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Post by Caustic on Jan 31, 2013 15:06:17 GMT -8
Hey guys if you have 30 min to spare and need something to do check out this video. This is just some of the skywatch members in action over Rashnu on Indar. Take note of how we are communicating and watching each others back. (I noticed I am also a bit loud in it and there is some bad language in it as well.) The full length 5 & 1/2 hour video can be found on my twitch channel. [some other good footage there if you are interested]
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Post by peterden on Feb 9, 2013 9:58:33 GMT -8
Awesome work out there guys!!! I wish I was there!
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Post by toasteroven on Feb 10, 2013 12:32:08 GMT -8
Fantastic. Thinking of running air for a while; I used to really enjoy air combat in both PS1 and BF1942.
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Post by Caustic on Feb 10, 2013 13:19:44 GMT -8
Air is definitely a different game now that a few patches have come out. You have to play very cautious and be extremely picky about the targets you choose to engage. The best thing you can do is just dive right into it and practice. Stay behind friendly lines most of the time and don't get frustrated if you keep getting shot out of the sky. Once you gain the skill and experience you will find flying is very fun.
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Post by magnifiscent on Feb 11, 2013 12:48:49 GMT -8
That was a good night.
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Post by Hans1942 on Feb 11, 2013 14:48:02 GMT -8
What I found which I like less is that having aerial battles above the main battle is no longer really possible which I don't like. I really think that at a high altitude it should be all about aerial battles. It would be cool if they raised the cieling for air. My solution is this: Make the cieling 1500 ft. Make it so that from an infantry perspective air appears at 1000 ft above what altitude they are at. Air can only bomb 600-700 feet below them. Ground can hit up to 1000 ft above them. This would allow us to have our aerial battles while at the same time prevent us from harrassing the ground with no way of counter attacking.
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Post by toasteroven on Feb 11, 2013 23:22:32 GMT -8
First air kill tonight. The way these handle is unlike any other flight sim I'm used to.
Suggestions on loadout? I've heard hover chassis is better than dogfighting?
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Post by Caustic on Feb 12, 2013 2:16:28 GMT -8
That depends on personal style I would say. The hover airframe is suggested to be better for close range dogfighting. This is because turning speed is dependent on your forward velocity, meaning the slower you are the faster you are able to turn (hover has increased brake speed). Also the thrust available for hover allows you to make unique movements at reduced speeds. The dogfighting frame is better for medium range engagements and escaping/maneuvering better (it really does feel nicer and more fluid).
For a basic Air to ground build i recommend (this is an all around good build that allows you to engage air and ground well):
M18 Rotary (max out mag size + Infrared) Hellfire Rockets (Max out mag size + Infrared or Thermals) Frame: Hover Utility: Flares Defense: Composite Armor
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Post by Caustic on Feb 18, 2013 11:12:16 GMT -8
For the main gun I recently switched to the Needler. This is because they lowered the velocity of the M18 rotary which now has a considerable reduced accuracy at distance. The cone of fire at longer range has been increased because of this velocity adjustment and as such I feel it's only capable for medium/close range combat. My personal style of play caters a bit more to the needler which has a higher velocity (although slower firing rate) and a bit more damage. So essentially is allows me to engage targets at a medium/long range far better than the rotary is now capable of. I will say that if you get caught in a close range fight with a needler against someone who has a AA primary you will probably lose unless he is bad. Needler is also far more effective at killing liberators and galaxies because of the distance, accuracy, and higher damage (not to mention their large hit box and slow moving).
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Post by magnifiscent on Feb 18, 2013 12:55:19 GMT -8
I've always favored the Needler on my Air Superiority loadout. It has exceptional accuracy and range. Against ESFs, it is great, even in close quarters, imo. During turning dog fights, the target can easily slip out of the line of fire for a split second. With the rotary, you're dumping ammunition into the air and that split second accounts for a significant percentage of your ammunition. With the needler, you've lost a small percentage of the damage while you re-adjust your aim.
The needler does damage over a long period of time than the rotary, so you have to be a better pilot to really use it well. Imo, it's a rapier to the rotary's club.
Add in the fact that you have excellent damage vs ground targets with the needler and you've got a wonderful main cannon to complement Tomcats. The accuracy lets you pick off infantry with ease and little waste, and you can stand off and pelt vehicles or maxes as well.
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