View Full Version : 2 aircraft questions
Crime-Master
02-17-2009, 03:30 PM
1) how can i land an aircraft safely to fix it?
2) how do i avoid the obliterators fast lock in?
i know i can deploy decoy, but the obliterator catches me too fast. :eek:
Szakalot
02-17-2009, 03:40 PM
1) depends whether its tormentor or the anansi.
Tormentor : speed down, and 20m above the ground make a flick turn and use the boost to decrease the surplus speed, and let yourself land safely
Anansi : just run for the ground, nose down, and use airbrakes at the last moment.
As a side note : landing and reparing is a waste of time. Fly until you day, and just hop in when it spawns again. Reparing can take 20 seconds, and in those 20 seconds your useless. Aircraft respawns 30seconds after desctruction. With a 30seconds spawn thats only 15 seconds of being useless, and you can use those 15 seconds spawning at the frontline.
2) Decoy and hover at the exact point where you used the decoys. Ive explained in my guide, which you watched.
There is basically no other way to avoid RL lock-ons, at least none that will prove consistently efficient.
Crime-Master
02-17-2009, 04:46 PM
thanks i got it. anansi nose down. i didnt think of it. i will try it..
i guess there is no need to land the bumblebee.. it is just a waste of time to try to land it
s a side note : landing and reparing is a waste of time. Fly until you day, and just hop in when it spawns again. Reparing can take 20 seconds, and in those 20 seconds your useless
i might want to repair it if i lose health on stupid things such as bumping into a tree on the Quarry map. you cant fly low on that map
2) Decoy and hover at the exact point where you used the decoys
the problem is that i dont see the warning (missile locked in). i see it for a millisecond and then boom. it doesnt happen to me when i fly the tormentor. does the obliterator lock in faster!
i played against bots and the obliterator does seem to take me down faster
Szakalot
02-17-2009, 04:50 PM
its because anansi has far more slower acceleration. In a tormentor you normally speed around the place, which gives you at least 0,5 second before going boom, after a lock.
The obliterator and rocketlauncher are virtually the same, there is however a faster lock-on unlock; but the projectiles speed does not change.
If you die almost instantly it means the obliterator guy was really close to you, thats all.
In theory, if you fly perpendicular to the locked on missile path you might out-turn it, but its a situational thingy and i would not count on it, like basing your dodging on it. Examples of those are in my movie under the lock on section, where i present 3 misses in a row. Watch it again:p
Crime-Master
02-17-2009, 05:13 PM
i am going to watch some of the dogfights video i downloaded from your link.
but now i can take out turrets, ground vehicles and infantry easily with the aircraft. i couldnt do it before.
i need to practice more air maneuvers to win dog fights.
i did win a few on some servers.. i dont rely much on the lock on missile. if the enemy is a bit far from me, i fire the lock in missile, then i switch fast to the rockets fire them and switch to the lock in missiles. if the tormentor took damage and my health is alright, i just bump into it. otherwise at very close range i use the lock in missile
Don Zardeone
02-17-2009, 07:41 PM
play vs computer, their rocketguys will make you a priority so good practise
Random Generator
02-18-2009, 11:55 AM
Actually, if you know where the rocket launcher or Trojan is positioned AND he's locking on/ reloading, it's safer to fly at him, as he can't track you that fast, if you pass over his head. Safer than turning to fly away.
And I land tormentor in 2 ways:
1)just stop hitting booster, and press S. Only in case of emergency, as there will be impact damage or it'll turn over. Works80% of time.
2) hover in air then descend. Before I land, I get nose UP until hind legs touch down, then land front legs. This way it's easy to adjust for unlevelled terrain.
Sgt.Smegma
02-18-2009, 08:33 PM
i might want to repair it if i lose health on stupid things such as bumping into a tree on the Quarry map. you cant fly low on that map
a big NO from myself at that point. imho quarry is one of the funnier maps 2 fly. at some point of skill with the flyer u are able to fly trough the trees on quarry at full throttle...(even some slalom if u want to). very handy if u donīt want to be noticed on the way behind their forward. once i had 4 roadkills with the anansi comming from behind ;).
anansi is vital on this map and there are 2 of them... means one can constantly use the flyer without waiting for the flyer to spawn, or imagine 2 skilled anansi defending. if seen and played rounds where the anansi hold the generator nearly by itīs own.
