BF2S Wiki tactical-guides:aviator-tactics, BF2S.com

The Aviators Guide

By [CANADA]_Zenmaster

This guide is now complete as far as I have time for it.

All Videos in HIGH QUALITY: http://hosted.filefront.com/CanadaZenmaster

UPDATED Joy2Key DOWNLOAD: http://files.filefront.com/jtk379enrar/;6160251;;/fileinfo.html

Enlarged Game Text: http://forums.bf2s.com/viewtopic.php?id=20166

I am no longer answering emails with q's answered in this thread, because half the shit people ask is completely retarded - use the fuxing search button!

If you liked anything or disliked something, leave a comment in my Karma or post in the thread → http://forums.bf2s.com/viewtopic.php?pid=60594#p60594

People Who Have Earned Their "Wings"

Please let me know if you earn your “wings” (been kicked/banned for flying) due to my guide; I appreciate email that isn't retarded. Email bj_zenmaster@hotmail.com with your screenshot of your name being kicked/banned and I will include your name in the following list! One screenshot per account name please.

Drum Roll

Zenmaster Earned His Wings First :)Zen's Squad 4ever :) That's not very nice :( The admin's force tk Dboi0422 taking off Then they ban him We are like wtf And I get banned too Mastakilla1979 was in a J10 Flying is FORBIDDEN!!! He is in an F35...seriously lame to warn him :( Again, in an F35...weak admins

Joystick Setup

Courtesy of Poncho

Zenmaster's Video Config Zenmaster's Common Config Zenmaster's Air Config Zenmaster's Heli Config

Above are photos showing my joystick, a Microsoft Sidewinder 2, which is no longer manufactured, but bar-none the best joystick I have ever tried. The key-mapping is displayed, and every key is thought out. You should choose a similar format for your keys if you want to use a joystick.

Things you should look for in a joystick
  1. Quality
  2. Twist Axis
  3. No Spring for the X-Y axis
  4. Smooth throttle
  5. Convenient Button Placement
  6. Good reviews
  7. Comfortable in your lap (wide base)
Things you shouldn't look for in a joystick
  1. Cheap price
  2. Fancy gizmos you won't use
  3. Plastic breakable useless shit all over it

Analysis

You want to buy a quality joystick, because honestly you get what you pay for. If they joystick is cheap, it most likely has a spring axis which leads to uncontrollable drift as the spring does not apply uniform pressure to keep the stick linear in regards to movement. If it is cheap, it also will not have a twist axis, which is one enormous benefit of a joystick. A twist axis allows you to turn faster and smoother in both jets and helicopters; this is something keyboards lack in that they need to map two additional keys to accomplish this, and there are already too many key controls for one hand to press them all correctly!

You want a smooth throttle so that you can adjust the Helicopter collective and not have to leave your hand on it at all times! If the throttle is too tight it becomes difficult to fine tweak the collective, and if it is too loose the collective will just slip all over the place. A joystick offers the advantage of minute collective adjustments for a helicopter, and you can really put this to good use in fine maneuvers that an average keyboarder will not grasp.

Check for button placement before you buy a joystick. You want all useable buttons within comfortable reach and you want the buttons to be QUALITY so that they can take years of repeated abuse and not become sticky etc. A bad joystick will have lots of fancy USELESS buttons that break, stop working, are hard to reach, or are unresponsive half the time because they are too stiff. There are LOTS of joysticks this badly made. If your joystick costs 30 bucks, its going to be a piece of shit, don't blame me if you can't fly with it! Would you play with a three-button shitty gummed up ball mouse?

Finally, check the reviews of your intended joystick and make sure you are comfortable with it in your lap! The most aggressive position to use a joystick is in your lap, and not on your desk. Too high and you will suck with it - lap height is the perfect (and real position) for a joystick! You want a wide base, and a quality base at that! Those POS triangular base leg joysticks are a waste of your time.

Key Layout

  • I have seen no need to tweak the sensitivity of the joystick from defaults for the Sidewinder 2.
  • Don't put enter/exit vehicle on your joystick or you will be parachuting every now and then :P
  • POV DOWN for afterburners is quite natural as you will want to use the afterburners in turns, and hard pull-ups which means it’s easier for your hand muscles to pull back on the joystick and press POV DOWN then it is for other key combos.
  • The rear view is great for checking after you release your bombs where they land and where the enemy vehicle is heading after you leave. Press the cockpit view twice to go back to cockpit view with no control panel in your face. With time you won't need the rear view for bombing, but I spam it relentlessly while flying because its a) fun to see your targets blow up from bombs, b) you can check to see if they are bailing out/or continue to moving, and most importantly c) you can see who's behind you!
  • Use FLY-BY view in the same manner as rear-view. You can not only see enemy planes you wouldn't otherwise see, but you can hear them, and also see where they break off to which you can't see in first person or rear view. Yes I finally updated a little bit in this guide.
  • Make sure voice communication is on your Joystick, as you will have both hands operating it.
  • Map parachute on your joystick so you don't have to reach for the keyboard when you want to bail.
  • Map radio ROSE to your joystick somewhere that you can press while flying so you can utilize JOY2KEY mentioned below. This allows you to spot enemy jets and other assets while flying, which is like having your own mini UAV.

Calibration

It is extremely important to calibrate your joystick! If you fail to do this you will notice drift slowness or extreme movement etc. To calibrate you need to navigate to the following area in Windows XP:

Start→ Control Panel → Game Controllers

Select your joystick (ensure that it is listed and status OK). Hit the Properties button. Click the Settings Tab, and choose Calibrate…follow the instructions and ensure all buttons work properly.

You may notice that the button numbers listed on your joystick do not match the numbers displayed in the calibration - this is OK

When mapping keys in BF2 choose the key you want for the given function regardless of number. If you notice that your plane or helicopter isn't turning as you expect it should, remap the specific axis pushing in the opposite direction you did the first time! It usually takes me two tries to get it right for each game because sometimes they screw up the axes!

Joy2Key and Radio Spotted

Joy2Key → http://forum.lik-sang.com/showthread.php?s=37e85895c13b5618605d5db612dbd06e&p=81896#post81896 http://forum.lik-sang.com/attachment.php?attachmentid=2381&d=1130820983

Utilize Joy2Key as mentioned to “accept” the spotted command from your radio ROSE. You need to map the radio ROSE button to a key on your joystick first. I use POV Up as you can see in the picture above.

Once you have done this, open up Joy2Key (it needs to be running) and map Mouse: Left to your Joystick trigger (Button 1 usually). Leave this program running while playing the game! You can minimize it to system tray.

Joy2Key Setup: Click to Enlarge

  • To spot enemy vehicles: Press the POV Up and then Joystick trigger, and it will issue the spotted command. Aim your guns at the target you want to spot and press the combo quickly to spot it.
  • You can still use Joystick 1 to fire normally - but make sure you map primary key to Mouse 1 in Bf2 and secondary key to Joystick 1 for primary fire in your Aircraft control panel.

Keyboard/Mouse Setup

Now I admit I am a Joystick whore. I have even ranted about it on the forums, only to be shot down in flames by the mass KB and Mouse users out there. Rather then fight the system, I will provide some input on this because I know there are so damn many of you who don't use a joystick.

I do want to say though that a Joystick is worth it, and it can do everything M&KB can do, and a lot of things it can do better. A Joystick is obviously designed for flying, but it takes a lot of getting used to, so don't let the sharp learning curve throw you. It is important to have a good joystick, and be willing to put the time in to learn how to use it. Most people get a shitty joystick for 30 bones, and try to learn to fly in under 30 minutes. Then they give up frustrated. Before I get into a huge rant, the main problem with a joystick is that people over-correct on it and roll the chopper, or crash the jet. If you can get past that you will learn quickly!

That said, BF2's flight model is so ridiculously easy, that a novice can learn to fly with KB and Mouse pretty quickly. Joysticks are expensive for decent ones, and not everyone wants one! So if you just want to get the job done, and don't care about esthetics, follow the key setups below.

The resident Helicopter whore, Skruples, has kindly forwarded his key configs for this wiki article! Thanks, Skruples.

Skruples' Config Skruples' Config

Flight Videos

All files: http://hosted.filefront.com/CanadaZenmaster

Now I decided to put this heading up top here for everyone to see for two reasons.

Numero Uno, I can teach a lot more by just letting you watch what I do then I can by writing these huge ass articles. People will watch a whole video, but they won't read a whole thread because it's too much work and everyone wants instant-this instant-that! I'd be surprised if anyone read this far lol!

Secondly, I go through the trouble to compile these videos, so I obviously want people to watch them and learn from what I have. I rather have a pile of good quality pilots, instead of terrible rooks crashing the planes and making my team lose all the time!

Finally, I know they aren't the best etc. etc. Literally, the videos encompass 5 different rounds of flying, so it's not like I compiled all the sweetest shit you ever saw. It does demonstrate what is common for me though. The longer videos I highly recommend because they show technique, and how to fly aggressively instead of pussy foot'n and camping the carrier/airfield spawns like most high KD pilots do.

Everything you see in the videos occurs for a reason, whether I turn a certain direction, change views, issue orders, spot targets etc. Every thing I do while flying occurs for a reason. While watching, keep this in mind and you will always learn a few tid-bits more than perhaps I have written for you here.

The Videos

Files are hosted on FileFront for these reasons:

  • Rapidshare, Youtube, GoogleVideo, PutFile, etc. do not host large videos, they are streaming, and their KB/s can suck.
  • FileFront allows unlimited transfer, no expiry, reasonable (300KB/s) transfer, and #view tracking.
  • BF2s does not currently have space for my mediocre videos.

→ Thread for videos: http://forums.bf2s.com/viewtopic.php?id=5957

F18 Video.

Patch 1.1 My first vid.

BF2s Saturday Nights from long ago (Patch 1.2).

BF2UnCut.

