3. High Circle ->_ _ _ _ /
oooooooooooooooooooo_ _ _
Inversions pref:oooooo/ \
4. Scissors ->_ _ _ _ _/ \_ _ _ _/
5. Split-Soooooooo-> _ _ _ _
oooooooooooooooooooooooo\
ooooooooooooooooooooooooo)
oooooooooooooooo< _ _ _ _ /
6. Immelman Turn -Maneuver 5 Reversed
7. Close the Gap:oooooooooo<-_ _
(Horizontal manuever:ooooooooooo\
ooooooooooooooooooooooooooooo/
ooooooooooooooooooooooooooo/
ooooooooooooooooooooooooooo\ _
ooooooooooooooooooooooooooooo\
oooooooooooooooooooooooooooooo|
oooooooooooooooooooooooooooooo/\
Note: Use this to help opponent get close
8. Stall Pass
Decelerate:ooo _ _ _>
ooooo->__ _ _/
Note: Only use this on an opponent that is right on your tail; otherwise the only tail you’ll see is an IMP’s in the hot place.
9. Escape -> _ _ _ _
oooooooooooooooooo\ <-After Burner!)
oooooooooooooooooo \_ _ _ _->
10. CORKSCREW
-Think of making an exaggerated corkscrew to shake a tough opponent.
-Cork Screws are great for forcing an enemy to get close, and possible pass by you. A following craft
can still shoot you with missiles, especially if they are at a distance.
C. Rules of Evasion
1. Rule #1 Save your afterburner, and do your best manuevers, it used to be that several fakes were a good way to break a J-10, but with the improved missile lock, its better to get out of their as quicky as possible.
2. Combine maneuvers, but realize that any barrel rolles, spins, and the sorts will reduce turn speed.
3. Don’t try to evade missiles by rolls (too inconsistent, even in a J-10).
4. Bring the enemy in close: while slowing down makes you an easier target for missiles, the closer your are to your enemy the harder it is to hit with missiles, unless they are directly behind you.
5. Use Rolls: to set up turns and inversions, Do not use them for their own sake.
6. Save your afterburners: only use them to chase and evade missiles, additionally use them in pulses.
7. Know your plane to beat your opponents, if you are faster, escape and re-engage, if you turn harder keep forcing a turn, if you roll faster, roll to set up a break away turn.
8. Get GREEDY! If you can have two enemies on your six, FANTASTIC! Collect enemies chasing you, use rear view and drop flares the moment one fires. In public servers, they often will crash into each other.
9. Use friendly AA guns/enemy AA missiles: Enemy AA
missiles are great for killing guys on your six, however friendly missiles will likely kill you if you aren’t constantly turning, and even then sometimes. Fly close to essex guns, to give them a shot, and if you have no friendly AA, use the enemy’s.
10. Use flares wisely: flares drop, meaning that if you drop altitude they will cover you longer. However, many missiles will go through flares and will re-acquire lock on you, so be careful. Drop, fly low, and turn is the best means to maximize flares effectiveness.
11. Stay by the carrier/mainland, if you are in a F-35, try to stay near an objective, and jump out if you are out of flares, wounded, or low on AB, the other pilots will hate you for it, but until EA fixes the Jet imbalance, survival is key.
12. Bust the roof/doors: while being a medic fly either out of bounds, as you will heal yourself and may cause the enemy to die or break off their attack prior to them sending you to spawn-pwn alley, or fly to through the roof, try not to make it obvious that you are trying to break the roof, either fly straight up and slow down, or fly right at the 800 to 820m mark, and let them fly up to get you.
13. Use the terrain, if you can fly through the kubra dam consistently and while in the middle of a turn, do so, if you are flying inbetween smoke stacks, try to also turn hard through them rather than go straight through, this will increase the chance they hit an obstacle. Flying straight with minimal turns through obstacles will get you killed, you have to fly at the juxposition between nub and expert.
14. Parachuting: make sure you parachute right before impact, via HALO jump, High altitude, low opening jump, that way you don't make yourself an obvious target for ground forces.
D. Jet Attacking
1. Rules of Engagement-*Consider these before engaging*
I. Know thy Enemy: Jet capabilities & Pilot Tendencies
II. Surprise: Staying out of visual/chase cam
III. Ideal Range: close for guns/ far for missiles
IV. Distraction: Enemy has a objective that is more important than getting rid of a missile lock
V. Keep your afterburner/Ammo: don't start a fight you can't finish or escape
VI. Enemy of my Enemy: (friendly Missiles)- use enemy missiles/to hit your opponent (they have a faster turn
radius)
VII. Slow down, many jets turn harder, not faster at slower speeds, this allows you to maintain lock longer, but allows them to gain distance and if they are in a faster craft get behind you faster.
IIX. Use bomb mode to sneak up on enemy aircraft, switch to missiles to say hello, if you time this around hostile AA and approach from an alternative angle, you may convince your enemy it is just AA, as such use that to your advantage.
