Post by Hans1942 on Jan 8, 2013 18:46:44 GMT -8
-I credit Caustic for this as he did mostly all of the work-
-I will continue to add to it and keep it updated. If you have anything to add, reply to this and I will add it to the guide. There will be a separate guide for advanced tactics-
The Starter Guide for the Aspiring Pilot
This guide is designed to give a look at the weapons, builds, and basic tactics for a mosquito pilot. Being in a mosquito is a tremendous amount of fun and one of my favorite things to do in PS2, so with that in mind I wanted to help create a guide to keep myself and you in the air longer. We accomplish this by giving some helpful tactics and general rules of the air followed by getting to know your vehicle.
Rules of the Sky
To be an effective pilot you must understand what it takes to stay in the air longer. Unlike infantry who can respawn death after death, you only get a limited amount of vehicle pulls due to resources and timers. It is essential that you stay up in the air as long as possible to avoid these limitations as well as provide support for the main platoon. Here are some general tips and guidelines to help you accomplish that:
• Warming up: Before taking off into battle it is recommended that you take the time to fly around the warp gate a little to accustom yourself to your controls and make any adjustments necessary. This is to help you warm up and know how your vehicle responds to your commands. (I recommend this even for the more experienced pilots too.)
• IMPORTANT!! Be aware of your surroundings: It is easy to lose awareness of your surroundings when you are engaged in a dogfight. Don't over commit or chase too far, before you know it you may be deep in enemy territory with plenty of anti-air.
• Keep the skies clear: Although the main platoon on the ground is important, keeping the skies clear of enemies is more crucial. By eliminating the enemy air units not only are you protecting yourself from the biggest threat to you, but you are also ensuring those air units do not harass our ground forces. In the end if you did your job well you can engage on the enemy ground when the skies are secure.
• Look for your allies: Always try to work with your fellow air units. Keep squad mates or even randoms in your sights or know their general positions to assist, or request assistance from, during dogfights. Remember that it is better to hunt in packs then alone in this game.
Rule of thumb is the buddy system.
• Establish a fallback point: During platoon combat it is essential that a cohesive air squad establish a fallback point at a safe location. This location serves as a "green zone" for repairs and resupply. This location also serves as your respawn point if you are to go down. If you don't have a vehicle because of timers or resources you have three basic options:
1. Team up with another free squad-mate and pull a liberator.
2. Hang out on the pads as an Engineer and repair squad-mates coming in.
3. Become an AA max and provide defensive support for allies with enemies on their six.
• Practice: Everyone starts off as a newbie and had to work at getting good. If you keep failing but you still have the desire to fly, don't give up. Practice makes perfect and you have friendly outfit mates who are willing to help you learn.
Basic Mosquito Build
There are many valid and unique builds for the mosquito and eventually you can find what works for you. This guide is designed to give you some basics to build off of with an effective air-to-air/ground build that offers the ability to win dogfights or demolish enemy ground forces. I think its a solid basic build to start from and customize from depending on preferences
• Acquisition Timer: It is obviously a good idea to put certs into this. Each level gained in this tree will reduce your timer by one minute.
• Utility Slot (Decoy flares): In this particular cert tree this is the only logical choice for a pilot who plans on staying in the air long. The ability to nullify an incoming rocket every 25 seconds(maxed) along with an addition 5 seconds of not being able to get locked onto is essential.
• Defense Slot (Composite Armor): This cert allows you to stay up for longer by allowing you to take less damage (12% flak and 8%infantry).
• Performance (Dog-fighting Airframe): This cert allows you two have better turn, roll, and agility. Basically it allows for sharper movement and response in the air. Maxed out, your mosquito becomes extremely responsive to your commands thus allowing you to keep the enemy in your crosshairs. This airframe works well for the weapons used in this particular build.
• Primary Weapon (M18 Rotary): This is an air-to-air fast firing gun. It has a very fast fire rate and high velocity so it reaches its target without too much leading. It is weaker than the standard issue primary but the high rate of fire and reload makes up for that. Also when air is clean its very effective against ground units too!
Let's talk about how to outfit this thing:
1. Ammo: Max this out when you can, not a priority at first but it is nice to throw a few certs into it
2. Optics (Infrared):When dogfighting it is sometimes easy to lose sight of your target in the nights sky or even in the day sometimes. These optics light them up and allow you to never lose sight. I personally don't like the zoom because it exposes you to having too much tunnel vision in the air.
3. Utility (Magazine Size):This makes sense because an extra 14 shots into your enemy allows them to go down faster with fewer reloads. I find that usually 2 clips is enough to take the enemy out with this cert maxed out. due to its already fast reload rate I don't feel it necessary to max out the other cert tree.
You have two choices here:
• Secondary Weapon (AA Rockets): These are your fire and forget babies. If you are against air, this can be more effective than Rocket Pods for three reasons:
1. If you lock on, you scare away air. You don't even need to fire your missile. An enemy air never knows when you fire the rocket!
