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2003-12-04, 09:46 PM | [Ignore Me] #1 | ||
Sergeant Major
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Biohazzard's apprentice, don't flame me for *taking* his idea.... I want to be a PSU Writer too
Before we get started: Rockets = Anti-Infantry & Vehicular 20mm = Anti-Air Kthx Chapter 1 - The Hardware The Reaver's weapon systems pack more of a punch than its lightly armored Scout cousin, the Mosquito, but what it has in firepower, it lacks in maneuverability (sp?), more on that later. Weapon Systems: Reaver Rocket Pods: Damage to Infantry: 25 Damage to Vehicles: 75 Damage to Aircraft: 75 20mm Cannons: Damage to Infantry: 35 Damage to Vehicles: 25 Damage to Aircraft: 25 Don't bother using the 20mm Cannons against infantry, its pretty much useless since the cannons don't fire in tandem, and the crosshair bounces crazily, but it IS good for dogfights, get the Mosquito/Liberator/Galaxy in your sights and chew them to pieces. Armor: Armor: 900 Armor Armor w/Full Shields 1,500 Armor With the Balance Pass also came base benefits, this was a substantial buff for pilots, because the shields can mean life or death in the air, especially with all of the Anti-Air out there. Chapter 2 - Anti-Air It seems pilots got the shaft with the release of the Balance Pass, because each ADM (Air Defense Mechanism), received a substantial buff. The range on the Skyguard was increased to 500m, and the damage was buffed, and the ranges on the AA MAXes we're also increased dramatically. Lets review the empire specific AA MAXes first, and their respective strengths and weaknesses, the AA MAXes include the Sparrow (NC), the Starfire (VS), and the Burster (TR), we will review them in that order. Sparrow MAX (NC) Sparrow AA Rockets: Damage to Infantry: 25 Damage to Vehicles: 75 Damage to Aircraft: 150 (ouch) The strength that makes the Sparrow ph34red, is definitely the F&F (Fire and Forget) rockets, process goes: Obtain lock, fire full payload, watch aircraft crash and burn. The reticule doesn't have to stay on the enemy while the rockets are in transit. To combat this as a pilot, when you're over an NC base and you hear the Missile Lock tone, get low, and fast, juke through trees to dodge the missiles, so they hit a tree and not you! Starfire MAX (VS) Starfire Plasma Projectiles: Damage to Infantry: 18 Damage to Vehicles: 16 Damage to Aircraft: 75 (heh) The strength that makes this beast ph34red is definitely the stacking damage, each shot adds onto one another, so 75 quickly becomes 150 (if the shots hit in rapid succession), and so on. To combat this beast, use the same tactics as against the Sparrow MAX, except you don't have to juke through trees, just afterburn out of there, break the lock, and the Plasma Projectiles become dumb-fired (have no guidance). Burster MAX (TR) Burster Flak Shells: Damage to Infantry: 14 Damage to Vehicles: 12 Damage to Aircraft: 35 (not much..) The reason this TR MAX is ph34red is because of its lack of lock-on, and its extreme range, this thing can spam at hovering Liberators at the flight ceiling, and have 50 flak shells headed in its direction before the first one lands, and when you only have 900 armor, this is something that should scare the shit out of you. ____________ The Skyguard (common-pool) Flak Shells: Damage to Infantry: 14 Damage to Vehicles: 12 Damage to Aircraft: 35 12mm Cannon: Damage to Infantry: 25 Damage to Vehicles: 15 Damage to Aircraft: 15 This is another beast that should be ph34red above all when in the sky, it gives no lock on warning, has an impressive 16x (?) zoom, and an incredible rate of fire. Its basically an improved Burster MAX, mounted on a vehicle that travels at 79kph. If you hear flak landing near you, or feel it, get out of there, don't bother getting low, it will still chew you alive with its AOE (area of effect), just high-tail it out of there. Chapter 3 - Your First Flight I know you're thinking, "Damn Smiley777, shut up and let me get my Reaver!", but reading this will probably save you a trip to the local AMS. Dog Fighting: Its basically simple, the main rule is, Don't bother fighting Mosquitos!!!, I can't stress that enough, unless they're hovering, and you can let a few Rockets fly first. Unless you get the jump on them, don't bother them. If you get one behind you, the best thing you can do is find a friendly minefield, and fly low over it, the Mosquito will hot-dog it over the mines and become a fly on the wall. Against Liberators, they're just flying coffins, get up behind them, and chew them alive with your 20mm, if they have a tail gun, remember, he has a 25mm, that will eat you alive fast, so either attack from below (outside their range), or above (also outside their range). Against other Reavers, this is an even-match, whoever flies the best wins, so read my flight tips, coming up below. Against Galaxies, these are just flying blobs of experience similar to that of a base capture. They fly slowly and beg for pods of Rockets from you, so do just that, give them a few pods full of Rockets, and then eat them up with your 20mm. Same tactic as with Liberators, attack from the back left or back right of the Galaxy, the side-gunners and tail-gunners will eat you alive. Flight Tips: If you get engaged by another Reaver, use the same tactic as