Ex: If against a J-10 with full health and ammo, you have surprise from below, the j-10 is attacking helos, and are in a F-15. Therefore, you have probably one attack run from behind. Get in close range for guns, lock on and fire dumb-fire missiles. Do not give prolonged chase, otherwise the j-10 will likely own you.
2. Angle/Range of attack
I. Face to face attacks: are generally fairly useless unless your opponent is traveling very slowly. Missiles will most likely miss, and latency may cause a crash, though playing chicken with J-10s is an effective means of taking them down.
II. Behind close range: In this situation guns and dumb-fire missiles may aide you, especially if you have surprise or are against a less maneuverable craft. Against a more maneuverable craft, you need to hit them hard at the correct angle. If they tend to turn left after being engaged. Prepare for that and fire your guns far in front of them. In a turning war at long range, its almost impossible to make it so the guns hit. That is why you want to aim so far ahead with guns and keep the stream flying. Against a bomber or slow turning craft its easy to make the stream hit, but if the enemy begins turning even slightly, you need to aim far ahead to compensate, at least a plane length or two. So if the enemy is veering left, be farther to the right to compensate for missiles, if looping upward, be below them, etc.
III. Enemy does vertical or horizontal loops in a better craft: in this case your only chance is to *slow down* your speed, and hit the afterburner to increase your turning angle to get a shot. This will help you keep them in visual range, but realize this is a losing fight, so escape to re-engage when the tides look to switch.
IV. Enemy does barrel rolls: this is the time to use missiles, while they may not hit, an enemy in a barrel role, there is a good chance that one will. And one missile is usually enough to make an enemy pilot wary.
V. Enemy goes for the roof: follow them but slow down... Most of the time, the decrease in speed will make them missile fodder, just be careful to turn off prior to 750 meters, otherwise once you hit 800 you’ll go into a flat spin.
VI. Enemy goes out of bounds: unless you are a medic this is very dangerous territory, an enemy can easily switch roles if you aren’t a medic. In this case, your best bet is to pursue intelligently and escape to go for another surprise attack. This is a really cheap avoidance tactic, but it works wonders against non-medics.
VII. Use altitude and speed: if your enemy isn’t using afterburners and is doing a loop or gaining altitude this
is a prime time to fire a missile, a slower opponent is more likely to get hit.
IIX. Use altitude, sides, and below: Most advanced pilots will use their chase cam to check their six on straight-aways. This means giving quiet pursuit may not be enough. In such cases, use altitude to hide your self, possibly the sun, or fly low or parallel while gaining on them. Attacking from an angle, also reduces the amount of leading for guns, and such is often better than following their jet-trail.
IX. Tailing one and another on your six: this is actually surprisingly advantageous if you save you flares, an
enemy who kills your enemy saves you the trouble, and it causes ensuing mistrust. Additionally, do not go for
missile lock, it will cost the enemy pilot a few seconds to realize that a missile has acquired him and that may be enough for a hit. If this does happen though, I suggest going by friendly AA, if you play your cards right, you have a 1/3 chance of being hit. Just make sure you have flares, as after 1.22 this manuever became very risky.
X. Tailing Two: This is a great time to go for missile locks, while you may miss, there is a higher chance a missile will hit one of the two jets. Be careful when flying by friendly helos in this case, missiles that miss their intended target turn harder and love to earn you a few extra Tks/TDs for your whoops.
4. Advanced Combat Notes:
-Combining Manuevers and altitude: In most cases, moderate to high altitude is what allows you to combine your manuevers, staying at around 300 feet gives you room for descending and ascending loops/half loops. Additionally, most enemy jets stay between 100 to 150 meters, meaning you will see them before they see you. Thus when hunting enemy jets, stay high, and if at all possible, fly in the direction opposite of the sun, it will blind enemy pilots.
-When using altitude, think of it this way, the higher up you are, the greater the speed you will have when going down, it wont last long, but it will help you get into effective cannon distance of bombers/ jets. Try it, it works wonders.
-Prior to combining and holding to a steadfast manuevering pattern, realize any manuever can be followed. A general rule of thumb is not to combine manuevers at the same time, barrel roll loops for instance, slow your jet down during the loop, as inverted vertical climbing is reduced. This means missiles and guns are more effective. If you are going to use rolls, stick with them until you switch, so use barrel rolls followed by a corkscrew. Or in loops, do a full vertical loop then after you are finishing the first one, keep pulling up and hit the brakes. Works wonders in non-f35 craft.
-Note, using your breaks in an f-35 is a dead give-away,as your burner will drop as if you were going to into a hovering manuever. That is why using brakes with F-35's often times gets you dead, in the case of other jets, there are only two animations, afterburner thrust, and normal thrust, thus other pilots won't see you hitting the breaks until they start gaining on you.
