Ok, since no one could figure this shit out yet
I joined an empty server and played around.
EDIT: D'oh! Beat by james, right as I was typing this
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As a pilot with alternate fire, you do not have to lock onto the tracer as with an RPG or Gustav. However, you can't just shoot your tow missile willy nilly. Your cursor has to be over or near the red box and you can fire away, the missile will track to it. Even just sweeping/dragging over the box, you can pull off a shot and it'll track, so there's no need to hold it on the box to guide it either.
While on the ground I shot a tracer onto an empty tank, then hopped into the pilot's seat and the red box showed up, and I was able to do the exact same thing as if my gunner had shot the tracer (previously I switched to the gunner seat and shot the tracer).
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In conclusion, any good heli/gunner team should both have alternate fire perks. It's the true anti-vehicle weaponry of your helicopter. Save the machinegun and missile spray for infantry. (However, having a gunner with increased vehicle damage perk is very good, too).
Last edited by mtb0minime (2010-03-25 15:43:35)