Remember you can see more videos here: http://hosted.filefront.com/CanadaZenmaster

Info on Videos

  1. I used fraps and it makes things a bit laggier then normal game play
  2. I played on a small server so there was nobody tk'ing for vehicles
  3. I'm not going to comment on each video, but if you have questions about specifics, post what video and your Q and I'll get back to you with an A
  4. Small servers mean less tks and easier jet access, but also less people to kill
  5. Large servers are hard to get fraps video (lag)
  6. The videos show how I normally fly
  7. I feel you are a better pilot if you are aggressive and inflict as much damage as possible against capturables
  8. I am a big opponent of uncap spawn raping - anyone can do this and especially 1.1X it was really unfair
  9. Being aggressive means taking deaths you wouldn't if you were just padding your KD ratio

Localization Files

If you are wondering what all those funky messages are that I have in the videos, you can get identical messages for your game here: http://forums.bf2s.com/viewtopic.php?id=20166

Basically you can change the text that shows up to show your kills larger, and highlight things etc.

Regarding Listening to Music

Let's face it, listening to engine noise and MGs all round is extremely irritating after continuous play. I highly suggest you make a play list in Winamp(A+)/Itunes(mem. hog) and listen to it while flying! Listen to what makes you enthusiastic and aggressive and you will keep your A game while flying. If I don't listen to music while flying I find I get bored easily and I lose my edge for raping the shit out of the enemy.

As such, someone on the forums found the original BF2 music, and this should get you started on a good play list:

http://files.filefront.com/bf42mp3/;5023557;;/fileinfo.html

I listen to mostly techno (infected mushroom) and other assorted classic rock songs while flying. Don't listen to music while playing infantry though, it's quite detrimental in that case.

Combat: Jet vs. Jet

Alright, in BF2, bombing is the meat and aerial combat is the potatoes, so I hope you like potatoes, because I'm going to talk to you now about nice juicy deep fried russets!

Let's cover the basics in point form because I am too lazy to write complete sentences this late (that last one was bad enough):

  • Never cut your throttle. Airspeed is your lifeline, and it is not worth wasting afterburners to get back up to speed.
  • Realize that although you can cut your throttle and some people will overshoot you, an expert pilot will detect this obvious maneuver and send some missiles to your unpleasant area. The best maneuver is the Split-S for evasion covered in the evasion section.
  • You can trade height for velocity and vice versa.
  • Manage your afterburners. Never let them fill, but don't pin them either unless you are in danger.
  • Fly in bomb mode so that you don't give the enemy any indication of your presence. Additionally this lets you see ground targets anyways while flying. Flying in missile mode warns everyone of your presence, and they will take evasive action even without you sending a single bullet their way. Don't be this stupid - please.
  • Snap in to rocket mode every now and then to identify aerial targets in the mist ahead, or behind trees etc. snap back out to bomb mode immediately so they think it is a stray rocket or a nub on AA. When I am turning back for a second pass onto my initial target e.g. chopper, I will snap briefly into missile mode to identify where they are and then back into bomb mode.
  • Constantly check your rear view for enemy threats, and enemy targets. Also when you pass an enemy target, swap into rear view so you can see where they are heading so you can re-align your next attack. This is a huge tip, please use it!
  • Allow some time to play out before you bust a 360 for a second pass on a target. If you fly past, and bust a 360 right away, you will find you have no lead time on your target - they will literally be in your face by the time you finish your 360 and you will have a tough time getting any damage on them without crashing yourself!
  • Do not hover in the F35B over flags or anywhere because you think it is cool. You will get SRAW or ERYX in the pooper. If you don't get that, another jet or, chopper *gasp*, will shoot you down.
  • Entice your enemy jet to drop flares, via letting them hear a short missile lock, but do not release your missiles. When you see them drop flares, quickly switch to bomb mode. Now they are at your mercy if you can trick them into thinking you've broken off. Most pilots do not check rear view, so they fly solely by missile lock and tracers past their window. Hence, once you've tricked them into dropping their flares, wait until they are about to change directions in their turn/or flying straight and snap into rocket mode release a few missiles and MGs, and snap back to bomb mode so they do not hear a continuous tone if your missiles missed. Rinse repeat until they die. The main point is to give them as little missile tone as possible, and only use it when you have a chance of success. The new air-to-air has really made this easy!
  • Quickly switching into missile mode, waiting for their flares, then back into bomb mode as soon as you see the flares, then back into missile lock will re-establish a missile lock faster then waiting for the flares to disappear on missile only mode. It takes a bit of timing skill, but it lets you counter those pesky flares much easier.
  • Not all jets take the same amount of damage from air-to-air, AA, and USS Essex AA. The J10 is notorious for taking low damage and evading missiles all together. The F35B is the other end of the scale and it is “a flying coffin” to quote on user. The F18 and Mig29 are pretty good, but the two seater bombers are pretty meaty targets and won't last long against an experienced fighter pilot.
  • Utilize your MG's vs. enemy jets flying straight/slowly in combination with missiles. MG's in turns are pretty useless except to alert the enemy of your presence. Sometimes you can get some good shots off, but you have to fire ahead (read turn faster) then your opponent to do this in a turn. You should always use your MGs if you can though, just be aware they won't do damage unless you get good shots in. The F35 being a slow tub, really has a hard time firing a head of a jet it can't even keep up with. That said, use your MGs wisely so you don't alert everyone of your presence with bad shots, but lace your opponents with fire when you have a good chance of success.
  • If you are flying a J10, F18, or a MIG29, you have a 1/25 chance of dying (personal experience)! You're flight speed and turn radius is vastly superior to the F35Bs, SU34s, and SU30s etc. You're main enemy is crashing into the land - you are truly king of the skies in these planes so use this to your advantage as you know no F35/Bomber can catch you if you continue the use of afterburners and hard turns. The only decent match up is like a Mig vs. an F18, and less well matched J10 vs. F18. J10 beats all though :P
  • Bombers can shoot down enemy fighter jets, but you really need to wait for the opportune flare less moment, else the fighter will quickly turn on you.
  • Missiles will follow the F35B through any turn it can make as long as you fire the missiles with a little bit of distance. Missiles will not track the F18, J10, and Mig29 as easily.
  • If the J10, F18, Mig29 flare out, most missiles will not track them very well. If the F35B flares out, most missiles will track it unfortunately.
  • Missiles are much more accurate when a jet is flying straight, or if you can catch them in a rotation of direction. When it comes to the Split-S the timing to fire at this maneuver is when they are rotating halfway through the S - this is when they are weak. You can usually get one missile hit in.
  • In the new 1.2 patch, you may as well spam all your missiles at the enemy if you have an easy and close rearming airfield, and there are no friendlies in the air nearby your engagement. It is better to ensure your enemy jet dies rather then face the same situation in reverse.
  • Shooting down enemy jets really isn't hard in the new patch, unlike what it used to be like. You should make them your number one target, as they are the biggest threat to you. Ground AA still sucks compared to another jet lighting you up. The most important thing to learn about jet combat, is how to evade, not how to shoot the enemy down. This is covered in another section below.
  • Anticipate where/why your enemy is heading somewhere. If they are injured, they will likely repair. If they just bombed someone, they are probably going back for more. Learn their habits, and you can light them up over and over. Most pilots explicitly camp the runways, so you are better off wasting them every time they try so they find another server to spawn rape on.
  • Do not fly straight at an enemy chopper or away from one. You are quite easily TV'ed by any good gunner. A fast barrel roll is enough to evade them on the way by while you plan your next attack angle.
  • Once you loose missiles on a locked target, they are live and you no longer require the lock. Snap back in to bomb mode as early as possible, so that if you do miss, the enemy thinks you have left him alone, and you can fit your last few missiles in his pooper now that he is unaware and flare less.
  • Do not loose missiles into an enemy jet that is chasing a friendly jet. Rather, use Joy2Key to spot the enemy jet for your ally so he knows he is being followed. If your ally gets shot down, then feel free to waste the enemy.
  • Utilize Fly-By view and rear view CONSTANTLY to check for enemy fighters on your six and to check for where your enemy has broken off to if you are chasing them and lost them temporarily. I admit I am a recent convert to Fly-By view, but I was just too lazy to edit this guide to add it in. I highly suggest it!

Attack priorities for fighter jets:

  • Teammates/You spot enemy jet
  • Teammates/You spot enemy AA
  • Teammates/You spot enemy transport chopper
  • Teammates/You spot enemy attack chopper
  • Teammates/You spot enemy tank/apc
  • Teammates/You spot enemy jeep (common mistake to bomb friendly vehicle when they just exited)
  • Squad Leader indicates new attack position
  • Neutral Flag (check radar for friendlies)
  • Common Spawn points on Capturable Flag
  • Enemy commander assets (2x direct bomb hit = 1 point)

I will discuss evasion techniques in another section for all aircraft. Below you can see a typical example of shooting down an enemy jet. This guy flared way too late (they weren't ready for him) and you can see he is gonzo from 4-5 missiles.

jet1.jpgjet2.jpgjet3.jpgjet4.jpg

Some Homebrew Stats from Xennore

This is via Xennore of BF2s,

I have being experimenting in game to get these results. They may not be 100% accurate, And I may have mad a few mistakes that I haven’t found

F-18

Diameter of turn: 285ft
Time to do 360 turn: 7.5 Seconds
Maximum speed at 300ft: 1090
Maximum speed at 800ft: 1730
Maximum speed at 300ft with AB: 1290
Maximum speed at 800ft with AB: 2450
Time required to do a 360 turn using only
Yaw at 300ft: 24.4 seconds
Time required to do a roll at 300ft: 2.5 Seconds
AB fuel: 9.5 Seconds