***As for attack angles, always try to hit from the sides, top, or bottom. Except for the case of aiming from the bottom, you always want to aim for the cockpit/rear of the plane. Both of those do double-damage, and in the case of the cockpit you can kill the pilot outright instantly. Be careful however, if you fly your jet into the rear of their craft you will probably be killed without the other pilot knowing the difference.
3. Teamwork in Jets:
I. Offence: If you are working through VOIP, switch attacking roles, and fly behind and with your teammate. If he loses visual range, you may be able to keep it. You can fire guns, but do not fire missiles as the wing-man.
II. Defense:: Its better to scare off enemies through getting a lock and holding it then firing. Only fire if they dropped their flares. Additionally, if both of you are engaged, try to create a flying “train”.
Alright, well first off gentlemen all manuevers can work in any situation if pulled off at the right time against the right enemy. The corkscrew works very well against many newer pilots, but I've found that if you just slow down, fly straight, the enemy pilot will keep doing there thing... you wait till they run out of AB and then you can smack the hell out of em. "Note- Corkscrew is the F-35's manuever of choice.
code:
III. Plane Trains: Give your teammate a chance to take out the fighter on your six. This means,"NOT doing loops". Loops are horrible for giving your teammate a gun run. However, supposing you made the enemy run out of missiles, barrel roles work wonders for giving your ally the opportunity to save you from going back to the docks of "Finding nemo."
Note Latency: if you have a higher latency than your opponent missiles have a greater tendency to miss, and guns seem like they are completely missing. In such cases, it is wise to modify default latency to compensate so it feels "normal".
In the console: type in "SettingsManager.floatSet GSDefaultLatencyCompensation 0.1". Do not use parathesis, be case and space sensitive, and 0.1 is for 100 ms ping, 0.04 is 40 ms ping, set this so it averages around your current ping, you only have to enter this once (Danke to those who found this gold nugget).
Final Note: Joysticks are better than mouse/keyboard or just a keyboard. Think of it this way, you have more control in a joystick than in a mouse because movements are consistent and do not require retracking the mouse at the edge. Keyboards, do not allow for minimizing movements, you can't decrease your speed to half and hold it. Nor can you make finer adjustments. Thus while you may be good with either of these two combos, becoming good with a joystick will make you better, even if it takes awhile. If you have to use keyboard/mouse maximize sensitivities, it will save you in the end.
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III. Bombing
A. Basic Bombing
Realize that the speed you are going indicates the spread of the bombs in a horizontal bombing run.
-> - - - - > Slow speed.
++\\
+++\\
+++ xx
++++o
-> - - - - > high speed
++\++\
+++\++\
++++ x o x
O is the target, as you can see horizontal bombing runs are not the greatest for hitting precise targets, and are infact fantastic for gaining you the admiration of stray teammates. Of course slower bombing runs make you an easy target for guns/missiles. So you have to compensate right?
code:
-> - - -
+++++\
++++++\ _ _ _ _ ->
+++++++\\
++++++++\\
++++++++xx
+++++++++o
-A descending/dive bombing run makes it so the bombs are closer together without sacrificing speed. This is the ideal form of bombing "hard targets".
Additionally, try dropping bombs while doing a ascending loop. An enemy fighter on your six may get distracted/ follow the bombs for a moment, or possibly get hit by the bombs as they decend back towards the earth. :-)
B. Advanced Bombing
-Stay above 200+ meters, while this may dampen your bombing runs a bit, as you wont see every vehicle moving, it will save your ass from enemy pilots. Altitude means, speed, and the sluggish bombers, need every bit of it, to break away from a fighter/determined bomber. Additionally, unless you are facing poor fighters, do not use the bomber to engage other fighters/bombers. Sure you may kill them, but you risk the chance of ramming your teammate who is trying to do the same thing, or waste the time and purpose of the bomber.
-If you have a decent fighter pilot with you, let him take care of other jets, with the exception of making opportunity runs.
C. Single Bomb Trick:
-When in a fighter if you drop both bombs, but only take enough time to rearm one, drop, then reload both you will be able to drop one bomb per click, to change this back to normal. Repeat by dropping both, then rearming one.
C. Laser Guided Missiles:
-These missiles lock-on to enemy targets, but can be fired like TV missiles from the attack helocopters, except that any mouse movement changes the flight direction of the missile.
-The viewer is not friendly/enemy specific, it shows all vehicle targets, as such use your minimap to target, or wait for lock-on.
-Pilots should only use bombs on vehicle convoys
-LGM ROE gunners should aim for targets that are under their flight path, targets on the sides are particularly difficult to hit.
-LGM missiles, can be fired in rapid succession, the moment one blows, fire the next.
-View the Wiki guide for more tips on LGM usage. (http://wiki.bf2s.com/tactical-guides/lgm-use)
III. Anti-Vehicles
A. Attacking Attack Helos:
-If they are flying parallel away from you, you can Missile lock.
-Otherwise use bombing view and gun, and switch at the last second to dumb-fire missiles.
