DebonairXcel
Member
+40|6825|Minnesota
[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.

----------------------------------------------------------------------------------------------------------------------------
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. 
---------------------------------------------------------------------------------------------------------------------
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

Last edited by DebonairXcel (2006-07-21 23:14:52)

Dr.Battlefield
Got milk?
+150|6964
Sweet. Very informative... and big.... good job, thanks
MuseSeeker
2142 Soldier: Behenaut
+110|6987|EUR
Karma +1.

Hopefully I can get back on the jets with this. Thanks a lot.

PS: You may want to look at the code, some of it got a bit displaced.

Last edited by MuseSeeker (2006-04-21 13:51:50)

Cougar
Banned
+1,962|6977|Dallas
I'm not reading all that shit.

-1

"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."

No shit, as opposed to buzzing him.

Last edited by Cougar (2006-04-21 13:52:09)

k1LLr_M
Prone to Own
+118|6805|Houston, TX
that was pretty cool.
I didn't read ALL of it but still all that work definitely deserves some major +'age
Ayumiz
J-10 whore
+103|6946|Singapore
feature post?
Ajax_the_Great1
Dropped on request
+206|6859
Good shit. And from Minnesota
unnamednewbie13
Moderator
+2,053|6984|PNW

The last thing I would suggest is replacing the ASCII art with jpg's hosted by photobucket or imageshack.
tF-voodoochild
Pew Pew!
+216|7060|San Francisco

unnamednewbie13 wrote:

The last thing I would suggest is replacing the ASCII art with jpg's hosted by photobucket or imageshack.
qfe!
[CANADA]_Zenmaster
Pope Picard II
+473|6958

I agree with most of this minus some technical issues/differences of opinion, but for anyone reading this it is worth your time if you need help learning to fly.

+1 OP.

A few notes:

- LGM destroy assets in one hit. Bombs destroy any asset in two hits.

- MGs will destroy APCs but continued fire on a tank will only take 1-2 bars of health off it (still worth while though).

- In my honest opinion, sacrificing airspeed for time on any target is dangerous and not worth the risk when a second pass will do. You will not loose your excess speed gained through continued burst use of your after burners if you take a second pass, nor do you risk getting shot down and loosing your jet, nor will you have to chew through your remaning afterburners to get back up to speed. Important factors with the new air to air. Ground AA is still pathetic though.

- Totally agree that the F35 should conserve afterburners for escaping certain J10 death. You have no hope without it, and your flares literally are your lifeline. If you cannot loose the J10 in the time it takes your flares to drop, you are a dead man. As such, I feel that all of the above maneuvers are overrated for BF2 combat.

These maneuvers, barrel roll etc, are fun and sometimes useful in combat flight simulator games, but in BF2 most of these maneuvers are just plain easy to track and the worst maneuver being the stall which is easily detected leaves you helpless without airspeed and flares if you dropped them foolishly. I prescribe to the notion of keep it simple stupid, e.g. rely on a handful of maneuvers, anything else is fancy flying for specifically excellent pilots chasing you. If you were in an F35 in that scenario you are dead anyway so really it comes down to fancy flying and not something rookies need to learn nor is it something experts don't already know.

What rookies need to learn most and what I agree with you on is utilizing the afterburners correctly, don't leave them full, burst them, but if you are in an F35 conserve them a bit more then in a Mig or J10. Keep your airspeed up, utilize altitude to your advantage, only drop flares when it counts. If you hear a continuous tone and see someone on you in rear view, it is time to consider releasing them. If you are randomly hearing tones and dropping flares: not a good policy.

Utilize the split - S vertical loop, literally a half loop, a rotation, and another half loop on top of it; it is bar none the most effective way to avoid AA and loose your chasing opponent. You can do it twice in a row or any combination of immelmans and split S to loose an enemy easily and really it is all you need to put into practice. Any other maneuvers are too easy to track, cost airspeed and afterburn usage that does not loose the enemy nor avoid AA. That doesn't mean they aren't fun to do nor am I saying you shouldn't be creative, but for the purpose of learning, if you are a rookie, learn this first and worry about fancy flying to shock and awe your peers another time. Flying is so straight forward in this game, nothing is really impressive when it comes to maneuvers anyway. It's all about how fast you can destroy the enemy and help your team out.

