On December 04 2011 14:47 Holcan wrote: the bipod is never better, the straight pull bolt is faster and better for movement, both of which are superior when trying to amass headshots.
Theres nothing quite like looking down a corridor 50 feet away and getting two headshots in the time it takes for a pull bolt to reload.
Yea, sniper is actually amazing on metro 64players ahah, you get so many kills just by standing in the back, headshotting with every bullet.
Standing on the staircase with a frag DAO leads to lots of laughs.
On December 05 2011 07:44 TunaBarrett wrote: So, ive been playing alot of helilolopters lately and i just wanna check what your setup is with both pilot and gunner for attack helis.
Cant decide between flares/zoom optics and thermal for gunner.
On December 05 2011 07:44 TunaBarrett wrote: So, ive been playing alot of helilolopters lately and i just wanna check what your setup is with both pilot and gunner for attack helis.
Cant decide between flares/zoom optics and thermal for gunner.
i'm on my way to the 5th heli service star and tested alot of different setups till now. my favorites are as following:
in my opinion there is actually no need for the gunner to carry flaires, too. as a quite good pilot you are normally able to get away from the 2nd stinger or whatever fast enough till you have your flares ready again. maybe this will change after the patch on wednesday.
the only real advantage of zoom optics is to have the chance to hit the enemy chopper a bit better when they are quite far away.
thermal optics are the way to go i think. you can see and spot so much that you get like double the kills than without it. especially on maps like kharg island or caspian border thermal optics is a must in my opinion.
i think i'm not alone with my opinion it is the most useful. i mostly do the pilot part and all my awesome gunners i like to fly with prefer the thermal optics.
On December 05 2011 08:31 Fruscainte wrote: Always take Flares as a gunner.
Always.
again, there is really no need for it actually. the only things that kill you in a chopper are: - a not spotted aa vehicle with its machine gun - a jet with its machine gun - guided missile from tank/jet or stinger when you get designated by soflam or 3rd tank position and are not able to get behind a building or something in time
flares will not help you in any of these cases. for everything else flares reload in time or you can get away easily assumed you are quite a decent helicopter pilot.
edit: specified reasons why there es no need of gunner flares
Im leaning towards flares aswell. Honestly thermal only seems useful when you are 100 m or less away from a target, and zoom doesnt really matter aslong as your target is spotted ;E. Havent tried thermal on caspian though, might be a different story but on kharg i think its really meh.
thermal is awesome on kharg! i don't know what you do, but normally me or my pilot is hovering quite low around C/D when there is no actual threat to us and you get alot of kills there as you can see not-spotted enemies way better(and most of the time there are a lot of them ).
for all people i know thermal optics nearly double up the gunner kills
idk what its going to be like after the patch but currently best defensive set up is definitely ECM Jammer (Pilot) Flares (Gunner) with gunner having stealth. Defensive is good considering gunner + proper aim = ridiculous killing potential
if you need thermal optics as a gunner idk what to say, you'll lose in heli v heli fights and you'll lose vs constant stingers when Q spam does the exact same thing as thermal optics. In the end its not about killing as many people as possible its about not dieing
Holy shit! I just unlocked USAS and i would like to say its fricking incredible.
On topic of loadout for Heli, i do not believe Flares are so good. like many others has pointed out, if a Heli pilot is good, he's not going to die unless its to a jet imo. i've seen incredible pilot/gunner heli combo that JUST WONT DIE. those 2 ended up making the map impossible to vehicle for the enemy team. totally not fair i must say
I truly believe that the IR Flare nerf is deserved. At the current situation, it doesnt matter you have 2/3 stinger pointing at a heli, no stingers are going to take down any good aircraft unless it's been SOFLAM
I think the opposite, the fact that everyone on the ground is usually a engineer with stingers can usually make being in a heli just a nightmare. Instead of this terrifying weapon of war, your just target practice for infantry on the ground. The only thing that should be a serious threat to the heli is the opposite teams heli, the 2 jets and the AA tank. If engineers also can take down heli's then thats pretty much everything in the game that can kill a heli.