-With no other AA/Jets in the air, slow down and use bombing view to gun
-Aim for cockpit for ~2x damage
-For Transport Helos, missile lock is viable.
B. AA / 50 Caliber Guns:
-Dive bombing is the best attack as it allows for effective bombing and the speed of diving makes it harder
for AA to track your jet.
-Do not slow down to attack any AA emplacements.
-Do not rely on Flares, they aid evasion, but do not prevent it.
-Take out the AA on the first run with guns, save your bombs for visual targets.
-Memorize AA locations, and use the rear cam, if the missile misses you'll have a good idea where it was fired from. So come back and destroy that AA even if there isn't a targeting reticle.
*Look into AA guides, "Up the tail pipe" to learn what not to do when facing good AA.
C. Essex Guns/Moble AA
-Dive bombing is preferable, have a plan of escape whether it is flying low behind mountains, buildings, or the dreaded trees, you must break the lock-on. AA has a lock on radius, and most AA do not look straight up.
-Save your flares, use bombs, and make sure you use your guns.
-Moble AA is harder to kill than APCs with bombs, keeping that in mind, try to plant both bombs on them and use your guns.
-Tight turns may save you from a missile or two, but with 4-8 coming, its usually best to embody the bat from hell and either gain altitude
-Make sure you check your six, its easy to confuse AA lock-ons, and enemy Jets, for that purpose check your six.
-Currently the only way to seemingly avoid AA/Enemy Jet missiles is in doing hard loops with afterburners and that is only when turning away from the source of the AA. Keep your afterburners for this folks. Flares do work, but only if dropped when turning, otherwise the missiles still tend to re-acquire lock.
-Precision strikes: have a target in mind go in, bomb/gun drop a flare as soon as you get a lock on, and bug out.
-Direction of attack: fly around the outskirts of the level so that you attack from at least a 110 degree angle from your teams airfield/last known location.
-Work in pairs, one flying on the outskirts of the radius of the target AA, then have another jet from another angle.
D. Anti-Infantry/Anti-Jeep:
-Use guns while compensating for gun location, Missiles as Dumb fire, and Bomb Run.
-Do not slow down for .50 cal/jeeps unless you are dive bombing, .50 cal damage will rip your jet to shreds.
E. Anti-Armor/APC
-Initially try to dive bomb to maximize damage, while using guns with slight speed decrease to finish them
off.
-Do not to fly low if they know where you are, better not to risk going back to TK haven (via spawn)
Note: Check your radar before bombing/gunning, just because the reticle shows vehicles, it does not mean they are necessarily enemy vehicles, it could be allies who are nearby or allies who jumped out of a vehicle that still have heat signatures. So in otherwords, check before you bomb, otherwise you'll collect extra TKs.
Final Notes:
-Ettiquite: Please don't TK for jets, wait your turn, and only spawn kill if the server condones it.
-If anyone knows the EF fighter stats please P.M. me with them.
-Special thanks to those who helped test, inform, and revise this for me-
[uV]DebonairXL - www.uvclan.com
I. Jet/ Bomber statistics
F-35 F-18 MiG-29 J-10 F-15 Su-34 Su-30
Roll (sec) 3/2 s 4/3 s 4/3 s 3/3 s 4/3.5 s 5/3.5 s 4/3.5 s
Loop (sec) 7/6 s 7/6 s 7/6 s 6/5 s 9/8 s 8/7 s 7/6 s
Speed KPH 1020/1410 960/1140 910/1060 1100/1320 990/1150 890/1040 1080/1280
Afterburner 10 s 11 s 13 s 13 s 18 s 17 s 10 s
Gun Ammo 600 rnds 600 rnds 300 rnds 300 rnds 300 rnds 300 rnds 300 rnds
Gun Position Down 2 cm D2, Right 2.5 D2, Left 1 D3, L1 D1, R3 D.5, R3 D2, R2
Missile spread Close Wide Medium Medium Medium Wide Medium
Missile fire location R, L, R L, R, L R, L, R L, R, L L, R, L L, R, L R, L, R
Key:
-Missile Spread: indicates how far the missiles fire from the center Reticle
-Missile Fire location: shows which side a missile fires from first; death resets this, reloading does not.
Notes:
-Jet speed does not affect bullets or missiles, they always fire straight from the plane, and tangent when turning.
-Jet Missiles curve upwards after a short while, accurate dumb-fire requires close to moderate range fire.
-Speed does not mean maneuverability in loops, the f-18/Mig-29 makes sharper turns in loops at a lower speed. This allows them to follow faster craft through evasive maneuvers.
-Gun position means the location of the gun compared to the center firing reticle. So 2 cm down means that if you are gunning you need to aim down 2 centimeters to get accurate cannon fire. That is why hitting IGLA/Stinger sites with jets, requires a little compensation to get a clean shot.
