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Post by dookiehatex on Jun 22, 2010 10:06:23 GMT -5
reliable ways to take down helicopters on catacama desert or whatever its called. so sick of people just flying them around getting easy kills. the aa guns arent effective at all and theres only one of them right in the middle in a super open spot.
any ideas?
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Jun 22, 2010 10:59:14 GMT -5
AA guns. They're super effective. There are three on the map, one in each home base.
Hop into any vehicle's secondary seat and gun it down with some concentrated machine gun fire.
Barring that, a high speed tracer dart and a follow up Gustav.
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Post by crescendo on Jun 22, 2010 12:21:35 GMT -5
The following is an excellent strategy for thoroughly demoralising enemy helicopter crews on Atacama Desert, often to the point where they stop using the helicopter all together. (Note: this is only true on a typical public server with typically unorganised opponents).
1. At the start of round sprint to the jeep and immediately drive directly to Point B. The jeep is faster than the ATV by a good margin, and this is important on a big map like Atacama Desert. Once you arrive, enter the AA 'building' and climb halfway up the ladder leading to the AA gun, but only climb the rest of the way and hop in after you have captured the point (this is for cover from enemy fire and to stay within the capture area). The vast majority of times you do this you will encounter no infantry resistance whatsoever (my ~150 hours on exclusively conquest public servers attest to this). That said, make sure to carry a close range weapon like the Saiga in case someone is playing smart like you. A shotgun is preferable because you will naturally be in the close quarters environment of the AA 'building'. Having squad members naturally helps secure the AA gun too.
2. By this time the enemy helicopter should be somewhere in visual range of Point B, will probably be in engaged in combat with the friendly helicopter, and will probably be completely oblivious to your presence provided you don't shoot too early. For best results maintain the element of surprise by only firing when you are sure to hit, and by favouring close range engagements. If you land all your shots it only takes two or three bursts. It should be relatively easy to shoot them down because the buffed AA is very potent, and because they will usually be relatively stationary due to helicopter-to-helicopter combat. That said, even if they are moving it should be easy to lead them with practice, as the helicopter can only maneuver in very predictable ways as defined by the game's flight model. A tactic that I often use is to let the enemy helicopter fly overhead before shooting it from the rear (enemy pilots will rarely notice that you have captured Point B, and rarely take precautions by shooting the AA turret).
3. Once the helicopter has been destroyed the first time, you really only have one reliable option: the tracer dart. This is because as the game progresses more and more miserable enemy wookiees will be zeroed in on the Point B AA and AT turrets for easy kills. The buffed tracer dart is extremely effective due to its increased travel speed. With practice you will be able to reliably land shots on moving targets at close and medium range, and on hovering targets at all ranges (there is no bullet drop). After landing a dart simply lock on with an explosive perk buffed RPG-7 and fire. I always recommend using the explosive perk buffed RPG-7 because it is a guaranteed kill provided it hits, even if your enemy is using the armour perk (which they often aren't because they're stupid, but I don't take the chance). Some may prefer the speed of the Gustav, but I've found the RPG-7 to be as effective at hitting the target despite its slower speed and more effective at killing it once it does hit (as above).
4. Although the tracer/RGP-7 is more reliable, the AA gun is still useful provided you only enter it when you are sure to damage the enemy helicopter and you limit your time seated in it to a few seconds max. A combination of plinking away at the enemy's health with the AA gun, scaring them with the lock-on tone of your tracer darts, and ultimately killing them with the RPG-7, will effectively neutralise and possibly deter all but the most organised and skilled opponents -- and you will rarely encounter such players on a public server. If you are effectiv it is not uncommon to see people bail out of a 100% health chopper the second they hear the lock-on tone.
If you follow this basic guide helicopters will be a trivial annoyance. For the vast majority of rounds it only takes one person to decide that they are going on dedicated AA duty to do the job. Sometimes I only need to kill the chopper two or three times early in the round before the other team essentially resigns themselves to not using it for 5 minute stretches or more, which is a long time during a round. In fact, I think it might be a little too easy on public servers. The AA buff was necessary, but I think that the new tracer dart speed makes it too easy to land shots, and once that shot has been landed it's effectively all over.
As it stands now, helicopters in BC2 are death traps, plain and simple. They're flying coffins compared to helicopters in BF2.
If you find yourself being dominated by a helicopter you're either neglecting your basic AA and tracer duties, or you're playing against really good opponents. It's almost always the former.
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