F-15

Diameter of turn: 332ft
Time to do 360 turn: 8 Seconds
Maximum speed at 300ft: 1070
Maximum speed at 800ft: 1900
Maximum speed at 300ft with AB: 1270
Maximum speed at 800ft with AB: 2540
Time required to do a 360 turn using only
Yaw at 300ft: 22 Seconds
Time required to do a roll at 300ft: 3 Seconds
AB fuel: 13.5 Seconds

Su-34(MEC)

Diameter of turn: 290ft
Time to do 360 turn: 7.5 Seconds
Maximum speed at 300ft: 1060
Maximum speed at 800ft: 1840
Maximum speed at 300ft with AB: 1260
Maximum speed at 800ft with AB: 2520
Time required to do a 360 turn using only
Yaw at 300ft: 22 Seconds
Time required to do a roll at 300ft: 3.5 Seconds
AB fuel: 14 Seconds

MiG-29

Diameter of turn: 275ft
Time to do 360 turn: 7 Seconds
Maximum speed at 300ft: 1110
Maximum speed at 800ft: 1870
Maximum speed at 300ft with AB: 1320
Maximum speed at 800ft with AB: 2720
Time required to do a 360 turn using only
Yaw at 300ft: 20.8 Seconds
Time required to do a roll at 300ft: 2.5 Seconds
AB fuel: 14 Seconds

F-35B

Diameter of turn: 328ft
Time to do 360 turn: 8 Seconds
Maximum speed at 300ft: 1160
Maximum speed at 800ft: 1880
Maximum speed at 300ft with AB: 1550
Maximum speed at 800ft with AB: 3260-3540
Time required to do a 360 turn using only
Yaw at 300ft: 18 Seconds
Time required to do a roll at 300ft: 1.75 Seconds
AB fuel: 10.2 Seconds

J-10

Diameter of turn: 270ft
Time to do 360 turn: 7 Seconds
Maximum speed at 300ft: 1170
Maximum speed at 800ft: 1980
Maximum speed at 300ft with AB: 1400
Maximum speed at 800ft with AB: 2800
Time required to do a 360 turn using only
Yaw at 300ft: 18 Seconds
Time required to do a roll at 300ft: 2 Seconds
AB fuel: 15.5 Seconds

Su-30(CHINA)

Diameter of turn: 300ft
Time to do 360 turn: 7.75
Maximum speed at 300ft: 1200
Maximum speed at 800ft: 2080
Maximum speed at 300ft with AB: 1450
Maximum speed at 800ft with AB: 3060(fastest bomber)
Time required to do a 360 turn using only
Yaw at 300ft: 22 Seconds
Time required to do a roll at 300ft: 2.5 Seconds
AB fuel: 10 Seconds

Zen's Comments:

  • Note while the F35 is “fast” it is only fast for an extremely short window when you ramp down from a high altitude, and unfortunately it loses control and turn radius at that height.
  • The 300ft altitudes with afterburners (AB) are what is important to take note of and AB duration. Evaluations of 100-150ft. would show that the F35 is actually the slowest jet at that altitude so don't be fooled!
  • The J10 has 15sec of fuel, Mig29 has 14sec, an important comparison with the F35 of a measly 10 sec.
  • The J10 has a ceiling of about 1000 ft where it begins to lose control; The F35B starts to lose control around 950ft and suffers a gimped loop radius at that height…Definitely entice the F35 to chase you that high and he will lose control whereas you will recover easily.

Combat: Jet vs. Helicopter

I guess this is Meat 'n Potatoes II because downing choppers will become one of your favorite past times when you are a pilot. They take horrendous damage from just your MG's, and with skill you can even land missiles on them with ease. All around, they are fun targets, and are usually 2 kills, with a max of those oh so delicious 6 kills.

Once again I will utilize point form format, because I am a lazy git:

  • Plan your approach and exit strategy. If you don't you will end up being a ramming noob, which everyone hates. As an expert aviator, ramming people really sucks - it hurts your KD ratio more then it ever hurt the people flying the chopper, so you really don't want to be this kind of person. That said, I am totally for pushing the limit in how fast you can take down that chopper. A ram now and then happens to the best of us, especially when chopper pilots put it hard over, and your exit strategy (rotation into knife edge and power turn away from chopper or chopper carcass) puts you right into their side. However, if you find yourself ramming 3-4 in a row, your technique is flawed.
  • Attacking from the rear or side is the best angle of attack. Always keep your airspeed max, and take two runs if you have to. Not many people will bail on you anyway so don't worry about that aspect. Nobody likes swimming/long walks in BF2.
  • Aim for the engine housing, but make sure you are leading the target. The farther away the more leading you need to do. Watch your tracers carefully!
  • Do not burst tracers into friendly choppers when choppers are duking it out. It is good to help your teammates in their fight by lacing the enemy chopper with fire, but resist the urge to release missiles, or lace fire into your teammate’s path. I know you want the kill, and you want to help them out, but don't be stupid. It is really nice though when choppers are duking it out and a friendly jet saves your ass, so definitely try to help your team out, but be warned, enemy choppers duking it out with your teams chopper will be taking lots of evasive action and sudden movements. Ramming in this situation is like 50% if you aren't careful. Plan your exit and entrance strategy carefully (you really only have a split second to do this, so be careful) and don't try anything stupid. Slow and steady, don't try for it all in one go or be greedy! Only use your MGs!
  • You can attack choppers from the front, but collisions will happen much more frequently - you are better off adjusting your angle or taking another pass for the side or rear.
  • Attacking from the rear with MG's makes for a fast kill, and missiles aren't usually needed. If you do want to use missiles here, in order to avoid tk's switch to missile mode when your as close as possible before you have to break off, and release a single rocket when you are close enough to ensure the rocket has no target but the heli in front of you. Otherwise it will skim along the body and go for a friendly.
  • Blackhawk’s take a lot of missiles to shoot down, however I have noticed two things about them. Firstly, they are Swiss cheese to two runs of MG fire. Always fire a very little bit ahead of your target from farther away. Blackhawk’s are a pretty big target though so it’s hard to miss them. Secondly, there seems to be a glitch that a rocket at close range has incredibly high impact and will destroy a Blackhawk in combination with MG fire with said missile. To do this, a front on assault works best, in the same manner as taking out an attack heli, however you have to break off sooner or you will collide with the Blackhawk. To do this, fly straight at the Blackhawk front on, MGs blazing, but in bomb mode. At the last possible second before you must break off into knife edge position to avoid collision, switch to rocket mode and release ONE rocket. It seems to be an instant gib from my experience, and usually takes the pilot and crew by surprise as nobody has time to bail.
  • Attacking from the rear also allows you to Shunt 'n Bump them. More on that topic below.

In these pictures you can see me leading the target, and then last moment giving him a rocket in the pooper. I do this many times in my videos so check it out.

heli1.jpgheli2.jpgheli3.jpgheli4.jpgheli5.jpg

Combat: The Shunt 'n Bump

The biggest trick with downing helis with missiles, besides having the right approach and exit, and using your MGs, is to snap quickly into missile mode just in time to BARELY get missile lock and loose one missile right as you are closing in on the chopper airframe. The best way to learn this is to watch my videos.

You will see that I remain in bomb mode leading the MGs on my target. As I get close, I will quickly snap into missile mode, and fire the missiles at almost the millisecond I hear missile lock or would have heard it if the chopper didn't already blow up from MGs.

You have to anticipate when the missile lock will occur, and loose your missiles immediately at that instant. Then snap back into bomb mode. This method requires you to get up close and personal, and to rotate into a vertical knife position (knife edge) and power turn away from the body as your exit strategy to avoid colliding and blowing up as a noob rammer would. Only one missile will strike the target, and that missile will be the missile leaving your jet on the closet side to the enemy chopper. If the missile leaves from the other side, it will not hit. If it leaves from the close side it will ALWAYS hit. As one poster put it, this is my dumb fire method. You literally give the rocket no choice but to go straight into the target.

You can utilize this method best from a rear attack, but it does work front on too. However, your exit strategy will get compromised front on as you will likely collide. This is where the term Shunt 'n Bump comes in.

If you attack from the rear, you can get away with bumping into (at high speed no less) other air vehicles, including all choppers and jets. If you were to try bumping into them front on, you would instantly gib, but if you bump them from behind you will rarely gib. You can see this many times in my videos, and this is an additional safety factor in utilizing my dumb-fire method and a rear attack.

Here you can see how effective MGs are against the Bhawk, and you can see me anticipate and fire a rocket, at the moment I would have had a lock if he didn't already die.

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Here you can see the last minute lock effectively tracking a Cobra at extremely close range.

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Combat: Fighter Jets and Bombing

Probably the number one source of points in a jet will be bombing the enemy team; therefore, it is important to get a very good handle on proper bombing and technique. Bombing allows you not only to rape points, but to suppress strong enemy assets in the game. It is important then, to be good at this aspect of flying, as you can make or break your ground team’s ability to control flags. It is really hard for infantry to destroy tanks, and everyone loves how SRAW/ERYX goes right through jeeps. A jet can take these vehicles out with ease.

Why not use the Bombing Reticule?

The bombing reticule may look fancy and useful, but the best pilots will never use it. It is semi-useful for aiming MG fire, but you are better off focusing on where the tracers are going and leading your target then just pointing the reticule at things and hoping for explosions.

The reason the bombing reticule isn't as useful as it could be is as follows: You will never be dropping bombs from the same height, the same angle, or the same velocity. While it is advisable to always maintain as high a velocity as possible (it will still vary), the angle of attack and height will differ depending on the angle of attack you are presented at the time. Only the worst of pilots will focus on trying to keep these variables constant - the best pilots make due with what they are presented with, and go by intuition of game physics rather then green lines on the monitor.

Learning to Bomb

Ok, so we understand that we shouldn't use the reticule but we need to learn instinct on where bombs ought to land in different circumstances and how to approach a target in those circumstances. Well the first step in learning, is utilizing your rear view as much as possible to see where the bombs went when you released them - it is really simple! Practice does indeed make perfect and after a few hours of bombing stationary targets you should be ready to learn the different types of bombing.