2. Fire and forget. No need to aim or any of that stuff. 2 rockets with a bit of gunning kill ESFs quickly. 1 rocket takes out 20% of a liberator. Have a pack of 5 ESFs and you will eliminate libs very quickly.
3. You can lock on and play in 3rd person. This matters a lot when in very close combat. The better you can switch between the two viewpoints, the more deadly you become. 3rd person for rockets, 1st for guns. Let's look at the load out:
1. Ammo: Max this out as soon as possible. You will find that the starting 4 rocket clip won't satisfy your needs. Maxed out you can have 9. That means less resupplying and more killing.
2. Optics (Infrared): Doesn't matter so much but I would choose infrared. When dogfighting it is sometimes easy to lose sight of your target in the nights sky or even in the day sometimes. These optics light them up and allow you to never lose sight.
3. Utility (Lock On Time): I would recommend the decreased lock-on time upgrade. Lock-on distance has its obvious advantage of effective range, but it also gives your victim that extra distance and time to place an obstacle between himself and you and your missile. Reload speed is good but can be substituted by switching to your primary and unloading on your target while your secondary reloads. Doing this, you will have a larger DPS than with the reload upgrade. <Credit: method>
• Secondary Weapon (Hellfire Rocket Pods): These are your bread and butter. They are fantastic for taking out clustered infantry, vehicles, and even other air if you can aim well enough. The rockets themselves move a tad slow so it takes practice to fire them accurately while moving at high speeds and at moving targets. Let's look at the load out:
1. Ammo: Max this out as soon as possible. You will find that the starting 16/32 rocket clip won't satisfy your needs. Maxed out you can have 16/80 (96 total rockets). That's a lot of hurting you can do with that many rockets.
2. Optics (Infrared): Again these optics are superior in my opinion. They light up the ground units so well even during the day. From the sky the ground infantry look like ants and this optic allows you to have clear view of them even from a relatively far distance.
3. Utility (Reload Speed): This is your only option but it would probably be my choice regardless. The reload rate of the rocket pods are a bit slow but with this tree maxed you can reduce it by 15%.
I hope you found this small guide to be helpful in getting you started in becoming a successful pilot. As time goes on there will be new ways and certs available that will alter how we play and think and I will try and add more as time passes. I will also be adding more details on different builds as well as some liberator tips/builds. If you are interested in joining the outfit's air squad contact Caustic, Cherlin, or Indica for more details or hop in the Air Superiority channel when we are in there. I look forward to seeing you all in the sky!
Read more: totalrecoil.boards.net/index.cgi?action=userrecentposts&user=caustic#ixzz2HRQNMHf2
-I will continue to add to it and keep it updated. If you have anything to add, reply to this and I will add it to the guide. There will be a separate guide for advanced tactics-
The Starter Guide for the Aspiring Pilot
This guide is designed to give a look at the weapons, builds, and basic tactics for a mosquito pilot. Being in a mosquito is a tremendous amount of fun and one of my favorite things to do in PS2, so with that in mind I wanted to help create a guide to keep myself and you in the air longer. We accomplish this by giving some helpful tactics and general rules of the air followed by getting to know your vehicle.
Rules of the Sky
To be an effective pilot you must understand what it takes to stay in the air longer. Unlike infantry who can respawn death after death, you only get a limited amount of vehicle pulls due to resources and timers. It is essential that you stay up in the air as long as possible to avoid these limitations as well as provide support for the main platoon. Here are some general tips and guidelines to help you accomplish that:
• Warming up: Before taking off into battle it is recommended that you take the time to fly around the warp gate a little to accustom yourself to your controls and make any adjustments necessary. This is to help you warm up and know how your vehicle responds to your commands. (I recommend this even for the more experienced pilots too.)
• IMPORTANT!! Be aware of your surroundings: It is easy to lose awareness of your surroundings when you are engaged in a dogfight. Don't over commit or chase too far, before you know it you may be deep in enemy territory with plenty of anti-air.
• Keep the skies clear: Although the main platoon on the ground is important, keeping the skies clear of enemies is more crucial. By eliminating the enemy air units not only are you protecting yourself from the biggest threat to you, but you are also ensuring those air units do not harass our ground forces. In the end if you did your job well you can engage on the enemy ground when the skies are secure.
• Look for your allies: Always try to work with your fellow air units. Keep squad mates or even randoms in your sights or know their general positions to assist, or request assistance from, during dogfights. Remember that it is better to hunt in packs then alone in this game.
Rule of thumb is the buddy system.
• Establish a fallback point: During platoon combat it is essential that a cohesive air squad establish a fallback point at a safe location. This location serves as a "green zone" for repairs and resupply. This location also serves as your respawn point if you are to go down. If you don't have a vehicle because of timers or resources you have three basic options:
1. Team up with another free squad-mate and pull a liberator.
2. Hang out on the pads as an Engineer and repair squad-mates coming in.
3. Become an AA max and provide defensive support for allies with enemies on their six.
• Practice: Everyone starts off as a newbie and had to work at getting good. If you keep failing but you still have the desire to fly, don't give up. Practice makes perfect and you have friendly outfit mates who are willing to help you learn.