I pretty much only play 32vs32 conquest and choppers do seem pretty vulnerable there since the amount of engineers is so high. Personally I use RPG though unless if theres really good pilots wreaking havoc that need to be dealt with.
I'm also pretty happy with the upcoming IRNV nerf even though I ended up using it on all classes but Recons just to not gimp myself too much. Happily go back to Holo and start using my eyes again now.
Btw does anyone have any idea how good the COVR and SUPR specs are? Still not quite sure what specs to prioritize having unlocked all squad ones now.
On December 05 2011 21:33 Vaelone wrote: I pretty much only play 32vs32 conquest and choppers do seem pretty vulnerable there since the amount of engineers is so high. Personally I use RPG though unless if theres really good pilots wreaking havoc that need to be dealt with.
I'm also pretty happy with the upcoming IRNV nerf even though I ended up using it on all classes but Recons just to not gimp myself too much. Happily go back to Holo and start using my eyes again now.
Btw does anyone have any idea how good the COVR and SUPR specs are? Still not quite sure what specs to prioritize having unlocked all squad ones now.
Vaelone here's how i organise my squad perks.
I have this combo which is insane in short-med range, but a liability in long range...basically going tactical light+ SUPR perk. Reasoning: Tactical Light at short-med range gives you a instant advantage over enemies, adding on SUPR fire perk, the enemy shouldnt be able to see anything whatsoever. Its the go-to combo for places like Grand Bazaar, where fights take place in short-med range where this combo shines. Long range...make sure you off your Tact light using "T" before firing.
For the rest, i find only Sprint/Ammo/Frag/Supressive useful. Some things are obvious, like if your Support, you obviously dont need AMMO/FRAG, SPRINT is always awesome. EXPL is a meh, especially when you can just reload your C4/ Claymores with your ammo pack.
As assault, i find myself running low on ammo for my F2000, which is why i always carry AMMO perk for my Assault because i need the ammo more than the rest of the perks. In maps like Operation Clusterfuck, definitely FRAG with M320 is the way to go.
For recon, there's only 1perk that is even remotely useful...COVR. It makes it easier to shoot back accurately even when someone is firing at you.
On December 05 2011 21:33 Vaelone wrote: I pretty much only play 32vs32 conquest and choppers do seem pretty vulnerable there since the amount of engineers is so high. Personally I use RPG though unless if theres really good pilots wreaking havoc that need to be dealt with.
I'm also pretty happy with the upcoming IRNV nerf even though I ended up using it on all classes but Recons just to not gimp myself too much. Happily go back to Holo and start using my eyes again now.
Btw does anyone have any idea how good the COVR and SUPR specs are? Still not quite sure what specs to prioritize having unlocked all squad ones now.
Vaelone here's how i organise my squad perks.
I have this combo which is insane in short-med range, but a liability in long range...basically going tactical light+ SUPR perk. Reasoning: Tactical Light at short-med range gives you a instant advantage over enemies, adding on SUPR fire perk, the enemy shouldnt be able to see anything whatsoever. Its the go-to combo for places like Grand Bazaar, where fights take place in short-med range where this combo shines. Long range...make sure you off your Tact light using "T" before firing.
For the rest, i find only Sprint/Ammo/Frag/Supressive useful. Some things are obvious, like if your Support, you obviously dont need AMMO/FRAG, SPRINT is always awesome. EXPL is a meh, especially when you can just reload your C4/ Claymores with your ammo pack.
As assault, i find myself running low on ammo for my F2000, which is why i always carry AMMO perk for my Assault because i need the ammo more than the rest of the perks. In maps like Operation Clusterfuck, definitely FRAG with M320 is the way to go.
For recon, there's only 1perk that is even remotely useful...COVR. It makes it easier to shoot back accurately even when someone is firing at you.
I watched a youtube post comparing sprint and no sprint. sprint made you faster but it literally was very very very small difference
Personally I like SUPR or AMMO or EXPL because they're offensive perks. COVR is good if you're a sniper imo
On helicopters: I play 90% of my games without a partner, so I always have flares equipped, because gunner or pilot, often times I end up with some scrub who doesn't have anything unlocked, and we get killed by stingers at an alarming rate if flares aren't available (64 player maps, btw, the way battlefield is meant to be played). On that note, I think there ought to be some kind of licensing process a player needs to pass to be able to use jets/copters, because busy public servers are not the place to start "trying out air vehicles" when other capable pilots are waiting for their turn.