When you bomb you need to consider these factors:

  • Height
  • Angle of approach
  • Velocity
  • Bomb type and Bomb number
  • Exit strategy

Let's discuss these factors. Height obviously influences your angle, velocity, and what exit strategy you have available. Dropping bombs from high heights means a lot of time for your targets to leave the area, and if you aren't heading at a steep angle from this height your bombs will fall astray. This isn't good policy unless you are in a carpet bomber which we will talk about later. With that in mind, you want to start high, drop to a mid-level, release your bombs on the down stroke, and continue back to a higher altitude.

Angle of approach, is the most vital aspect to your bombing runs. Generally speaking, you want to attack at a 45 degree downward angle and drop your bombs while on this path, then level out, and exit at an upwards angle that will take you back into the safety of flying high. Not too high mind you, the flight ceiling in this game is really low, and you won't have many threats so you only need to be cruising around at 300 ft in general. I generally cruise lower then this, but I am comfortable with escaping the wrath of enemy jets. You can modify your angle of attack given the circumstances you are presented when you notice a target on your ground radar (bomb mode), but remember too shallow an angle and your bombs will drift way over your target. Too steep and your exit strategy will involve you flying home in a pine box and you won't be the pilot :)

Velocity - I have ranted before and will again, never cut your airspeed. It is your lifeline in every sense, and you do not want to waste it, especially when you have to chew through afterburners to get back to speed. Your velocity of attack needs to be factored in when you are attacking moving targets.

Targets heading towards you - you will need to drop your bombs much earlier then you are comfortable with. Targets heading away for some reason don't present such a problem. Targets moving sideways typically take the longest for people to learn how to attack, but the way to go about it is to visualize yourself as a hawk trying to crap on the vehicle. Consider that even though you may make a last second turn, your mass still has momentum in your previous direction. Hence if you release a bomb a second after making a bit of a turn, or a hard turn, the bomb will have sideways drift. Factor this into trying to hit a sideways moving target and you can see why some people get fooled into bombing the wrong spot. Once again you need to visualize your bombs falling ahead of the target, but include your momentum in your mental calculation and you will learn to “sling” bombs into the sides of sideways moving tanks. The best way to learn this, is to watch my videos.

Bomb Type / Mode - Know your plane! If you are dropping carpet bombs with the bombers, I refer you to the Bombers subsection. However if you are bombing with the attack jets, you need to focus on single bombs only. Dual bomb mode, while fun, is actually quite inaccurate. This is because one bomb is released after the other. Hence, at a high velocity, one bomb will fall farther then the first bomb released, often over shooting your target.

You want to learn to place a single bomb accurately - when you press the button you will train your intuition for the first bomb only! The second bomb will be different especially for each jet as they all have different characteristics (mainly flight speeds). Train your intuition on the release of the first bomb and you will be just as accurate when you release the second bomb. This has the following advantages:

  • You are accurate with both bombs = Sure kill on all vehicle assets
  • You use two bombs to kill an armored target instead of 2-4 in dual bomb mode
  • Nobody will bail on a 50% health vehicle, and your second bomb will waste them and all inside
  • If you kill a jeep, infantry etc. in one bomb you still have a second ready to go
  • Once in single mode, you can reload a full two bombs but you will still drop singles

Ok so single bomb mode it is, but how do I get single bomb mode?

  • Drop your first two bombs, then reload one bomb and you will drop singles from then on, even if you have two
  • Single bomb mode stays with you until the aircraft is destroyed

Note: Don't use single bomb mode in the bomber, it is @#$@ annoying!

Exit Strategy - Yes this is important. You need to get back up to a decent altitude so you can once again be offensive or defensive. If you get lit up by AA on a bombing run, you need to exit fast and high, likewise if you are getting chased by another jet while bombing a target. If you make it out with no threats against you, you need to look for your next target, and you need to be high to have a decent angle of attack. Height also can be traded for speed by dropping to a lower height, whereas if you fart around all day at 50ft. you are snookered when your burners run out.

A shallow angle is the hardest to be accurate with bombs and often you will eat splash damage / get lit up by AA, crash into the environment surrounding your target simply because you are too low, and there is no time to make a proper exit. So don't bomb like this unless you are really comfortable and skilled. I only do this when I have no choice, and I need to take out a tank etc. You need to release the bombs much earlier then normal when you bomb from a shallow (almost horizontal position) as the bombs will continue with your forward velocity (~1100 clicks when I fly) and drop at the speed of gravity as horizontal is independent of the vertical if you made it through physics.

Bombing Priorities

As a pilot, you need to prioritize everything you do, and this obviously goes for what targets you choose to bomb. Often you will be presented with a plethora of targets, and you have to choose which one to go for. This is my decision list I have while flying (remember you have under 1 second to decide what to go for, so learn this well!):

  • Teammates/You spot enemy jet
  • Teammates/You spot enemy AA
  • Teammates/You spot enemy transport chopper
  • Teammates/You spot enemy attack chopper
  • Teammates/You spot enemy tank/apc
  • Teammates/You spot enemy jeep (common mistake to bomb friendly vehicle when they just exited)
  • Squad Leader indicates new attack position
  • Neutral Flag (check radar for friendlies)
  • Common Spawn points on Capturable Flag
  • Enemy commander assets (2x direct bomb hit = 1 point)

Once again, air-assets must go down before anything on the ground. Your bombing will have to wait if you see any of these threats. I always go for a transport chopper first, as I know two people will remain in the attack chopper whoring points, whereas everyone in the transport will bail at the first opportunity - so shoot them down first, then loop for the attack chopper if you see both at once.

Once the sky is clear, I look for anything on ground radar (bomb mode). Mobile AA/AA/Tanks/APCs are the first to go. AA dies easily to MGs, but if I know someone is on it I will release a bomb if I don't get a kill early enough with the MGs. Do this in the same pass, e.g. lace MGs down, if you don't get a kill, make sure you drop a bomb before it is too late. If you are lit up, and you don't know from which AA station, swap to rear view and watch until you see where the missiles come from, while maintaining hard power turns and afterburners. Remember the joystick continues to behave as if you were in first person when you swap to rear view.

Once the AA is down (mobile AA requires bombs), I take out tanks, then APCs as I know what kind of annoyance these can be to my ground buddies. I will make exceptions for FAV/DPVs making runs for far flags, they need to be taken out to stop the enemy getting too far into friendly territory. You can always loop back for a slow ass tank! Any other jeeps that present a target, I go MGs first, and bombs at the last second if they didn't explode quick enough. Remember, being too greedy will often cause you to take stupid risks and get yourself killed when you can always take a second pass. That said, I feel if you want to be good, you do have to push the limit a bit and not just pad your KD. Strike a balance you are comfortable with - I myself eat a lot of stupid deaths.

Next, if my ground radar gives me nothing, and my skies are still clear, I will start strafing runs on neutral flags, and common spawn points of nearby enemy flags. I will not base rape the enemy airfield unless they are being sassy bitches and spawn camping us all game. Sometimes you do have to return the favor if they won't fucking stop. Generally, I am really against this though and I will say so while flying if someone is being a spawn camper. Uncap spawn camping aside, if you have nothing to shoot at, and you don't want to spawn rape infantry at the uncap, then I go for enemy commander assets. Two direct bomb hits will destroy each asset for one point and it gives you something to do while you wait for the next fully loaded black hawk to come whimpering your way.

Let's move on to bombing strategies now.

Bombing Strategies

I've already mentioned the basics of height, velocity, angle of attack, bomb type, and exit strategy. Let's discuss different bombing strats. It is worth mentioning that, if you really want to get good at bombing, you need to fly the same jet over and over, not swap teams and fly the Mig/F35 or F35/J10. Their different characteristics will throw off your internal prediction and really dull your edge while flying.

The tried and true method, as already mentioned is to start at about 150 ft, dive at 45 degrees, drop your single bomb on the down stroke, and level out, and climb back up. This is 95% of my bomb releases, and the best way to learn is to watch the videos. Conventional release against a target moving towards you at high speed requires you to drop it a bit earlier so remember that!

The extremely high dive-bomb release. If you get up to about 300 ft. and literally dive straight down at your target (plane perpendicular to the ground), aim just ahead of the target if it is moving, and release your bomb at extreme velocity straight into the earth. Pull up, and check your rear view, you will send that bomb rifling through the top of the tank, jeep, apc etc. I use this method when I am too high for a conventional attack, or when I want to make a vid of a sweet looking kill. It does actually look pretty good to go screaming in like that. The thing about it is you can place bombs extremely accurately because your plane literally becomes the bomb guide. The drawback is, if the enemy is moving too fast, this method really sucks. This method is great for the carpet bombers because you can concentrate all 5 bombs into a tight radius heading down extremely fast on focused target (a neutral flag is the best).

Bomb slinging is the second hardest strategy, in that you make a last second turn to give an additional vector to your bombs momentum, literally slinging it at the target you want it to hit. I can't teach this other then to tell you to watch the videos and you may glean some insight. The best method is to practice different techniques.

The hardest bombing strategy, is the horizontal bomb release. E.g. flying on the horizon, and not having enough altitude to decline at 45 degrees, often with treetops in your way, you can't dive on the target and place an accurate bomb. This is bar-none the hardest bomb to land accurately, and it takes an intense amount of prediction and I am immensely satisfied when I land a bomb like this. Because you are flying horizontal, the bomb will continue forward with the same velocity as your plane, but drop down under gravities acceleration. This means that the bomb will continue far forward of what you are used to with a conventional bomb run. So, to hit a target, you need to release much earlier then you are used to, and still judge your targets anticipated position in that extended period of time. It is quite hard to do, and I don't suggest learning this method unless you have a lot of hours in. Practice is the only way to master it, and different planes will yield horribly different results, so don't try learning it while flying different planes all the time.

