Air Dominance Squad
Тэг: [ADS] Фанаты: 5 Создано: 01.11.2012
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The plan is simple, to control the skies and support the ground. I want to find at least three other people who are interested to participate/learn to become skilled air pilots. COMMUNICATION IS KEY! WARS ARE WON BY INTELLIGENCE, INFORM EVERYONE OF YOUR SURROUNDINGS!!! Please not these set-ups are designed for console game play on normal mode.

CONQUEST JET: Air Radar, ECM/Flares, Rocket pods/Guided Missile.

Watch the following video about how to maintain speed control [best video I’ve found]. Remember, it is between 308-314. http://www.youtube.com/watch?v=dlQ1L30cEdo

RUSH JET: Air Radar, ECM/Flares, Guided Missile.

Rush jets behave differently to conquest jets; they do not have afterburners, do more damage with the main gun and turn more tightly when speeds fluctuate between 305-315. To control you optimal turning speed, diagonal jet climbs at 1 o’clock instead of 12 o’clock need to be performed. Breaking is identical to conquest jets.

Jet HUD diagram display: http://i.stack.imgur.com/zv5FD.jpg

ATTACK HELICOPTER:
1. Aggressive: Pilot - Guided rockets, ECM, Heat Seekers. Gunner*-: Stealth, Thermal, TV Missile.
2. Tactical: Pilot - Air Radar, ECM, Heat seekers. Gunner*-: Stealth, Zoom Optics, TV Missile.
3. Defensive: Pilot - Air Radar/ Guided rockets, ECM/ flares, Heat seekers. Gunner*-: Stealth/Auto-reloader, Zoom Optics, TV Missile.
* Gunner should have fire extinguisher as their pilot setup.

Helicopter HUD diagram display: http://i.stack.imgur.com/zAKEQ.jpg

How to line up TV missile (Viper): http://i.imgur.com/Ulqh3.png

Attack helicopter 1 vs 1 damage report:
Viper Gunner: 3% damage per bullet (pb)
Viper Rocket pods: 7% damage per rocket (pr)

Havoc Gunner: 7% damage per bullet
Havoc rocket pods: 11% damage per rocket
The Havocs armour reduces damage received from viper only. Damage from jets (4pb), Tank/ATV gunner (2pb), HMG (4-2pb) is identical to both vehicles. Thanks to jrriojase for helping to field test this.


Understanding ECM: https://www.youtube.com/watch?v=Hra55O22zwU

ECM facts: Breaks all locks when active and STOPS TRACKING; duration is 5 seconds. Removes you from air radar for 2 seconds and if you have been spotted, orange spot is removed if not in line L.O.S.
The ECM exploit: Patch 1.05 made the chaff cloud stronger at deflecting missiles. Skilled pilots learned to use this to deploy ECM after the missile was release and deflect them onto the surroundings.
The ECM "bug": As mentioned before ECM stops tracking however the chaff cloud deflects the missile. As a result the following scenarios occur if you ECM after the missile is launched; you successfully deflected the missile onto your surroundings because you were flying low/out of line of sight of launched missile. You ECM but you are far away from physical surrounding therefore the missile will hit you after ECM runs out. And finally the "bug," you ECM and the missile is deflected onto the helicopter and you become disabled.

Understanding Flares:
Flares, the facts: Distract missiles (even guided). Active duration is 3 seconds after being deployed.
Flares distracting guided: Flares should be released the moment the missile is fired or just before the missile hits while performing an evasive manoeuvre.
Flares and close proximity: You might have noticed when two jets are going head to head with heat seekers and fire inches away from each other. You flared but the missiles still hit. These scenarios require you to pre-emptively flare and use that 3 second distraction period to your advantage.

RULES:
1. When establishing a squad, you must establish roles. If you accept the role asked of you, you must whore out the said vehicle to the best of your ability. Play smart, don’t take stupid risks.
2. Squad leader will take command; their orders are absolute and must be obeyed unless they affect the squad negatively. Jets must inform helicopter pilots when dog fighting or engaging fights.
3. Try spotting as much as possible.
4. Have fun and start communicating.
 

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