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       #Post#: 162--------------------------------------------------
       Flight training
   DIR By: ToRideTheRisingWind
       Date: May 1, 2015, 10:59 am
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       Right, I've been asked frequently to make this for the outfit by
       Kevin and hope that Fitz will approve and make suitable
       adjustments to make this training plan all the better. Now, this
       isn't really a script as the basic training rote seemed to be,
       I'm just going to lay down a few tricks and tips and personal
       preferences when flying ESFs, namely in this case the
       'lone-wolf' Reaver.
       Right, first I'll cover my personal build, guns aside when
       tackling on enemy ESFs.
       I use-
       Afterburner (Its cheap to max and immensely useful in literally
       any situation in the air).
       Fire suppression- I prefer this over the other mainly favoured
       option of lock-on flares as it is useful and a lifeline in any
       situation as it is not a requirement to be on fire in order to
       use fire suppression, meaning even if lock-ons are your main
       adversary in a situation, you can negate the damage down by the
       first lock-on fired and have enough time to get low and hide
       behind cover.
       Nanites Auto repair system- though this is one of the more
       expensive options for the defence slot, it is perfectly
       serviceable at its lowest rank and any certs you put into it
       thereafter just narrow the window in which enemies will tackle
       you without your maximum hp. Some pilots use this as an
       alternative to being an engineer so they can bail when they get
       in sticky situations and redeploy, preserving their K/D rate.
       Again this is a preference yet I am more concerned with the life
       time of my Reaver and by that, the amount of certs I can reap
       with it per 350 nanites. Hence I play as an engineer as there
       will be many times when you are on fire, out of fire suppression
       and unable to continue flying without first repairing your
       reaver.
       Hover Chassis- By far the best chassis in every way shape or
       form, even over the dogfighting chassis when dogfighting. The
       hover chassis will increase the speed at which you ascend when
       holding space and descend when holding Ctrl which in dogfights;
       as 90% of them will be fought in hover mode, is a vital element
       in your supremacy over the skies. It can also be used to gain
       greater speed by tilting forward and holding space
       simultaneously as you are then using your now more powerful
       upwards and forwards thrusters. Dogfighting chassis is useless
       and you may as well forget it as, for most people it decreases
       their performances in dogfights by making the ESF over-steer.
       Racer is a viable option if you are planning to grab a vortek
       rotary and jump enemy aircraft and basically be a butthole is
       every way possible.
       My basic and relatively cheap build for dogfighting (or anything
       else if you take Afterburners out of the equation and replace
       them with any other secondary)  does not take guns into account
       as I will cover both primary and secondary weapons for ESFs in
       the section about play-styles.
       Basic and incredibly useful [b]maneuverers [/b]
       The reverse-maneuverer- With the Reaver, your only choice of ESF
       in 8lu3, you will have a distinct advantage against other
       aircraft when performing the reverse maneuverer as reavers have
       the strongest upwards thrusters and, when coupled with maxed
       afterburner, the most powerful and most sustainable reverse
       maneuverer of all the aircraft. As it is hard to describe the
       reverse maneuverer in writing, it will be demonstrated and
       explained via microphone in the training session itself. I'll
       try to explain it anyway; when in hover-mode (which will again
       be explained in the training) if you hold space and keep pulling
       your mouse down, your reaver will tilt its backend upwards and
       pull the reaver around by its tail, by rotating the reaver
       whilst doing this as well (moving the mouse side to side) you
       can also move backwards in a more or less straight line. This
       will allow you to disengage from an enemy aircraft  if you are
       getting too close for comfort and prevent the enemy from landing
       a couple of devastating close-range hits to you in the confusion
       (though when up-close you can do this to him as well, its risky
       and overall best to be avoided as you never know how it will
       turn out) or from ending the dogfight with a frustrating
       non-awesome crash.
       I don't know what this second maneuverer is called but I think
       people can get what I mean
       Basically, this maneuverer is very useful when you are being
       tailed by an enemy and you want to face him, and get into
       hovermode all the while taking as little damage as possible.
       This is done, in the most simple form by turning the reaver
       upside-down whilst holding S to slow the reaver (pressing your
       binded analogue throttle key will be more effective but I will
       cover what that is later). You then pull the mouse towards you,
       pulling the reaver around to face the enemy in hovermode; then
       you can start a dogfight without first taking too much damage.
       The quicker this maneuverer can be done, the better.
       That's about it for the basic maneuverers, there are a few other
       cool ones that are nice, but not typically useful.
       This next section is going to cover different weapons options
       and how they can be used to aid your squad or platoon.
       Right, lets go through in a order of play styles-
       Clearing enemy air from the area-
       The m20 Mustang-The reaver's default gun. This weapon, once a
       pilot gets good can be immensely powerful as it has the shortest
       time to kill out of all the default ESF weapons (though it has a
       lower muzzle velocity), and the other only real alternative -
       the Kestrel as it deals the same damage yet at a faster rate.