The dumbest bombing strategy I have heard of is bombing upside down. I'm not even going to touch on that, although in DC '42 if you released your bombs upside down, they hit your own plane and you blew up, which was funny.

A final strategy that is funny but usually a waste, is to drop bombs on enemy choppers when passing overhead. Blackhawk’s make the meatiest target, but the attack choppers work too. Unfortunately, one bomb hit usually doesn't blow them up, but add some MG fire for spice on a second pass, or before you get close enough to release the bomb and they will go down. This is a good strategy if you are a sassy bitch.

Bombing Armor

The conventional attack works best for bombing armor. Anticipate their movement, and release your bombs a tad ahead of schedule and you will get a direct hit. I have noticed that a single bomb direct hit will not destroy a tank, despite what many people claim. The only way it will destroy in one hit, is if the tank already took some minor damage. MG fire does minor damage to a tank (5 seconds of fire will remove like 2 bars), and it is useful for ensuring the operator has no time to bail on a flaming tank, rather the tank just explodes. Note that MG fire against APCs will destroy them quickly!

Tanks heading towards you - you must release a bit earlier. Tanks heading away usually aren't a problem, just visualize yourself and where your bomb ought to land. You can sling bombs into a tanks side if they are crossing your screen. E.g. if you line them up and suddenly they start crossing your screen, make a hard turn in advance of their turn to give your bomb some momentum towards the tanks new direction change.

The main cause for missing a tank is bad angle of attack, or if the driver suddenly stops moving forward, hence your bomb falls where he was just about to be, but he stops and it doesn't hit him. A second pass will finish him off, as he will have taken splash damage though. This is a great tip for armor whores, if you are lit up, and you know a jet is coming in, sudden direction change, or stopping can really fuck up the pilot’s bomb attempt.

Below you can see a pretty generic bombing run. Click to see half-size photos. You can see the tank is crossing my screen sideways, so this is a mediocre difficulty run, just bomb ahead where he will be when your bomb makes it to the ground, and it is cake!

tank1.jpgtank2.jpgtank3.jpgtank4.jpgtank6.jpg

Bombing Stationary AA

Like I said already, MG AA first if you suspect someone is on it or near it (ground radar will show if someone is actually on it, but sometimes it glitches out and shows a hot AA site when nobody is there all game long). If you don't receive a kill right away (~20 rounds of MG) then release a bomb and it will get the bastard. Smart AA guys like to dive off and hide next to the sand bags. A meaty bomb will teach them that you aren't that stupid. Make sure you drop the bomb in the same pass as the MG run that yielded no kill - don't turn back and try to get him again if it is still hot, he will obviously see you coming and light you up.

If you were unable to get the bastard, or you don't know where you are lit-up from, switch to rear view to see where the missiles are coming at you from. Maintain hard turns with afterburners though, don't just fly straight away unless you are smart about it. Generally you have a 1/2 - 1 second window before the missile gets to you, so you can fly straight away for a bit, and once you get a lock, hit a hard turn and you will see where it came from. Then go and get the bastard!

Below is a generic shot of me bombing an AA I thought was hot but found out there was nobody there. Better safe then dead. Notice I rotate in a power turn away as an exit strategy. Don't be stupid and just fly right past it, the guy could have survived and got back on.

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Bombing Jeeps

Jeeps can be tricky to bomb, but the easiest method is the conventional one, but also consider their fast velocity and accommodate for that in earlier releases if the vehicle is heading towards you, or bombing further ahead of the vehicle if it is traveling away from you.

Here is a conventional approach. Note my bomb releases much earlier then I would against a tank.

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Here is a high dive bomb approach. You can see I am aiming just forward of where I think the jeep will be, then I pull out horizontal as an exit strategy and continue away regaining altitude.

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Bombing Commander Assets

You can bomb commander assets! Two direct bomb hits will destroy each asset for one point. Do this if you have no other targets, and you refuse to uncap spawn rape like me. No pics for this one as it is not really exciting. You can also destroy assets with the laser guided missile, tv missile, and the bombers carpet bombs.

MG Strafing

Strafing targets accounts for probably 30% of my kills. 50% being bomb runs, 20% being MG fire against air vehicles, and that 30% whoring infantry and jeeps on the ground with strafing runs.

It is very effective, and costs you little in ammunition, so you should spray all neutral flags, common spawn points, jeeps, APCs, AA sites, tanks etc. MGs are very very strong in this game, and you can see in my BF2Uncut video in the opening USMC caps the Airfield and I rely on MGs for about 10 kills with no bombs before I finally try running a guy over when I'm out of ammo lol.

Below you can see a generic easy jeep kill with MGs. I generally drop a bomb at the last second if I am unsure if the MGs finished him off or not. I don't want the bitches bailing on me! A good tip is to spray MG fire on the tops of tanks, as you will always get a gunner kill if one is there. Spraying flags and jeeps will at the very least net you kill assists, and best case, net you loads of kills. This is one case where I approve of spray 'n pray!

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Combat: Bombers

Hopefully you picked up some of the main points of bombing from my discussion on fighter jets above. If not you should probably read it now because I am not going to repeat all of that information on angle, velocity etc.

What I will rehash is given that velocity and angle are important for bombing with single bombs, the bombers Su30, Su34, and F-15 have five bombs and they are slower then fighters, so your angle and velocity are even more important.

  • The slower speed and five total bombs, means your bombs will tend to string out in a conventional dive attack with some bombs undershooting and some overshooting.
  • The maneuverability of these aircraft is pretty poor so coupled with their slow speed and response you will want to have a solid exit strategy rather then slamming into the ground or eating splash damage from five bombs. You need to pull up much earlier then you would in a fighter, and you are a bigger object so you can't squeak through tight spots as easily.
  • Additionally, you make a meaty target for other jets, choppers, AA, and even tanks on the ground. Don't expose your broad body to their fire on your exit or you may find yourself red-faced and shot down by a tank or someone’s TV missile. Pretty embarrassing when your in a fucking bomber and should be killing them!
  • You want to separate enemy ground targets from friendly targets via your minimap. You have a lot of firepower and a lot of responsibility that goes with it. You can TK a surprising number of people in one string of bombs - so use your minimap to make sure there are no blue men all around where you see that juicy open box. Also, note that when friendlies hop out of a vehicle, it will show as an open (enemy) box on your ground radar. Make sure you check your minimap or you will kill them expecting juicy +2s and getting blood-farting -4's. They will punish you, because they can't fly, they don't understand the glitch, and 95% of people are ignorant assholes anyway. Maybe it was good that you bombed them in that case rofl :)

Actual Bombing

Regarding actual bombing, if at all possible you want your laser-guided missile co-pilot to take out single targets rather then stringing your bombs out for one kill. That said you can successfully take out multiple targets, or ground infantry rushing for example the beaches in Oman - stringing bombs out here is actually pretty good. Stringing out bombs works well against two ground targets at once if you plan your angle of attack to pass through both of them. That said, the conventional attack works the best and you can see the angles better from these videos then I can write for you here.

View a conventional attack:

However, for other maps or targets, you want to focus the bombs on a tight radius so that all five bombs do critical damage in a small deviation. This is great for taking out two armored vehicles (repair buddies) or landing a lot of fire power on flags turning neutral.

View a high focused attack:

View MG's destroying an APC before bombs even touch it:

One thing I will say is that it is quite common to get a horrible laser guided missile operator, and it really doesn't take that long to reload bombs and rack up kills, so don't feel it is a necessity to have an awesome gunner, you can get by with a freeloader and just kill for yourself.

On another note, single bombs are really annoying and crappy in the bombers. If for some reason you don't get fully reloaded in one pass, you will find you are now stuck in single bomb mode until you die. This means you have to spam the release button when you see targets, else you will drop only one bomb. This is a disadvantage, because you are probably used to single bombs from fighter jets, and your bombing accuracy will be all whacked when you try to use singles with the bombers slow speed and crappy response. If you are accurate in single you can proceed to drop singles on AA sites, take two passes on armor and that is ok, but you will have to get used to bombing singles in those beasts.

Link: Laser Guided Missile Guide

So you don't want to be one of those bum ass co-pilots that can't hit a stationary target, never mind a moving vehicle?

Check out: http://wiki.bf2s.com/tactical-guides/lgm-use

Evasion: Jets vs. Jets

Leaning evasion techniques for BF2 is really quite simple compared to other games with harder flight dynamics. With this in mind, you really don't need to take notes on all the fancy maneuvers people talk about - sure they are all fun and sometimes useful, but for the sake of learning I want to talk about one maneuver that is reliable: The Split-S.

The Split S or Double Immelman

View the Split-S technique: http://files.filefront.com/BF2BattleRecorder1avi/;5023654;;/fileinfo.html

Note: I did some research and the maneuver I call the Split-S is actually a double reverse Split-S. In real life, a Split S is a half roll, and a loop under. Whereas my maneuver that I refer to in this guide as a Split-S is a loop over, half roll, and a loop over again, or reverse Split-S's stacked on eachohther. Glad we cleared that up.

