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2003-08-05, 09:51 PM | [Ignore Me] #18 | ||
Captain
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Rule 1: Don't get shot
Rule 2: Don't let down the team Rule 3: See rule one Rule 4: Follow rule one Rule 5: Don't pull some stupid stunt while you have a full load (hamma) Rule 6: Don't let Hamma give you piloting tips That all I can think of. Demon's Dragoons: placing mines in annoying places. |
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2003-08-06, 11:00 AM | [Ignore Me] #20 | ||
First Sergeant
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Helpfull tactic:
when flying over a base for a hotdrop, remember SHIFT - V and lock the Gal will force everyone out of your gal.
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Never mess with a Gal pilot on PMS New Sig! did you make it on the sig? The second one he was in his skeeter |
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2003-08-06, 11:17 AM | [Ignore Me] #22 | ||
First Sergeant
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I dont belive the gal is a effective gunship, with the current problems with aiming the guns (movement of the gal makes the reciplicle move as well)
It does though make a good magmower replacement
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Never mess with a Gal pilot on PMS New Sig! did you make it on the sig? The second one he was in his skeeter |
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2003-08-06, 02:14 PM | [Ignore Me] #24 | ||
Private
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I prefer to differ on it not being a Good Gunship platform. My Outfit has successfully used it twice now as a Gunship. It doesnt do well against bases with turrents active. But against attacks on towers. or large gathers of light armor and infantry it is extremely effect. It has even thwarted a couple attacks on towers just by laying down heavy fields of fire. Plus with its slow easy movements. *if the pilot knows how to handle the bird* you can keep your gunners on target pretty well.
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