Vehicle Specifics:
-Jet Guns pierce everything but assets; however bombs & LGM missiles take out assets much like C4, two-three direct hits.
-Jets turn at different rates, but do not turn sharper at varying speeds.
-The F-35 shows when it is decellerating, use half-way decelleration to prevent the enemy from reading the manuever.
-The J-10, F-18, and Typhoon EF are the best at evading missiles, the bombers, mig-29, and F-35 do not evade missiles and rely on flares in most cases.
-All Jets are particularly vulnerable in the tailpipe and cockpit, aim for these to maximize gun effectiveness.
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II. Jet Section
A. Basic Manuevers:
+++++++++ _ _
++++++++/ \
++++++++( )
++++++++ \ /
Loop: ->_ _ - -_-/ - - - >
This is a vertical or hoizontal manuever that basically requires using the yaw to turn the jet and then pulling up hard on pitch, or just pulling up hard on pitch. In most jets, it requires that you are less than 600 meters up in the air, otherwise you'll pull up past the 800 meter mark.
code:
oooooooooooooooo - + +
ooooooooooooooo / \
ooooooooooooooo - +
ooooooooooooooo- +
oooooooooooooooo \ - - +
Barrel Roll: ooooooooo /
ooooooooooooooooooo|
oooooooooooooooooo /\
This manuever is one of the simplist ways to evade gun fire, not the most efficient but it works. It requires that you maximize your yaw (start spinning), while holding your rudder to elongate/shorten your overall roll.
B. Advanced Manuevers
1. Double loop ->_ _ _ 0_0_->
oooooooooooooooooooo _ _ _
ooooooooooooooooooo(_ _ )
2. Figure Eight ->_ _ _ _) ( _ _ _->
oooooooooooooooo _ _ _
(Horizontal turn-oo( _ _ ) _ _ ->
3. High Circle ->_ _ _ _ /
oooooooooooooooooooo_ _ _
Inversions pref:oooooo/ \
4. Scissors ->_ _ _ _ _/ \_ _ _ _/
5. Split-Soooooooo-> _ _ _ _
oooooooooooooooooooooooo\
ooooooooooooooooooooooooo)
oooooooooooooooo< _ _ _ _ /
6. Immelman Turn -Maneuver 5 Reversed
7. Close the Gap:oooooooooo<-_ _
(Horizontal manuever:ooooooooooo\
ooooooooooooooooooooooooooooo/
ooooooooooooooooooooooooooo/
ooooooooooooooooooooooooooo\ _
ooooooooooooooooooooooooooooo\
oooooooooooooooooooooooooooooo|
oooooooooooooooooooooooooooooo/\
Note: Use this to help opponent get close
8. Stall Pass
Decelerate:ooo _ _ _>
ooooo->__ _ _/
Note: Only use this on an opponent that is right on your tail; otherwise the only tail you’ll see is an IMP’s in the hot place.
9. Escape -> _ _ _ _
oooooooooooooooooo\ <-After Burner!)
oooooooooooooooooo \_ _ _ _->
10. CORKSCREW
-Think of making an exaggerated corkscrew to shake a tough opponent.
-Cork Screws are great for forcing an enemy to get close, and possible pass by you. A following craft
can still shoot you with missiles, especially if they are at a distance.
C. Rules of Evasion
1. Rule #1 Save your afterburner, and do your best manuevers, it used to be that several fakes were a good way to break a J-10, but with the improved missile lock, its better to get out of their as quicky as possible.
2. Combine maneuvers, but realize that any barrel rolles, spins, and the sorts will reduce turn speed.
3. Don’t try to evade missiles by rolls (too inconsistent, even in a J-10).
4. Bring the enemy in close: while slowing down makes you an easier target for missiles, the closer your are to your enemy the harder it is to hit with missiles, unless they are directly behind you.
5. Use Rolls: to set up turns and inversions, Do not use them for their own sake.
6. Save your afterburners: only use them to chase and evade missiles, additionally use them in pulses.
7. Know your plane to beat your opponents, if you are faster, escape and re-engage, if you turn harder keep forcing a turn, if you roll faster, roll to set up a break away turn.
8. Get GREEDY! If you can have two enemies on your six, FANTASTIC! Collect enemies chasing you, use rear view and drop flares the moment one fires. In public servers, they often will crash into each other.
9. Use friendly AA guns/enemy AA missiles: Enemy AA
missiles are great for killing guys on your six, however friendly missiles will likely kill you if you aren’t constantly turning, and even then sometimes. Fly close to essex guns, to give them a shot, and if you have no friendly AA, use the enemy’s.
10. Use flares wisely: flares drop, meaning that if you drop altitude they will cover you longer. However, many missiles will go through flares and will re-acquire lock on you, so be careful. Drop, fly low, and turn is the best means to maximize flares effectiveness.
11. Stay by the carrier/mainland, if you are in a F-35, try to stay near an objective, and jump out if you are out of flares, wounded, or low on AB, the other pilots will hate you for it, but until EA fixes the Jet imbalance, survival is key.