       The Kestrel is 1000certs to unlock, and can be very useful for
       any pilots who are less confident and think they may prefer the
       lower rate of fire and higher clip, just so that any missed
       shots can be accounted for without becoming vulnerable when
       reloading. My personal choice of weapon is the m20 mustang
       however as I just find it can be ridiculously powerful as it has
       an even shorter TTK than the mosquito's own needler. The vortek
       rotary can be viable and it is what most lesser skilled pilots
       use simply as you can annihilate enemies in 1 clip if you decide
       to max that, when against other skilled pilots however, who have
       realised you are using the vortek, the vortek has a distinct
       disadvantage as it is a close range weapon, any skilled player
       will realise this and pull back to a long-distance hover fight
       where he has the advantage, likewise you can do this when faced
       with the Terran Rotary or the VS Turbo laser, which each have
       distinct sounds you can recognise.
       For clearing up infantry and ground units-
       Breaker rockets and the Reaver's infamous Air hammer (AH) will
       do the job here, as both are effective against vehicles and
       infantry units. They do however leave you quite vulnerable to
       enemy air, as you have no great way to combat them and ground
       unit lockons, as you have not the afterburner capacity you
       really need to make a clean escape. These can be very useful to
       you squad for when used correctly, one reaver can pin up all the
       enemies in a spawn room (though be careful when doing this, they
       might get angry and pull hundreds of buster-maxes or ground-air
       lock-ons.
       For clearing up heavy tanks
       The hornets can be used as an alternative to the Breaker
       Rockets, they cost just as much at 1000certs and specialise in
       taking down enemy tanks, they again have the same weakness as
       the AH as you have a smaller Afterburner to make your escape
       with.
       Alternatives for air to air
       Coyote Missile systems are used in a close-range dogfight to
       land some critical and damaging hits, though I would not
       recommend them as you forfeit your crucial afterburner capacity
       which is so useful when dogfighting and in every other
       situation. Likewise, use the air to air lock-ons; the tomcats,
       if you suck at flying and want to take out enemy aircraft, reap
       certs and be hated by everyone on planetside 2, including your
       own team. Tomcats are so hated that it has happened that people,
       even when on the user's own team will breakoff and destroy the
       user's ESF, just to take lock-ons out of the equation.
       Now just some tips:
       Remember to lead your target, aircraft are the fastest moving
       vehicles in the game, and likewise have some of the greatest
       bullet velocities for their weapons; however this is not enough
       to cancel out the need to lead. Leading is basically just
       judging where your opponent will be when your bullet reaches the
       distance at which he is at. You can do this by judging and
       practice yet, if you look at your weapon's details, you can
       obtain its bullet velocity, meaning that, mathematically as the
       PS2 ranging system is in meters, you can work out precisely
       where to aim and then build off that, eliminating hours of
       practice required (the formula is Speed=Distance/time, this is
       not useful left at that, but it can be rearranged to work as;
       distance=Speed x time).
       Set your flight sensitivity up to 1.00, it will make you twice
       as accurate and five times as evasive, do not do this instantly
       however, every time you pull a reaver and survive for more than
       5 minutes (or whatever time you consider a decent flight), just
       increase your flight sensitivity by 0.01 each time, this way you
       will not be completely thrown by the high sensitivity and you
       will gradually get used to this.
       Do not stay in any one place for too long unless you know you
       have support, whether from the ground or in the air, nearby. If
       you do this then you are likely to attract the unwanted
       attention of AA or ganking squads of aircraft. This also goes
       towards any squad leaders who have ordered air support above the
       squad, make sure they are also supported as they are not likely
       to last long remaining in the same airspace for more than
       5minutes without support.
       When being locked on from ground units, drop low, many people
       seem to think spiralling upwards helps is some way whilst also
       looking inexplicably cool; take it from me, you'll look like a
       fool and it does not help in either respects. For air units it
       is much the same, since the recent update A2A lock-ons can be
       evaded by trying to outrun them, if you get an airlock and you
       know the enemy targeting is at a reasonable distance (you can
       tell this by the noise of the enemy aircraft's engines) it is
       best to attempt to run and outrun the missile all the while
       heading for cover whilst the enemy approaches. Once he gets
       close, you can pounce him from behind cover at close range, even
       if he knows you're there for lock-ons are very hard to lock-on
       at close range and, as he has lock-ons, you have the advantage
       that you have greater afterburners than he does or, if you do
       not, you'll likely have fully recharged afterburners and he
       won't, as he will have been boosting to tail you.
       This is going to be an end to my guide, this is not a script for
       people to follow exactly and relay to a training squad, but it
       includes the basic things all pilot-wannabes need to know, which
       can then be condensed to present to a squad in a script by the
       trainer.
       Hope this helped, Kevin, and Fitz, if you see anything wrong or
       anything I have missed and should add, just say so ^^.
       See ya! :D- To Ride The Rising Wind.
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