against Mosquitos, hot-dog it over a friendly minefield, and make mince-meat out of them. If no friendly minefields are nearby, simple slowly turn around (while moving), the enemy pilot will think easy kill and make a large turn to get you in their crosshairs, but as they're doing so, jerk it around and let them have it (most pilots will fall for this, because of the newbie mentality.) Take Advantage of Air Towers and Newbies: Since Rearm/Repair pads have been added, Reavers can easily rearm their cannons and rockets with the touch of a button, simply set-up a favorite at a nearby tower. Taking advantage of newbies is simple, you can spot a newbie from a mile away (behind or in front of you), you feel the Rocket spam, any pilot that spams Rockets at you, is pretty much a newb, just juke them and rip them apart. Chapter 5 - You're Ready to Fly You know every thing there is to know about flying, everything else is up to you and based on flight experience. Don't get discouraged, the best pilots get sent packing to the respawn tubes sometimes, just get back out there! -A guide by Smiley777 |
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2003-12-04, 11:57 PM | [Ignore Me] #3 | |||
Master Sergeant
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2003-12-05, 01:05 AM | [Ignore Me] #4 | |||
First Sergeant
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lol I'm just messin' with you I thought it's a very good guide.
__________________
Rawr! I'm a tiger! I'm also fluffy but I have big teeth! |
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2003-12-05, 02:38 AM | [Ignore Me] #5 | ||
First Sergeant
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Your strategy for dogfights seems to be finding mines and flying low over them. This is completely unnecessary. The reaver 1v1 outguns and at least matches the maneuverability of any other aircraft. For mosquitos just turret. Stop in midair and track them with your guns. A mosquito cannot dodge your fire if you do this, and they cannot go toe to toe with you due to your superior armor and weapons. For another reaver you have to try and get elevation advantage on them. The reaver can pivot further down than it can up, so you can attack them without fear of reprisal.
Dogfights over hot bases are trickier. For those, you need to use terrain effectively, and have good situational awareness. I'm not going to write a book, so I won't say any more. |
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2003-12-05, 09:51 AM | [Ignore Me] #7 | |||
Contributor Major
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2003-12-05, 10:46 AM | [Ignore Me] #8 | ||
Staff Sergeant
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Just to add something:
When attacking a ground target, come in low and fast. Hit it and get out. On youe second (and other) passes, come each time from a different and random direction. Don't just come back from the same way you just left. That is where all the guns will be pointing! |
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2003-12-05, 12:26 PM | [Ignore Me] #10 | ||
Registered User
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I can't agree with some of this. For one, I've killed a good many mosquitos while piloting a reaver. As for the liberator, it IS easy prey assuming you know what you're doing. Galaxies are hard to kill (I've taken down about 75 or so in my dogfighting career) because they have so much armor. A lot of times they can make it to a warpgate before they are finished. That's mainly all i disagree with, good guide for the most part.
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2003-12-05, 12:48 PM | [Ignore Me] #11 | ||
Contributor Major
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Let me better qualify my previous statement.
Yes, if you catch a Liberator at the flight ceiling or flying high that is doing bombing runs and the pilot and gunner sucks (or as in often cases, there is no tailgunner) then I agree, they are fodder. Or, if you catch a Liberator doing bombing runs where they have an all bomb loadout and left no ammo for the guns, then yes they are fodder. The typical scenario here is that the Lib only leaves about 100 ammo for his tailgunner (not enough) However, If the Liberator pilot has a balanced loadout, or is not doing bombing runs at all, you are on crack if you expect to take one out one-on-one. There is only 1 position where you can successfully attack and destroy a Liberator as a Mossy or a Reaver. It requires you to be between 75-85 degree angle above or below the Liberator with momentum that keeps the angle from increasing to above 85 degrees (otherwise you cant shoot the Lib either) or that allows the Liberator to reduce the angle and track you with the 35mm. Now dumb Lib pilots dont understand this and will allow a really good Mossy/Reaver to achieve this positioning and then its over. Proper use of trees and towers for cover flying low allows the Liberator pilot to break this angle anytime they want. Once that angle is broken, your screwed because it only takes about 6 seconds of sustained 35mm to take out a fully shielded Reaver. My advice for Reaver and Mossy pilots is to not attack a Liberator unless you are not alone or can tell it is making bombing runs. |
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