- Slowing down on bombing is not good policy for reasons mentioned above, but more importantly different airspeeds like you mention result in your bombs falling in different places. If you are always slowing down your airspeed will never be the same and your practice will be inherently flawed. It is better to maintain your airspeed and a downward angle for every target you choose, that way you will develop a sense of where your bombs will land and you won't be vulnerable at the same time.

If you are cutting throttle to make it easier, you are really only making it harder for yourself to develop the mental pattern that gives you the instinct of where they will land without looking. Nevermind that you'd always have to cut your throttle because you would have horrible aim at full speed not having practiced with it. A third thing to note is that tank shells often go straight through a plane at full tilt, whereas cut your speed below 75%-ish and you will blow up; doesn't happen often, but a reason nonetheless.

Further for people practicing, I'd like to add that different fighter jets obviously have different bombing dynamics (due to airspeed and release location), and every time you switch jets you will loose accuracy until your mind reaccustoms itself. Hence, if you are swapping between MEC and USA or China and USA every round, your plane skills aren't going to be top notch. I'm saying you should stay on the same team if you want to fly the Mig for a bit, or stay on USA if your bombing skills have been honed those last few rounds.

- Utilize the rear view to see where AA is being released from. As the OP mentioned, don't just bomb the site, strafe it first, and if you don't get a kill quickly, THEN release your bombs as you approach the site because the person will have dived off the AA next to the sand bags to avoid you. This happens OFTEN, and it is better to bomb the AA site so that it is useless and get a kill, then to let the guy jump back on after you fly over and light up your ass hole.

Also, if you know a guy is on the AA and you are descending on him, I release flares when I am getting near bombing range and that way his AA won't have a target that he will release on. MG him up, bomb him if he doesnt die, then pull up and burn out of there, reload your bombs and your flares will be ready again. +2 points for you and no damage taken.

- When bombing jeeps, if they are driving towards you, you must release your bombs much earlier then you are comfortable with. If they are driving away from you, drop your bombs as you would normally. This is a big hang up for most pilots, they don't release bombs early enough for approaching targets. When I fly, I think about the plane as a hawk, and the jeep on the ground as the rodent. When you swoop down on it, you must anticipate in your mind where it will be. Some people just can't do this...

- As another pilot said somewhere, the best advice he could offer was don't get greedy. You will loose your jet, and eat another death which pilot whores notoriously hate. (Gotta work off another 14 kills before my next death etc.). That said, your true measure of a pilot is how fast you rip through the competition. If there is another good pilot in the server, I will do my damndest to light up their whole fucking team under their nose. Nothing is more satisfying then delivering an ass kicking and having the server hate you for it. Bombs away!

- Taking out the Essex: A good pilot only need use the MG from a high angle of attack so that the Essex doesn't see you coming in on the horizon (<- Noobs do that). If the Vulcan doesn't explode, release a bomb last minute as you pass over. In terms of beating a hasty retreat, flying 10 feet above the water in a power turn works well, flying away from the Essex semicircle of influence. Both guns have a limited sphere of fire, and the gun near the bridge is usually unmanned because its a pain in the ass to get to, and if it is manned, blow the fool up and he won't want to get back in anyway because of the walk. Anyways, when you take out the rear essex gun, swoop low to the water, and turn and burn away from its sphere of fire, utilizing your afterburners. Once safely out of missle lock range, juice up your altitude and continue on your merry way. I'm hugely against spawn raping the carrier though, so if you do that, I hope your own airbase gets violated while you are waiting for your jet.

- About ditching your jet: you won't get another jet back, you'll end up somewhere you really don't wanna be with no squad to help you out and no vehicle, and it's really quite pussy when another jet works to shoot you down and you puss out and rather eat a suicide. Don't be a pussy.

- Shooting down choppers: hours of experience has shown me that aiming for below the rotor shaft is the best meaty target. The cockpit isn't that lucrative, you may ding the pilot or copilot, but you'd down the bird faster if you shot the rotor shaft area. Also the rotor area is mid way along the body of the craft, so shooting there helps your MG deviation land all shots in a meaty target. For the blackhawk, aiming just back of the rotor shaft area works wonders.

I could think of more shit to talk about, but it's time to give my RPK some loving. You can see some videos and junk like that here: http://hosted.filefront.com/CanadaZenmaster.

Edited for clarity and the fact that I write big run on sentences.