Szakalot
02-18-2009, 09:10 PM
there is no other way to win quarry than to have good anansis. It only takes one tormentor diver to finish it.
Azuvector
02-19-2009, 01:27 AM
imho quarry is one of the funnier maps 2 fly.
Indeed, once you're proficient at flying, maps with a lot of ground clutter are fun. Quarry's a favourite to fly in, as is Canyon(hill-hugging gives you tons of cover to pop up/around from), and Outskirts can be fun too although the low visibility kind've gets annoying in finding targets.
In terms of landing the aircraft, the best ways to land with the Anansi are to just power in and land like a real plane, using airbrakes to slow yourself(Slight difference, you generally want to be more or less level, rather than having your nose up when you touch down.) at the last moment; generally you'll still be rolling when you get out to repair, so have to jog along next to it. (Avoid being crushed by your own vehicle, it's embarrassing. :P) Alternatively, you can stop in midair, and hover downwards to a VTOL landing. This takes a while, so it's only really useful for tight quarters stuff...
With the Tormentor, you want to remember you don't have wheels, or skids, you've got spiky legs hanging out the bottom of your aircraft. With that in mind, you generally want to try to land softly when you can(airbrake or do that turn-boost Szakalot mentioned), but think of yourself like a dart thrown at a target and try to "stick" the Tormentor's legs into the spot you want to land on. Don't tip over, you've got a high center of mass, but don't be afraid to "jiggle" around a bit as part of your landing. The legs will absorb a fair bit of impact.
The Bee lands more or less like a slow, fat Anansi. I tend to find hover-landings work best with it, rather than trying to roll.
As said, it's rarely actually effective to hop out and repair a VTOL in ETQW, and has been since the (....1.3? I forget..) patch where they made VTOLs take longer than other vehicles to repair. About the only reasons to do so are if you're behind enemy lines in a place that's going to let you chew the Strogg up good, but you need more health, or if you're wanting to hog the aircraft when someone else on the server is wanting to use it too.
It can save you a tiny bit of time, but it's generally not worthwhile to do.
As for dodging missiles, it's something of an art form. I've seen some crazy dodges from time to time(dodging 3+ missiles in rapid succession), but your best bets if you can't flare the missile away from you, are generally, in order of effectiveness:
1. Get behind cover. Hill, building, whatever. If the missile smacks into it instead of you, great. This is one of the main benefits of low-altitude flying skills.
2. Boost like crazy and fly away from the missile. This can sometimes actually let you outrun it if you've got enough of a headstart, but the main idea here is to a) get you out of range so no more missiles come your way and b) give your flares time to recharge.
3. Try to actually dodge it. Good luck. You basically want to make a sharper turn than the missile is capable of doing in the distance before it reaches you, and make it overshoot you or just plain lose its lock.
A thing to remember when avoiding missiles without using flares is if/when they lose lock on you, they can still hit you, so keep clear of their flight paths.
Note you don't get a "missile lock on warning" until the missile is actually in the air chasing you, the obliterator/rocket launcher could have had you in a solid lock for ages and you wouldn't know it until it actually fired.
Obviously, the closer the rocket's fired to you the less time you have to react with a flare/avoidance technique.
Random Generator
02-19-2009, 11:30 AM
Could also add 4) make a dash for AIT if it's close by, since it could be deployable firing. More likely to fail though, but every little helps :D
BobMem
02-19-2009, 12:26 PM
When you're in the Bee can you fire decoys fast enough to stop a plasma morter killing you?
Szakalot
02-19-2009, 12:49 PM
plasma mortar, rocket arty, are not affected by the decoys
thelonewolf
02-19-2009, 01:13 PM
plasma mortar, rocket arty, are not affected by the decoys
i'm pretty sure that the first plasma mortar/rocket arty can be diverted, but then decoys dont reload fast enough to escape it.
Szakalot
02-19-2009, 02:19 PM
im pretty sure they do not. Im basing it on MCP that can spam those decoys all the time, and even so the plasma mortar goes spot on.