12. Bust the roof/doors: while being a medic fly either out of bounds, as you will heal yourself and may cause the enemy to die or break off their attack prior to them sending you to spawn-pwn alley, or fly to through the roof, try not to make it obvious that you are trying to break the roof, either fly straight up and slow down, or fly right at the 800 to 820m mark, and let them fly up to get you.
13. Use the terrain, if you can fly through the kubra dam consistently and while in the middle of a turn, do so, if you are flying inbetween smoke stacks, try to also turn hard through them rather than go straight through, this will increase the chance they hit an obstacle. Flying straight with minimal turns through obstacles will get you killed, you have to fly at the juxposition between nub and expert.
14. Parachuting: make sure you parachute right before impact, via HALO jump, High altitude, low opening jump, that way you don't make yourself an obvious target for ground forces.
D. Jet Attacking
1. Rules of Engagement-*Consider these before engaging*
I. Know thy Enemy: Jet capabilities & Pilot Tendencies
II. Surprise: Staying out of visual/chase cam
III. Ideal Range: close for guns/ far for missiles
IV. Distraction: Enemy has a objective that is more important than getting rid of a missile lock
V. Keep your afterburner/Ammo: don't start a fight you can't finish or escape
VI. Enemy of my Enemy: (friendly Missiles)- use enemy missiles/to hit your opponent (they have a faster turn
radius)
VII. Slow down, many jets turn harder, not faster at slower speeds, this allows you to maintain lock longer, but allows them to gain distance and if they are in a faster craft get behind you faster.
IIX. Use bomb mode to sneak up on enemy aircraft, switch to missiles to say hello, if you time this around hostile AA and approach from an alternative angle, you may convince your enemy it is just AA, as such use that to your advantage.
Ex: If against a J-10 with full health and ammo, you have surprise from below, the j-10 is attacking helos, and are in a F-15. Therefore, you have probably one attack run from behind. Get in close range for guns, lock on and fire dumb-fire missiles. Do not give prolonged chase, otherwise the j-10 will likely own you.
2. Angle/Range of attack
I. Face to face attacks: are generally fairly useless unless your opponent is traveling very slowly. Missiles will most likely miss, and latency may cause a crash, though playing chicken with J-10s is an effective means of taking them down.
II. Behind close range: In this situation guns and dumb-fire missiles may aide you, especially if you have surprise or are against a less maneuverable craft. Against a more maneuverable craft, you need to hit them hard at the correct angle. If they tend to turn left after being engaged. Prepare for that and fire your guns far in front of them. In a turning war at long range, its almost impossible to make it so the guns hit. That is why you want to aim so far ahead with guns and keep the stream flying. Against a bomber or slow turning craft its easy to make the stream hit, but if the enemy begins turning even slightly, you need to aim far ahead to compensate, at least a plane length or two. So if the enemy is veering left, be farther to the right to compensate for missiles, if looping upward, be below them, etc.
III. Enemy does vertical or horizontal loops in a better craft: in this case your only chance is to *slow down* your speed, and hit the afterburner to increase your turning angle to get a shot. This will help you keep them in visual range, but realize this is a losing fight, so escape to re-engage when the tides look to switch.
IV. Enemy does barrel rolls: this is the time to use missiles, while they may not hit, an enemy in a barrel role, there is a good chance that one will. And one missile is usually enough to make an enemy pilot wary.
V. Enemy goes for the roof: follow them but slow down... Most of the time, the decrease in speed will make them missile fodder, just be careful to turn off prior to 750 meters, otherwise once you hit 800 you’ll go into a flat spin.
VI. Enemy goes out of bounds: unless you are a medic this is very dangerous territory, an enemy can easily switch roles if you aren’t a medic. In this case, your best bet is to pursue intelligently and escape to go for another surprise attack. This is a really cheap avoidance tactic, but it works wonders against non-medics.
VII. Use altitude and speed: if your enemy isn’t using afterburners and is doing a loop or gaining altitude this
is a prime time to fire a missile, a slower opponent is more likely to get hit.
IIX. Use altitude, sides, and below: Most advanced pilots will use their chase cam to check their six on straight-aways. This means giving quiet pursuit may not be enough. In such cases, use altitude to hide your self, possibly the sun, or fly low or parallel while gaining on them. Attacking from an angle, also reduces the amount of leading for guns, and such is often better than following their jet-trail.
IX. Tailing one and another on your six: this is actually surprisingly advantageous if you save you flares, an
enemy who kills your enemy saves you the trouble, and it causes ensuing mistrust. Additionally, do not go for
missile lock, it will cost the enemy pilot a few seconds to realize that a missile has acquired him and that may be enough for a hit. If this does happen though, I suggest going by friendly AA, if you play your cards right, you have a 1/3 chance of being hit. Just make sure you have flares, as after 1.22 this manuever became very risky.