The Split-S consists of doing a half-loop, a half barrel-roll to rotate your plane so that you can then complete another half loop reversing your original direction at a new higher altitude. Another way to think about it is stacking “Immelmans.” It has the following advantages:

  • Missile evasion during the maneuver, except the 1 second half roll phase (shoot here if someone does a Split-S)
  • Height at the end of the maneuver - dive down to recover extreme airspeed and evade even longer + lose the enemy
  • You can stack as many half loops as you want, and dive back down and do it again and again, your enemy will never follow them all, especially when you combine with “Immelmans” - going up and a sudden directional change
  • Flare out in the upward stroke of the bottom half loop, and the Split-S will take you back into the flares in the top loop, doubling their effect
  • You can combine this maneuver with any random crap you want to shake an opponent

If in the Mig or J10, you can complete the move higher then the F35 - but the F35 pilot will want to follow you. He will go too high and lose control if you start this maneuver at ~500 ft. If you are lower then this altitude, the Split-S obviously still works, and you can always stack a third half loop onto the first two. Also the F35 loop radius becomes huge at high altitudes so if they try it you can easily shoot them down this high, and if they follow you, you will shake the F35 easily. With that in mind, if you are in the F35 don't attempt the Split-S above 500ft. or you will regret it! The J10 can pull it off at 600 ft. but you will lose a bit of control at around 1100 ft. The F35 won't even be controllable that high (>1050 ft or so). This leads to a second and desperate maneuver…

Complete a third half loop on top of the Split-S in the J10 or Mig29 if you can't quite shake your enemy. You will often go just high enough to barely lose control and the F35 will lose total control. If your enemy is the F18 and you are in the Mig or J10 and you can't quite shake the F18, you can purposely go too high and lose total control - either he follows you and loses control too, or he breaks off. To recover control, cut your throttle completely and wait until you fall back to 700ft. Then reapply throttle and establish horizon.

Try to loose control in the middle of the map so you don't go out of bounds on your return to earth. Sometimes if I am feeling sneaky, I will purposely go to the edge of the map to loose control, but ensure I angle myself before I loose control such that I will drift into the center of the map (think momentum) - this way the guy following you will drift out of bounds (and you will see him getting a suicide) while you drift safely down in the middle of the map. Taking medic also helps avoid out of bounds death but only if you cut the out of bounds line pretty fine. I use this desperate technique when I am all shot up and I need to get some peace to rearm and repair. Your pursuer will think you are fucked flying that high, and go off to other business, leaving you free to recover and get your jet back in order.

Flares

Everyone knows it is best to drop flares and dive down with them. But you have to ask yourself, is it really that good? The answer is, unless you are already at 800 ft. this really sucks as you have limited space to dive down with the flares. Everyone and their dog can follow a jet going straight down with flares towards the ocean close below. That has no evasive technique to it at all, other then to buy you 5 seconds of missile free flight. Also, at the end of your dive with flares, not only have you done nothing to evade the pursuer, you have wasted your altitude to speed conversion. You want to convert altitude to speed (and maneuverability) when you have no flares - this buys you more time for your flares to come back, and for you to lose or evade your enemy.

With this in mind, the best technique is to flare on an upstroke in your first Split-S half-loop. Make sure you are using afterburners, and you will see that your flares continue straight upwards with the velocity of your jet tangent to the direction of your semi-circle (basic physics applies in game too). If you release the flares when you are pointing straight up, they will go straight up with the same speed at that time. This means while they are going straight up, you can curve back into them in your second loop (you take a longer circular path then the straight path flares do) and double their effect.

If you don't curve back into them, then you have semi-wasted the flares and you may be an easy shot! This is what makes the Split-S powerful, because not only do you evade missiles without flares, but with the Split-S you can get a double flare effect, and you get more altitude which you can convert to speed later for more evasion when the flare effect is gone. It is an all around win situation for you - it is evasive and effective, and at the end you can convert all that height and do it again by diving down, reclaiming ~1900 clicks on your airspeed and shoot through the next Split-S hopefully loosing your pursuer in the interim.

With all this said, I don't mean to say that barrel rolls, loops, and all the assorted nonstandard maneuvers aren't applicable or useful. I am saying that this is the simplest way to get the job done, and everything else you learn to do is gravy. Every good pilot will do more then just this maneuver, you do have to shake another good pilot occasionally! But this maneuver will teach you quickly how to survive.

The worst flare position, by the way, is to drop them while maintaining a semi-horizontal flight path, obviously the flares will just drop away from you and any good pilot will shoot you down (how many F35s drop flares and keep going straight - idiots!). You must utilize your afterburners and hard turns for basic evasion, and flares on top of it for total evasion. The Split-S combines all of this (two hard loops with burn and flares) so it is the best to learn from.

Finally, I want to say that all jets take varying amount of damage from air-to-air and AA. This seems dependant on whether or not you are hard turning and your airspeed at the time, as well as the basic aircraft structure.

For example, the F35 as everyone knows, consistently dies to two (and rarely 3) missiles. Whereas the J10 will eat 20-30 before going down. The F35 is slow because of its pathetic burn time, and it already has a bad turn radius making its power-turns not really powerful. It has a hard time evading missiles because of this; whereas, the J10 has powerful turns and a long burn time enabling high velocities. It evades missiles really well because of these stats. Likewise the Mig29 and F18 are mediocre at evasion.

So keep in mind what you are flying what you can get away with, and remember that if you are lit up, you want to be going as fast as possible and turning as hard as possible. The slower you fly, the closer the missiles will explode to your engine yielding more and more damage, kind of like c4 does. Also, hard turns enable the missiles to get really close to you, and then suddenly veering off, so don't do a bunch of random break turns, keep the turn as long as you can before you change directions. You are weak during the direction change - if you see someone changing directions, this is when you want to loose missiles on them!

Oh yea one little tid bit - the hit boxes are much larger on the F35 and much smaller on the J10, and F18, and somewhat smaller on the Mig29. This means that even if you suck at flying, you will evade a lot of missiles in the J10 and avoid nothing in the F35 except in rare rare circumstances.

Other Useful Maneuvers A Good Pilot Should Use

Evasion: Helicopter vs. Jets

When flying any of the choppers, you do have to face the reality that a determined pilot will shoot you down eventually. With that in mind here are some tips:

  • Put it hard over when a jet is making a pass at you - this is the most annoying thing from a jet point of view.
  • Manage your flares - check rear view, if you see a plane constantly harassing you, use flares when lock is established. Don't waste flares just because you hear random locks.
  • Call for supply crates in safe locations to repair on, and let your gunner defend.
  • Horizontal loops (sideways to a behind camera view) are 100% evasive but you obviously can't do them forever.
  • Utilize your collective. Cutting back on the collective actually allows you to start and progress your turn faster, then power it up full to power through the final turn phase (this is kind of like taking a car around a corner, only a fool gases it early right into the ditch, brake first then power through the turn)
  • If you are even close to 50% you need to retreat to repair. Its already easy enough to down a chopper in a jet, don't make it easier by being at 50% health and still being aggressive.
  • Even the best of pilots get rams, especially when you put it hard over - don't call everyone a ramming noob just because you got hit. Realize that unless you were heading straight (which is a sure way to die when pursued) you are going to occasionally get hit when you put it hard over. This is because jets need to get very close to take you out, and if you happen to turn hard the same way the jet was planning on leaving - sometimes you will get a collision.
  • A pilot is a ramming noob if they hit you 3-4 times in a row. If you get tagged once or twice, chalk it up to bad luck and keep your mouth shut.
  • The higher you are, the easier it is for a jet to collide into you, jets lose a lot of responsiveness at heights, and they may not be able to turn out of the way like they would at a lower altitude. This fools the best of jet pilots!
  • Maintaining a high height in transport choppers is the way to avoid pretty much all jets (nobody checks up there unless it is early in the wake match) - unfortunately it takes a long time to get this high and not everyone wants to do it.
  • A jet heading straight for you can easily be TVed, just point your gunner towards him and let fly. If a jet takes a pass at you, on the same note you can line him up from behind and get the occasional TV kill. It is too bad the range got nerfed though.
  • Don't rotate your choppers sides towards the angle the jet is attacking from - you are only presenting an easier target for his MGs and missiles!

Evasion: Transport Choppers vs. Jets

The pretty standard method for this is to fly high or way out to the sides of the map. That said, air radar in planes is really effective, so don't be surprised if someone eventually figures out what you are doing. If you are the pilot, you should be engineer - the Blackhawk will stay in the air without a pilot while you repair in the backseat, then swap back in to pilot again. You can also do this circling a flag, hop into the pilot seat when your flight path needs a bit of tweaking, and back to repair when it is circling ok on its own. If you have a gunner buddy, he should be medic. Not the other way around! The reason is as follows:

Remember that when you aren't in the pilot seat, no missiles will lock on to you of any type. This is an obvious advantage in both the transport chopper, and single mode TVing in the attack choppers. You can repair when your transport is injured, and nobody can lock on to you - hence when you need to repair most, when you are damaged, you can swap into the rear seat and repair in peace. Only MGs will hurt you, which requires a good jet pilot pursuing you.

Evasion: Armor vs. Attack Choppers / Jets

Well, up front, we have to face the fact that if you are in armor against a jet or chopper that really wants to kill you, you really don't have much hope of surviving but there are a few things you can do.

  • Change direction often - this fucks up jets the most. As a pilot we have to line you up properly, make that hard!
  • Stop suddenly when you hear continuous lock - bombing always includes anticipating where you will be, try not to be there!
  • Obviously utilize your smoke as often as possible, but once popped change your direction! If I am bombing a tank that pops smoke and doesn't change direction, I can still see the name tag and anticipate where you will be.
  • If a chopper is approaching, obviously get out of the way, but further more, try to shorten the distance between you and him so that the TV missile can't hit you (get under him if possible).
  • If nobody is around, bail until the chopper/jet either destroys the empty tank, or loses interest. Then get back in.
  • If you are AT, bail so that the chopper swoops in on the vehicle, then give him an AT at close range, which is an easy hit. You should be engineer though :)
  • If the chopper is low enough, hitting them with a tank shell is easy as long as you are used to leading a target.
  • If a jet is straight over head, taking a bombing run directly at you, rather then trying in vain to hit the jet with a tank shell (it will go right through), full tilt it towards the jet, and often the inexperienced pilot’s bombs will go right over you.
  • If you manage to sidestep a chopper in a tank, quickly get on the mounted MG and lace him with some bullets while he turns for you, then jump back into F1 and move again as fast as you can. Remember it takes a bit of an initial boost to get started, so don't try to move at the last minute.