Basic Mosquito Build
There are many valid and unique builds for the mosquito and eventually you can find what works for you. This guide is designed to give you some basics to build off of with an effective air-to-air/ground build that offers the ability to win dogfights or demolish enemy ground forces. I think its a solid basic build to start from and customize from depending on preferences
• Acquisition Timer: It is obviously a good idea to put certs into this. Each level gained in this tree will reduce your timer by one minute.
• Utility Slot (Decoy flares): In this particular cert tree this is the only logical choice for a pilot who plans on staying in the air long. The ability to nullify an incoming rocket every 25 seconds(maxed) along with an addition 5 seconds of not being able to get locked onto is essential.
• Defense Slot (Composite Armor): This cert allows you to stay up for longer by allowing you to take less damage (12% flak and 8%infantry).
• Performance (Dog-fighting Airframe): This cert allows you two have better turn, roll, and agility. Basically it allows for sharper movement and response in the air. Maxed out, your mosquito becomes extremely responsive to your commands thus allowing you to keep the enemy in your crosshairs. This airframe works well for the weapons used in this particular build.
• Primary Weapon (M18 Rotary): This is an air-to-air fast firing gun. It has a very fast fire rate and high velocity so it reaches its target without too much leading. It is weaker than the standard issue primary but the high rate of fire and reload makes up for that. Also when air is clean its very effective against ground units too!
Let's talk about how to outfit this thing:
1. Ammo: Max this out when you can, not a priority at first but it is nice to throw a few certs into it
2. Optics (Infrared):When dogfighting it is sometimes easy to lose sight of your target in the nights sky or even in the day sometimes. These optics light them up and allow you to never lose sight. I personally don't like the zoom because it exposes you to having too much tunnel vision in the air.
3. Utility (Magazine Size):This makes sense because an extra 14 shots into your enemy allows them to go down faster with fewer reloads. I find that usually 2 clips is enough to take the enemy out with this cert maxed out. due to its already fast reload rate I don't feel it necessary to max out the other cert tree.
You have two choices here:
• Secondary Weapon (AA Rockets): These are your fire and forget babies. If you are against air, this can be more effective than Rocket Pods for three reasons:
1. If you lock on, you scare away air. You don't even need to fire your missile. An enemy air never knows when you fire the rocket!
2. Fire and forget. No need to aim or any of that stuff. 2 rockets with a bit of gunning kill ESFs quickly. 1 rocket takes out 20% of a liberator. Have a pack of 5 ESFs and you will eliminate libs very quickly.
3. You can lock on and play in 3rd person. This matters a lot when in very close combat. The better you can switch between the two viewpoints, the more deadly you become. 3rd person for rockets, 1st for guns. Let's look at the load out:
1. Ammo: Max this out as soon as possible. You will find that the starting 4 rocket clip won't satisfy your needs. Maxed out you can have 9. That means less resupplying and more killing.
2. Optics (Infrared): Doesn't matter so much but I would choose infrared. When dogfighting it is sometimes easy to lose sight of your target in the nights sky or even in the day sometimes. These optics light them up and allow you to never lose sight.
3. Utility (Lock On Time): I would recommend the decreased lock-on time upgrade. Lock-on distance has its obvious advantage of effective range, but it also gives your victim that extra distance and time to place an obstacle between himself and you and your missile. Reload speed is good but can be substituted by switching to your primary and unloading on your target while your secondary reloads. Doing this, you will have a larger DPS than with the reload upgrade. <Credit: method>
• Secondary Weapon (Hellfire Rocket Pods): These are your bread and butter. They are fantastic for taking out clustered infantry, vehicles, and even other air if you can aim well enough. The rockets themselves move a tad slow so it takes practice to fire them accurately while moving at high speeds and at moving targets. Let's look at the load out:
1. Ammo: Max this out as soon as possible. You will find that the starting 16/32 rocket clip won't satisfy your needs. Maxed out you can have 16/80 (96 total rockets). That's a lot of hurting you can do with that many rockets.
2. Optics (Infrared): Again these optics are superior in my opinion. They light up the ground units so well even during the day. From the sky the ground infantry look like ants and this optic allows you to have clear view of them even from a relatively far distance.
3. Utility (Reload Speed): This is your only option but it would probably be my choice regardless. The reload rate of the rocket pods are a bit slow but with this tree maxed you can reduce it by 15%.
I hope you found this small guide to be helpful in getting you started in becoming a successful pilot. As time goes on there will be new ways and certs available that will alter how we play and think and I will try and add more as time passes. I will also be adding more details on different builds as well as some liberator tips/builds. If you are interested in joining the outfit's air squad contact Caustic, Cherlin, or Indica for more details or hop in the Air Superiority channel when we are in there. I look forward to seeing you all in the sky!
Read more: totalrecoil.boards.net/index.cgi?action=userrecentposts&user=caustic#ixzz2HRQNMHf2