Last edited by [CANADA]_Zenmaster (2006-04-21 15:45:51)

DebonairXcel
Member
+40|6825|Minnesota
There is always a critic :-)
0ktane
Negative Ping
+55|6979|Arizona
Great info bro...definently will help me. 
[CANADA]_Zenmaster
Pope Picard II
+473|6958

You have been linked as I fear your thread will get buried too quickly for any novices to get a crack at this info. http://forums.bf2s.com/viewtopic.php?pid=300007#p300007
washow
Get out of MY JET!!!
+23|6924
very nice post!! especially the gun position. i knew the position was different for every jet but now that i know where exactly it is, i probably can shoot down more helis now (omg krackhouse wake you are so MORE dead lol)

but as zen stated, due to the recent noob change of the AA system in the 1.2 patch, manuvers mean jack shit against AA. unless you are in j-10, you probably should drop flares as you fly out of the range
BUT, it will help you loose those pesky meddlings who thinks they can put 2 missiles up your ass

again, as zen said it, one of the best advice for newbie pilots would be

DO NOT EVER BE GREEDY FOR KILLS

e.g. you are flying toward a target on the ground at high angle and you see some other targets around it -> don't try to shoot up everything because that will most likely to cause you to crash into trees/ground and such
that particular thing = +50 kills on my stats.. meh

second advice for new pilots out there is this (this might include some decent pilots)
flares + hard turns doesn't really work when you are going 1000++!!

because you are turning, flares are going to shoot off to nowhere and the missile lock will STILL be on YOU even if you drop the flares

so use rear view to check the jet behind you and if you decide to use flares, flap up and down.
it will make flares to fly around your jet causing missile lock to disengage almost 100%

i don't think i should give out more hints because i need to kill you newbie pilots out there LOL

btw, GET JOYSTICK WITH RUDDER
unnamednewbie13
Moderator
+2,053|6984|PNW

[CANADA]_Zenmaster wrote:

- In my honest opinion, sacrificing airspeed for time on any target is dangerous and not worth the risk when a second pass will do. You will not loose your excess speed gained through continued burst use of your after burners if you take a second pass, nor do you risk getting shot down and loosing your jet, nor will you have to chew through your remaning afterburners to get back up to speed. Important factors with the new air to air. Ground AA is still pathetic though.
qft. fly slow for kill passes and suffer this fate (at my hands )

https://s3.photobucket.com/albums/y76/unnamednewbie13/th_screen006.jpg
click to enlarge

Should also be noted that IGLA's, with their remarkable turning radius, remain an enormous threat to aircraft, particularly if they've already released flares during dogfighting. Interestingly, AA hits more often if you shoot it at a plane flying by, rather than one flying away. That turning radius is still present...

Last edited by unnamednewbie13 (2006-04-24 13:25:34)

Hyper
Banned
+154|6963

washow wrote:

GET JOYSTICK WITH RUDDER
or use your keyboard and mouse because not everyone likes to have to change *tools* when going from a plane to a tank.
polarbearz
Raiders of the Lost Bear
+-1,474|7001|Singapore

Important things to note when evading enemy aircraft. Simply put: AOA, AOA, AOA.

Angle of Attack x 3.

I fly with 60% of the time spent looking behind. So I begin evasive manoevres event before the slightest whiff of a lock. Incredibly important especially when in a 'weaker' jet against a J10. For example. If the enemy jet drops in from LONG RANGE, flaring and pulling up in a loop has just condemned you to hell. Gravity pulls the loop downwards, your pulling up brings you clear of the flares, the flare has bought you NOTHING more thant 0.1 seconds more. You Might as well not flare.

Another good example a hard turn WITH the angle of attack also condemns you to the same fate. If the enemy jet drops in high right, pulling left = you might as well have keep flying straight and hope he overcompensates.

Simply put: there are no 'rock solid' rules to evasive manoevres, you work with what you can see, and what your senses tell you. I was messing around with TsinTzu (everyone go +1 him ) some time ago on the bf2s servers, after losing me twice in a simple scissors, the next time I was chasing him all I did was slow down, and once he started pulling a hard right, I did a quick barrel to lose speed and once his scissors was completed he fell dead into my HUD.