Evasion: Jets vs. USS Essex

Well, the Essex used to suck. Now it sucks unless both guns are manned…if both guns are manned it is quite a monster spamming AA all over the damn place. So I will provide some basics of evading the AA on the Essex:

  • MGs will destroy the turrets, and if they don't blow up fast enough, you need to release a bomb at the last second, similar to my AA technique. Otherwise they will just light up AA missiles as you pass over, and you will die.
  • Both Vulcans only cover a mutual area straight in front of the side of the Essex. Obviously, if you are smart you will not enter this airspace. Only enter airspace that is limited to coverage of one Vulcan - destroy that Vulcan and you are home free. Flying straight at the side of the Essex where both Vulcans can hit you is for noob spawn rapers who deserve to get shot down!
  • Fly low or extremely high on your exit, the AA does have limited range. Once you get to the edge of the range you will notice that the AA doesn't track as well as it did when you were right close up. So if you are locked on as you are leaving, try to maintain a long hard turn away from the sphere of fire - the missiles will track you, but swerve off at the last moment as long as you maintain that hard turn. If you make a bunch of turns you will likely get hit when you are rotating directions. That half second you fly straight in your rotation is when you are weak, so you want to minimize the number of turns you have to make. Obviously if you keep turning you will do a full circle which really doesn't help. One way is to do one big 1/3 turn followed by another and you will be out of the sphere of fire.
  • The Split-S works well for the Essex, but it is only part of your exit strategy, as it only gains you altitude without getting hit, but now you must leave the area too, so you need to do those two 1/3rd power turns away.
  • Basically if you can scoot out under the Essex altitude and sphere of fire that’s good, and if you can't get away that easy, then Split-S up and bank away.

All this said, don't be a spawn raping noob. I provide this information for people who are pursuing aircraft (jets or choppers) back to the Essex. That is fair game, and killing anyone on your way there including AA turrets is obviously OK. Continually spawn camping the Essex over and over, especially when USMC has no flags is not flying, it is padding your KD. As long as we are clear then…

USS Essex vs. Jets

The trick is to take commander and get in the farthest essex gun. Drop yourself 1-3 supply crates next to the gun and you will have relatively infinite missile spam. This is because the supply crate reloads about 1 rocket a second and as long as you don't hit 0 you never have to reload (the sound will glitch out though because it will make a reloading noise even though your still firing).

This will kill anyone who is dumb enough to come close. Just keep firing even when you don't have lock, it's great fun. Sadly if someone else is commander they will be too stupid to understand this and you will never get an asked for supply crate.

Another tip that is helpful is that you can get in the farthest essex just by aiming up from the uav trailer and jumping and pressing E and you will get in just fine.

Here is a video on how to do it: http://files.filefront.com/essexavi/;6847484;;/fileinfo.html

USS Essex.

Rearming

  • Rearm the Cobra under the far Heli-pad on the Essex, or at the anchor at the front of the Essex.
  • Do not fly choppers over runways and then punish the jet the inevitably crashes into you.
  • Always check rear-view and minimap before heading over a runway in a jet.
  • Do a barrel roll to avoid collisions such that you're upside down as you pass over the other object. See videos.
  • The J10 will rearm one bomb and 5 missiles in one runway pass, unless you go really slow which is BAD.
  • The F35B and Mig29 will fully reload, as will the bombers, F18 etc.
  • Don't make it obvious that you are heading to the runway to rearm - turn and burn into it.
  • Leaving the runway in a half loop with burn ensures nobody lights you up with AA or air to air. See videos.
  • If someone is chasing you, you can often utilize the people on the Essex/Runway AA to lose your pursuer, and you get to rearm in the same stroke. Make sure you turn and burn into the runway pass or obviously you will take missiles in the ass.
  • Rearm one bomb and swerve off the runway/deck (so that you don't get a second bomb) to swap into single bomb mode.
  • Wake/Dragon Valley has two Helicopter pads for repairing on China. Utilize both depending on where the enemy is. Other maps have similar setups and numerous pads, so use them depending on where the enemy is. Lots of pilots always go to the same one and it gets to be too predictable.
  • Careful on Sharqi when you re-arm Mec's Havok - often USMC tries to down the chopper with the vodniks and steal the next spawn. If you do this on my team I will yell at you and be vewwy angry!
  • On maps when you are far from a helipad, call for a supply box (be squad leader) and repair/re-arm on it.
  • With the new 1.2 AA and air-to-air, it is advisable to do loops until your aircraft is fully repaired. If your enemy sucks, you can just keep doing bombing runs until you are repaired.
  • If in a chopper, you should be checking rear view and forward view while repairing. Surprises = death.

What to do if you find yourself in the F35B

Press the suicide button… :)

Seriously though, the best technique for utilizing the F35B is two-fold in patch 1.2x. Firstly, you want to take opportune shots at enemy jets by following them stealthily (bomb mode) and waiting until you can entice flares out of them or if ground AA does it for you all the better. Hopefully, they aren't a rear view user and won't turn on you, else you will be rushing for the sky with your burners in a Split-S and other chaotic maneuvers. You may not kill them, but maiming them will send them back for repairs and it will free you up to do what will make the difference in the game: bombing the enemy into submission.

The F35B is an extremely stable bombing platform - it does not have airspeed swings like the J10, rather the F35 speed rapidly re-establishes itself at a low airspeed once the burners go off (which is why it sucks in dog-fights). This low airspeed at ~100-150ft. also attributes to it being the best candidate for using dual bombs. You can actually be pretty accurate in the F35B with both bombs in one go, although now and then when you just come out of a burn it will send the second too far. However, while the F35 has shitty flight dynamics compared to the Mig or J10, it is like I say a great bombing platform, especially for learners.

Use this to your advantage - the J10 may be raping your team, and you can't do much about it (especially not in pre 1.2) other then the occasional stealth kills, but not all J10 pilots are retarded. To counter your inability to kill the J10s consistently, you need to bomb the enemy team so effectively, that the J10 is forced to come after you. The F35 admittedly has a far reload trip to the carrier, so you need to strafe and bomb the juiciest of targets. If you are a great bomber in the F35, soon the J10 will come for you as you are just showing them up too damn much, and the enemy team is probably hounding the J10 to “do their fucking job” and get you. This is what you want, because you have effectively stopped the J10s aggression towards your team - your Blackhawk can now leave in safety, and so can all your teams vehicles and Cobra. Now your team can begin to cap the enemy out, all because of your sacrifice - becoming meat for the J10.

This is the big price you will pay, you now have to play cat and mouse with the J10, and you are the mouse with 5 seconds less burn, a lower ceiling, no ability to evade missiles in the poop, flares that only half work for you, and an overall slower airspeed (because your burn is short, not because the F35 can't be fast). It wasn't like this in 1.1x you could evade a J10 80% of the time, but now you are lucky to get away with 50% - so you need to conserve your burners when you are bombing the enemy knowing that eventually the J10 is going to want to sink its teeth into you. Just remember, the longer you can hold out in the flying coffin and take one for the team, the farther your team will be able to advance on the enemy. Unless your team is tards, then you are fucked rofl!

F35B on Wake Island

At the start of the round make a squad called “Airfield” before the first 10 seconds of spawn wait is up. Tell anyone in VOIP not to spawn in as you are going to take the F35 to the airfield. Choose a kit that has high sprint (preferably spec-ops so you can take out the airfield UAV once you get there) or sniper to clay the flag and get 2 defensive kills. Sprint to the F35 before anyone else gets it (I can usually get it 75% of the time) and fly up to about 400ft and continue on to the airfield so the first J10 doesn't see you. Once at the airfield, do a strafe on the helipad and bomb the J10 spawn, turn around after the end of the airfield and return and line up the F35 on the tank that is always there usually with someone in it. Ram the F35 into the tank and bail out so he gets a suicide and you parachute safely down. Tell your squad to spawn on you (even two guys can take the airfield, but by yourself is hard). Deploy your claymores and cap the flag, or cap the flag and then take a jeep to the UAV trailer and blow it with C4 then hit the guys arty. Next, the tank should be respawning soon, and you want to get it and STAY at the airfield and defend it (call for supplies). You will get mad points defending the airfield in the tank because China will spend its entire time trying to cap it back. Once China is capped out (by your team, you stay @ airfield in the tank) to one side of the island, leave the tank and either suicide for an F35 or grab the F18. Proceed to rape China into next week. Justice served!

F35B vs J10

Some quick tips: stay high, concentrate on bombing, don't bother using missiles against a J10 unless you are far enough away (not too close or too far) and above the J10. If you are seen by a J10 you need to get up high as fast as possible as you move faster at higher altitudes, but you have less control then a J10. If you are desperate, take the F35 up high enough that you loose control and the J10 with you, you can then drift back down to earth and restart cat and mouse. If you are sneaky you can get the J10 to loose control next to the edge of the map and have him drift out of bounds while you drift down safely providing you angled yourself properly as you were going out of control. MG's are effective against the J10 especially if you can catch idiots flying straight over the runway, but note you put yourself in danger as you will also be close to the ground, and the J10s usually work in pairs as their spawn window is only 30 seconds apart. I really wish this game put in mobile AA and dual seaters on all the maps to make the air melee a bit more intense and the ground AA way more effective. It's too bad that the F35 just stinks so much ass in how easily it is hit by missiles. It would be nicer if they missed the F35 just as much as they miss the J10 or F18.

