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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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