Which brings me to the simple point: do NOT do the same trick twice or more, because any experienced pilot learns and unless you 'get fresh' quickly, you're dead if you pull the same trick more than twice. I used to have an incredibly hard time chasing joystick pilots who would loop again and again (hard to follow, especially if they use burners on and off, or decides to pull a split S), but I simply flip upside down a quarter way through the loop, if he completes it, i flip over and follow through, if he pulls the S, i remain flipped and i'm looking at him dead in the HUD.

AOA is your best friend, use it. If the pilot is coming from high, low, left or right, the decisions you make have to be based on that.
stryyker
bad touch
+1,682|6932|California

Trees... they are good AA weapons
bakeshow
B|Unit
+8|6861|Grand ol' Ohio
Bravo.  Great post man.  Sticky anyone?
[CANADA]_Zenmaster
Pope Picard II
+473|6958

polarbearz wrote:

Important things to note when evading enemy aircraft. Simply put: AOA, AOA, AOA.

Angle of Attack x 3.

I fly with 60% of the time spent looking behind. So I begin evasive manoevres event before the slightest whiff of a lock. Incredibly important especially when in a 'weaker' jet against a J10. For example. If the enemy jet drops in from LONG RANGE, flaring and pulling up in a loop has just condemned you to hell. Gravity pulls the loop downwards, your pulling up brings you clear of the flares, the flare has bought you NOTHING more thant 0.1 seconds more. You Might as well not flare.

Another good example a hard turn WITH the angle of attack also condemns you to the same fate. If the enemy jet drops in high right, pulling left = you might as well have keep flying straight and hope he overcompensates.

Simply put: there are no 'rock solid' rules to evasive manoevres, you work with what you can see, and what your senses tell you. I was messing around with TsinTzu (everyone go +1 him ) some time ago on the bf2s servers, after losing me twice in a simple scissors, the next time I was chasing him all I did was slow down, and once he started pulling a hard right, I did a quick barrel to lose speed and once his scissors was completed he fell dead into my HUD.

Which brings me to the simple point: do NOT do the same trick twice or more, because any experienced pilot learns and unless you 'get fresh' quickly, you're dead if you pull the same trick more than twice. I used to have an incredibly hard time chasing joystick pilots who would loop again and again (hard to follow, especially if they use burners on and off, or decides to pull a split S), but I simply flip upside down a quarter way through the loop, if he completes it, i flip over and follow through, if he pulls the S, i remain flipped and i'm looking at him dead in the HUD.

AOA is your best friend, use it. If the pilot is coming from high, low, left or right, the decisions you make have to be based on that.
Agree, cept flares work on the upstroke if you curve back into them. Check my latest videos if you don't believe me, but you must curve back into them and they work great. If you drop flares and continue away from them of course they dont work.

The reason to do it on the upstroke, is usually when you get AA lock, you have limited room to drop flares on the downstroke (e.g. you can't fly into the water etc.) and diving down from heights 0-250 ft is not evasive as anyone can see you plainly diving down and follow it. In that sense, you don't buy yourself any time on the downstroke, unless you do a down stroke from a reasonable height, and most of the time, you will only get locked on and noticed by AA or jets when you are near the ground.

I'd give you +1 but you are well on your way to -300 rofl.

Edit: just thought I'd mention that flares are treated with the game physics, so if you release them just as you turn up, not such a good idea, give yourself a bit of upwards velocity and the flares will continue upwards just like the jet.

Last edited by [CANADA]_Zenmaster (2006-04-29 07:09:24)

DebonairXcel
Member
+40|6825|Minnesota
Long time since I revisited this, but I'd like to mention a couple things.

One being, aside from using your rear view, learn your opponents basic manuever principles.  On a head to head fly by, check your F12 (3rd person viwe), do they split-s, loop, or escape?  If they do a horizontal loop, do a vertical to come up behind them.  If they are in a slower craft, linger for a moment in the loop then come down.  SImilarly, if they start a split-S/Vertical loop do a half horizontal loop followed by an immediate split-s/v-loop. 

Thats an example of compensating for their manuevers.  Against a veteran pilot who seems to do this to you, if you are in the less manueverable craft make a fake loop. 

As for flares, you are both absoulutely correct, flares won't work during hard turn engagements if they are right behind you, or if you are going +1,000 kpm.  Similarly since flares drop, its often wise to dive to maintain their benefit as you turn off.  Of course it all depends on the angle of attack.  Think Red October in the trench canyon, drop flares for the missile.

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