X. Tailing Two: This is a great time to go for missile locks, while you may miss, there is a higher chance a missile will hit one of the two jets. Be careful when flying by friendly helos in this case, missiles that miss their intended target turn harder and love to earn you a few extra Tks/TDs for your whoops.
4. Advanced Combat Notes:
-Combining Manuevers and altitude: In most cases, moderate to high altitude is what allows you to combine your manuevers, staying at around 300 feet gives you room for descending and ascending loops/half loops. Additionally, most enemy jets stay between 100 to 150 meters, meaning you will see them before they see you. Thus when hunting enemy jets, stay high, and if at all possible, fly in the direction opposite of the sun, it will blind enemy pilots.
-When using altitude, think of it this way, the higher up you are, the greater the speed you will have when going down, it wont last long, but it will help you get into effective cannon distance of bombers/ jets. Try it, it works wonders.
-Prior to combining and holding to a steadfast manuevering pattern, realize any manuever can be followed. A general rule of thumb is not to combine manuevers at the same time, barrel roll loops for instance, slow your jet down during the loop, as inverted vertical climbing is reduced. This means missiles and guns are more effective. If you are going to use rolls, stick with them until you switch, so use barrel rolls followed by a corkscrew. Or in loops, do a full vertical loop then after you are finishing the first one, keep pulling up and hit the brakes. Works wonders in non-f35 craft.
-Note, using your breaks in an f-35 is a dead give-away,as your burner will drop as if you were going to into a hovering manuever. That is why using brakes with F-35's often times gets you dead, in the case of other jets, there are only two animations, afterburner thrust, and normal thrust, thus other pilots won't see you hitting the breaks until they start gaining on you.
***As for attack angles, always try to hit from the sides, top, or bottom. Except for the case of aiming from the bottom, you always want to aim for the cockpit/rear of the plane. Both of those do double-damage, and in the case of the cockpit you can kill the pilot outright instantly. Be careful however, if you fly your jet into the rear of their craft you will probably be killed without the other pilot knowing the difference.
3. Teamwork in Jets:
I. Offence: If you are working through VOIP, switch attacking roles, and fly behind and with your teammate. If he loses visual range, you may be able to keep it. You can fire guns, but do not fire missiles as the wing-man.
II. Defense:: Its better to scare off enemies through getting a lock and holding it then firing. Only fire if they dropped their flares. Additionally, if both of you are engaged, try to create a flying “train”.
Alright, well first off gentlemen all manuevers can work in any situation if pulled off at the right time against the right enemy. The corkscrew works very well against many newer pilots, but I've found that if you just slow down, fly straight, the enemy pilot will keep doing there thing... you wait till they run out of AB and then you can smack the hell out of em. "Note- Corkscrew is the F-35's manuever of choice.
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III. Plane Trains: Give your teammate a chance to take out the fighter on your six. This means,"NOT doing loops". Loops are horrible for giving your teammate a gun run. However, supposing you made the enemy run out of missiles, barrel roles work wonders for giving your ally the opportunity to save you from going back to the docks of "Finding nemo."
Note Latency: if you have a higher latency than your opponent missiles have a greater tendency to miss, and guns seem like they are completely missing. In such cases, it is wise to modify default latency to compensate so it feels "normal".
In the console: type in "SettingsManager.floatSet GSDefaultLatencyCompensation 0.1". Do not use parathesis, be case and space sensitive, and 0.1 is for 100 ms ping, 0.04 is 40 ms ping, set this so it averages around your current ping, you only have to enter this once (Danke to those who found this gold nugget).
Final Note: Joysticks are better than mouse/keyboard or just a keyboard. Think of it this way, you have more control in a joystick than in a mouse because movements are consistent and do not require retracking the mouse at the edge. Keyboards, do not allow for minimizing movements, you can't decrease your speed to half and hold it. Nor can you make finer adjustments. Thus while you may be good with either of these two combos, becoming good with a joystick will make you better, even if it takes awhile. If you have to use keyboard/mouse maximize sensitivities, it will save you in the end.
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III. Bombing
A. Basic Bombing
Realize that the speed you are going indicates the spread of the bombs in a horizontal bombing run.
-> - - - - > Slow speed.
++\\
+++\\
+++ xx
++++o
-> - - - - > high speed
++\++\
+++\++\
++++ x o x
O is the target, as you can see horizontal bombing runs are not the greatest for hitting precise targets, and are infact fantastic for gaining you the admiration of stray teammates. Of course slower bombing runs make you an easy target for guns/missiles. So you have to compensate right?
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-> - - -
+++++\
++++++\ _ _ _ _ ->
+++++++\\
++++++++\\
++++++++xx
+++++++++o
-A descending/dive bombing run makes it so the bombs are closer together without sacrificing speed. This is the ideal form of bombing "hard targets".