Team play

  • Only fly in large servers if you know what you're doing and contributing to the team. Nothing is worse then trying to play with noob pilots vs. good pilots. Practice offline or in small servers where your lack of skills won't create a loss/base raped back to the non-cap scenario for the team. Nothing is wrong with learning, but if you have 31 other players on your team trying to enjoy themselves and there’s only two jets, the most dominant equipment in the game, and your ramming it into the ground every 2 minutes, that’s going to make for an angry team.
  • Ask your team to “spot” enemy targets - tanks, helis etc. You should make them your priority to shoot down.
  • Always bomb, and MG strafe flags turning neutral.
  • You're not a team player if all you can do is bomb run the enemy air field, anyone can do that, and most people get shot down/crash because they have no real pilot skills…
  • You're not a team player if your doing the said base raping, while letting enemy jets base rape your airfield in a like manner.
  • If the pilot in question is bombing enemy targets, e.g. tanks amidst friendlies, do not punish FFS. Bombing can be pretty strategic, but if your ass is running at the tank to throw grenades (seen it) and you get TK'ed from a bomb, when you just “spotted” the target so that someone would take it out, don't punish them for trying to help the team (you) out. Often there will be a tank runway camping in Oman, if a friendly jet does the right thing and bombs it off the runway, and you die, don't punish or next time your jets wont bother helping you from getting spawn raped into next week.
  • Bomb and strafe targets your squad leader asks the squad to assault - it is really nice in the squad to have reliable air support!
  • Use VOIP with your squad so that you can communicate what you are killing or what you see near them. Else you will have a hard time typing and flying :)
  • Attack transports and FAVs that are leading deep into your friendly and unguarded territory when you see them. This way the enemy doesn't take flags your team won't be able to defend. You are a highly mobile force, use it to your advantage, instead of just spawn raping the enemy airfield…

Transport: Minigun Sadness

Yup it got nerfed. Before you rant to me about how the Blackhawk isn't capable of being an aggressive fighting machine, watch this: http://media.putfile.com/mini--gun

Ok now that you've seen that, you can read these threads if you are interested in the debate about the transport choppers: http://forums.bf2s.com/viewtopic.php?id=19937 http://forums.bf2s.com/viewtopic.php?id=22263

Basically, I feel that the other transport choppers guns should have been improved, and while nerfing the HPs/Repair rate/Damage taking etc. was ok, the miniguns shouldn't have suffered that drastic of a nerf to the point that they are utterly useless. The Mashtuur problem could have been resolved by removing the miniguns from the Bhawk and putting those medic pontoons on instead.

The Blackhawk used to be USMCs answer to the J10 for the Wake island mismatch. You'd eat 5-6 deaths getting the Airfield, but once you got it there was real justice to be had capping out the last flags and raping the enemy team.

Blackhawk videos. murder7qg.jpg

Those were the days. It took good people, but damn :)

Things to Avoid

OK I want to have a little talk with 95% of the BF2 population.

→ So you think an M95 earns you the right to fly? You are probably a horrible pilot who just wants to fly and crash again. If you were a decent pilot you wouldn't need the M95 as once you got in you wouldn't be crashing anytime soon to need your M95 to get another…eat shit fucktard. You shoot out quality pilots and idiot pilots alike, causing ticket loss, loss of good pilots in the air, and general aggravation for your team. You contribute more to your team loosing then you do by flying and crashing your silly plane. Play offline where you don't affect the game play for 63 other people.

→ So you think it is ok to block the runway with vehicles? C4 the plane? Mine the runway? Stand in front or on the aircraft if you don't get in first? Or any combination of the above? Who the fuck do you think you are? Everyone tries to get in, if you didn't make it, rather then launching a SRAW at the aircraft or jumping in front and punishing for a TK, do your team a fucking favor and sit and wait for the next one instead of causing the same problems as the bitch M95'ers. If you tried this shit in real life someone would knock those ugly Chiclets you call teeth out of your mouth and you'd be wearing your asshole like a turtle neck. End of fucking story!

→ So you suck at flying yet you insist on trying in a 64 player server? Take some time, and either fly in smaller servers or offline where you don't waste the best equipment in the game by crashing into the ground or sight-seeing. You are causing your team to be short handed in a major department, and air-superiority is one of the definitive sources of winning and loosing a game. Have some respect for your teammates!

→ So you suck at gunning yet you insist on getting in the chopper to fly or gun? Do I even need to tell you how much of an asshole you are? Just because you bought the game doesn't mean you can lock up the only piece of insane attack hardware your team gets by rolling it over on the repair pad continually. Once again, have some respect for people who are there playing competitively. It is ranked for a reason - go play unranked if you want to fuck around.

I have nothing against learning or teaching, FFS I am writing this guide to the best of my abilities so people will learn faster then I did. But shit, don't try to learn in a 64 man server, or even a competitive 32 man. Take it offline or into a 24 man server. Once you are confident that you can contribute to the team, then try to get a spawn, but don't fucking team kill everyone for it or get TKed on purpose.

→ About Spawn raping: I admittedly dislike spawn raping uncap bases. It is really easy to do, you don't even need an ounce of skill at flying or armor whoring an uncap, and people do it just to pad their stats. All the best aviators do it, and most of the tankers you see will have done it. I understand doing it back to people when they have done it to you all round, but don't be the aggressor in this case, especially when they don’t have any other flags.

The worst thing about pilots is they think they are hot shit because they can do 50-0 spawn raping the Essex or this airfield or that location. It is really sad and that is not talent. Talent is your ability to rape the shit out of everything that flies and moves on the ground in a small amount of time, while not lighting into an uncap spawn just because people have no-where else to go. I am impressed by an aviator who can actually fly and rapidly kill the other team away from the flight deck. Nothing is more aggravating then getting spawn raped over and over, with some 10 year old typing “haha noob you guys sux.” STFU child if I get into the air and spawn rape you, you won't see the light of day for a week - you think a rookie pilot spawn raping is bad, wait till you see the “good” aviators spawn raping, it is just downright unfair and pathetic.

For these reasons, don't be these people! This is a team game, so help your team and your potential friends rather then making enemies on your own fucking team.

Don't Let This Be You

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Miscellaneous Tips

  • Fly for the same team so you don't lose a feel for your jet
  • Always utilize rear view to check what’s behind you, where your bombs landed, and where AA is coming from
  • Stick to single bombs for the best results in accuracy and kills
  • Fly in bomb mode
  • Entice flares, swap into bomb mode, then back into missile mode and release your missiles
  • Toggling into bomb mode, and back into missile mode will reduce the effect of flares faster
  • You can bump into aircraft and helicopters from behind without insta-gibs
  • You're bombs will occasionally bounce off tree trunks and go random directions
  • Split-S is the best way to avoid AA and lose someone on your six
  • MGs do critical damage to APCs/Jeeps/Choppers/Jets etc.; minor damage to tanks
  • Repair the Cobra under the helipad on the Essex or at the front near the anchor
  • Attack from the rear or side when possible
  • Don't cut your throttle in a jet
  • Utilize the throttle/collective in a heli
  • Some jets lose control higher then others (F35 lowest/ Mig 29 / J10 Highest)
  • You can recover control from a high stall by cutting your throttle and falling back down
  • Don't fly the chopper over the runway
  • Don't rape the enemy airfield/Essex while letting their jets rape your airfield
  • GREED IS THE NUMBER ONE CAUSE OF DEATH WHEN FLYING JETS

Current Disagreements/Disputes

Great work on your Aviator tactics wiki entry! It taught me a few things I didn't know about flying jets. I wrote the BF2 chopper guide on gamefaqs.com http://db.gamefaqs.com/computer/doswin/file/battlefield_2_chopper.txt .

I have to respectfully disagree with your point for flying choppers “Don’t rotate your choppers sides towards the angle the jet is attacking from - you are only presenting an easier target for his MGs and missiles!”

The most important when flying a chopper is using its slow speed to get cover amoungst terrain and buildings.

Ok think about trap shooting, the clay pigeon is released right infront of you and travels in a straight line out in front of you at 3m/s (10ft/s or whatever you use in Canada). Do you have to lead the target much? No? What if the clay piegon is realsed to your right travelling left at the same speed? You will have to lead the target even more. Of course this will require more guess work for the pilot. More guess work = more error.

This maneuver is called beaming by pilots. I covered it partly in my guide.

Here's the intresting thing, the jet pilot will want to keep the target in the centre of his HUD to keep a reliable lock, this makes firing the guns useless since you can't lead properly. Secondly If a pilot is leading a target, the target will be on the edge of the HUD making a lock difficult for the pilot.

I find this tactic very effective against jets at close range. At long range? It works okay, however any decent fighter pilot who is half decent will take out the chopper. Which brings me back to my first sentence - USE COVER.

Thanks for your time. BF2 Name: budzilla

Zenmasters reply:

I will note it in the disagreements section - however I will say that BF2 is not realistic when it comes to aviating. While I was flying (I play infantry only now for the last 7 months, and I took a 3 month break), a sideways chopper was a dead-chopper, whereas a straight on chopper just took more ammo to down - feel free to watch the videos and maybe you can see this. In reality like you say, it doesn't matter what you do in a chopper, if a decent pilot sees you and doesn't take you out in the first stroke, they are obviously going to loop back again and again until they kill you for 4 points. I love 4 points! Anyways, about keeping a lock on the chopper, not only do you not have to be even close to the center of the HUD, but missiles are a last resort against choppers anyway, the MGs are so much more effective.

PS we don't really shoot anything in Canada (unless you live up North eh?) - I have yet to meet anyone who shoots clays here, but I get the gist of what you are saying :P People shoot a lot of deer though. Death to Bambi :(

Unrelated RPK + Grenade Video

RPK = Best Gun Ever. Ammo points, infinite nade whoring, 1 shot head shots, 130 bullets, accurate and deadly!

Contact Info

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Did you like what I wrote? If you did, feel free to Karma my Aviator thread: http://forums.bf2s.com/viewtopic.php?pid=60594#p60594

If you didn't like it, you can email or PM me with what you want to dispute, and if in any way comprehensible I will at least add it to the dispute section, and at best accommodate your idea with credit.

 
tactical-guides/aviator-tactics.txt · Last modified: 2007/11/20 09:19 (external edit)