On squad perks: For me it's always in an order - SQD AMMO if nobody else on the squad has it, or if I'm Assualt and have no reliable Support guys > SQD FLAK if SQD AMMO is on someone else or if I'm Support > SQD SUPR or COVR if both are already covered, depending on certain factors (close quarters maps [COVR], amount of Recons on my squad [SUPR or COVR, depending on how close aggresive they are], if I plan on using a tank with an engy [COVR], etc.). I may use EXPL on vehicle heavy maps, but IMO AMMO is better since Support guys are few and far between.
On December 06 2011 01:24 Adila wrote: I wish there were easier ways to get practice on choppers and jets. There really should be like a training tutorial or something for vehicles.
The helicopter co-op mission is not a bad place to start, if you want to nail the flight dynamics of helis. It doesn't represent the dangers of flying around Caspain, Kharg, etc. though, since it's basically a joke fight against AI, but the flight mechanics are transferrable. I got to be a decent pilot by going through that level maybe 2 or 3 times. Jets totally need a tutorial though. I know how to fly them and maneouver and all that, just not well. Dicking around in ranked servers is not my idea of the ideal place to hone my jet skills (as someone who takes his stats seriously).
On that note, anybody else like to hop in a jet, fly across the field behind the frontlines, and just bail out and wreck havoc on foot?
On December 05 2011 21:33 Vaelone wrote: I pretty much only play 32vs32 conquest and choppers do seem pretty vulnerable there since the amount of engineers is so high. Personally I use RPG though unless if theres really good pilots wreaking havoc that need to be dealt with.
I'm also pretty happy with the upcoming IRNV nerf even though I ended up using it on all classes but Recons just to not gimp myself too much. Happily go back to Holo and start using my eyes again now.
Btw does anyone have any idea how good the COVR and SUPR specs are? Still not quite sure what specs to prioritize having unlocked all squad ones now.
Vaelone here's how i organise my squad perks.
I have this combo which is insane in short-med range, but a liability in long range...basically going tactical light+ SUPR perk. Reasoning: Tactical Light at short-med range gives you a instant advantage over enemies, adding on SUPR fire perk, the enemy shouldnt be able to see anything whatsoever. Its the go-to combo for places like Grand Bazaar, where fights take place in short-med range where this combo shines. Long range...make sure you off your Tact light using "T" before firing.
For the rest, i find only Sprint/Ammo/Frag/Supressive useful. Some things are obvious, like if your Support, you obviously dont need AMMO/FRAG, SPRINT is always awesome. EXPL is a meh, especially when you can just reload your C4/ Claymores with your ammo pack.
As assault, i find myself running low on ammo for my F2000, which is why i always carry AMMO perk for my Assault because i need the ammo more than the rest of the perks. In maps like Operation Clusterfuck, definitely FRAG with M320 is the way to go.
For recon, there's only 1perk that is even remotely useful...COVR. It makes it easier to shoot back accurately even when someone is firing at you.
I would argue that the Flak perk is fairly useful, esp when the other team enjoys their rockets/grenades. It's effectively mandatory if playing on metro, which I do on occasion to get insane amounts of points (revives, medic packs, grenades and my good ol AEK).
I'm not sure if its bonus counts towards incoming damage from tanks and choppers though, if it does it would be even more useful on vehicle heavy maps.
On December 06 2011 02:56 Mousey wrote: I'm not sure if its bonus counts towards incoming damage from tanks and choppers though, if it does it would be even more useful on vehicle heavy maps.
i'm pretty sure it does. I know it's definately come into play on Caspian when some mofo in a heli is just hover-firing rockets into a crowded Hilltop capture point.
Well, everybody knew that was going to happen. With things like IRNV there's pretty much no area at all between overpowered and worthless. I hope my aiming did not suffer too badly from this ezmode and make me suck post-patch.^^