Additionally, try dropping bombs while doing a ascending loop. An enemy fighter on your six may get distracted/ follow the bombs for a moment, or possibly get hit by the bombs as they decend back towards the earth. :-)
B. Advanced Bombing
-Stay above 200+ meters, while this may dampen your bombing runs a bit, as you wont see every vehicle moving, it will save your ass from enemy pilots. Altitude means, speed, and the sluggish bombers, need every bit of it, to break away from a fighter/determined bomber. Additionally, unless you are facing poor fighters, do not use the bomber to engage other fighters/bombers. Sure you may kill them, but you risk the chance of ramming your teammate who is trying to do the same thing, or waste the time and purpose of the bomber.
-If you have a decent fighter pilot with you, let him take care of other jets, with the exception of making opportunity runs.
C. Single Bomb Trick:
-When in a fighter if you drop both bombs, but only take enough time to rearm one, drop, then reload both you will be able to drop one bomb per click, to change this back to normal. Repeat by dropping both, then rearming one.
C. Laser Guided Missiles:
-These missiles lock-on to enemy targets, but can be fired like TV missiles from the attack helocopters, except that any mouse movement changes the flight direction of the missile.
-The viewer is not friendly/enemy specific, it shows all vehicle targets, as such use your minimap to target, or wait for lock-on.
-Pilots should only use bombs on vehicle convoys
-LGM ROE gunners should aim for targets that are under their flight path, targets on the sides are particularly difficult to hit.
-LGM missiles, can be fired in rapid succession, the moment one blows, fire the next.
-View the Wiki guide for more tips on LGM usage. (http://wiki.bf2s.com/tactical-guides/lgm-use)
III. Anti-Vehicles
A. Attacking Attack Helos:
-If they are flying parallel away from you, you can Missile lock.
-Otherwise use bombing view and gun, and switch at the last second to dumb-fire missiles.
-With no other AA/Jets in the air, slow down and use bombing view to gun
-Aim for cockpit for ~2x damage
-For Transport Helos, missile lock is viable.
B. AA / 50 Caliber Guns:
-Dive bombing is the best attack as it allows for effective bombing and the speed of diving makes it harder
for AA to track your jet.
-Do not slow down to attack any AA emplacements.
-Do not rely on Flares, they aid evasion, but do not prevent it.
-Take out the AA on the first run with guns, save your bombs for visual targets.
-Memorize AA locations, and use the rear cam, if the missile misses you'll have a good idea where it was fired from. So come back and destroy that AA even if there isn't a targeting reticle.
*Look into AA guides, "Up the tail pipe" to learn what not to do when facing good AA.
C. Essex Guns/Moble AA
-Dive bombing is preferable, have a plan of escape whether it is flying low behind mountains, buildings, or the dreaded trees, you must break the lock-on. AA has a lock on radius, and most AA do not look straight up.
-Save your flares, use bombs, and make sure you use your guns.
-Moble AA is harder to kill than APCs with bombs, keeping that in mind, try to plant both bombs on them and use your guns.
-Tight turns may save you from a missile or two, but with 4-8 coming, its usually best to embody the bat from hell and either gain altitude
-Make sure you check your six, its easy to confuse AA lock-ons, and enemy Jets, for that purpose check your six.
-Currently the only way to seemingly avoid AA/Enemy Jet missiles is in doing hard loops with afterburners and that is only when turning away from the source of the AA. Keep your afterburners for this folks. Flares do work, but only if dropped when turning, otherwise the missiles still tend to re-acquire lock.
-Precision strikes: have a target in mind go in, bomb/gun drop a flare as soon as you get a lock on, and bug out.
-Direction of attack: fly around the outskirts of the level so that you attack from at least a 110 degree angle from your teams airfield/last known location.
-Work in pairs, one flying on the outskirts of the radius of the target AA, then have another jet from another angle.
D. Anti-Infantry/Anti-Jeep:
-Use guns while compensating for gun location, Missiles as Dumb fire, and Bomb Run.
-Do not slow down for .50 cal/jeeps unless you are dive bombing, .50 cal damage will rip your jet to shreds.
E. Anti-Armor/APC
-Initially try to dive bomb to maximize damage, while using guns with slight speed decrease to finish them
off.
-Do not to fly low if they know where you are, better not to risk going back to TK haven (via spawn)
Note: Check your radar before bombing/gunning, just because the reticle shows vehicles, it does not mean they are necessarily enemy vehicles, it could be allies who are nearby or allies who jumped out of a vehicle that still have heat signatures. So in otherwords, check before you bomb, otherwise you'll collect extra TKs.
Final Notes:
-Ettiquite: Please don't TK for jets, wait your turn, and only spawn kill if the server condones it.
-If anyone knows the EF fighter stats please P.M. me with them.
-Special thanks to those who helped test, inform, and revise this for me-
[uV]DebonairXL - www.uvclan.com
Last edited by DebonairXcel (2006-07-21 23:14:52)