Plasma mortar can be dodge though, if your lucky and speeding close enough. It will then circle around just like a locked on law that misses, but they will not turn off the target just because it fired decoys. At least, ive never seen it happen. You can easily experiment, take a bee, piss some people off so that they use plasma mortar at you, engage decoys and see if the projectiles turns off you.
Random Generator
02-19-2009, 02:45 PM
Rocket arty is affected by decoys, plasma isn't. However there's not enough decoys to stop rocket arty :)
Szakalot
02-19-2009, 06:27 PM
Rocket arty is affected by decoys, plasma isn't. However there's not enough decoys to stop rocket arty :)
demo please.
Crime-Master
02-19-2009, 08:29 PM
Note you don't get a "missile lock on warning" until the missile is actually in the air chasing you, the obliterator/rocket launcher could have had you in a solid lock for ages and you wouldn't know it until it actually fired.
Obviously, the closer the rocket's fired to you the less time you have to react with a flare/avoidance technique.
if you are the obliterator could you confuse the pilot by holding the lock on for more than usual, wait after he deploys and then fire?
Szakalot
02-19-2009, 08:50 PM
no, he just said it. The anansi wont know its being locked until you fire, so locking on and just looking at it wont do a thing,
bestquacker
02-19-2009, 08:55 PM
1) how can i land an aircraft safely to fix it?
2) how do i avoid the obliterators fast lock in?
i know i can deploy decoy, but the obliterator catches me too fast. :eek:
land slowly
FireWorks
02-19-2009, 11:34 PM
demo please.
Didnt you know that elevating feeling when the first missile misses you and you manage to do the last step back in AIT rage? Play Cyclops more often :p
Szakalot
02-19-2009, 11:44 PM
i never do:p, but im not entirely convinced, i mean ive never seen it happen for the plasma mortar, and i cant really tell whats going on in this replay. This first RA certainly does not behave like any other decoyed projectile.
FireWorks
02-20-2009, 12:00 AM
You havent seen it happen with plasma cause it doesnt work. But thats what he stated earlier.
True quote:
Rocket arty is affected by decoys, plasma isn't. However there's not enough decoys to stop rocket arty :)
On the demo you see the first missle of the rocket arty getting decoyed shotly before impact. Like all the other rocket launcher and obliterator missiles fired on ground targets it "tries to get height" again. It over shoots into the decoy in the air above. But it is in such a steep angle so it cant fully evade the ground.
If there would be a flatter angle of the projectile they would just fly pass above like you are used on ground vehicles.
Szakalot
02-20-2009, 12:07 AM
i see, i guess i never learned that because i can either spot on being rocket-arty'd and bail out or die instantly in a flyer. There is just too much space for the RA to miss, and not even the flyer is agile enough to outmaneuver it.
Shame on me.
Wilcat
03-04-2009, 06:12 PM
I am pretty sure that plasma mortars can be decoyed, however it is not easy, the timing has to be perfect, the problem is that you get the lock on warning as soon as it is fired from the deployable and then that plasma has to travel to you, if you fire your decoys instantly your decoy is useless, similar to a rocket fired from long distance. I have no videos of this, but I have decoyed the first plasma and made it back to my ait in time many times.
all I can tell you is get moving as fast as you can and deploy and pray. ;)
Wilcat
FragIncorporated.com
Crime-Master
03-04-2009, 06:20 PM
i even saw a cyclop avoiding the mortar...
Random Generator
03-04-2009, 07:07 PM
Mortar does not lock onto strogg vehicles, duh :D
whiteaden
03-04-2009, 08:50 PM
Mortar does not lock onto strogg vehicles, duh :D
:cool: .
Szakalot
03-04-2009, 10:07 PM
Mortar does not lock onto strogg vehicles, duh :D
not true, to be more specific mortar does not lock onto any vehicles on the strogg side:p
You can spawn in a gdf cyclops through cheats and mortar will be able to lock on to it:dance:
Crime-Master
03-04-2009, 10:43 PM
the GDF "mortar", i dont remember how it is called.
i have another question..
does anansi/tormentor spawn killing work? i know that with tank/cyclop, spawn killing works
Azuvector
03-05-2009, 07:17 AM
the GDF "mortar", i dont remember how it is called.
Rocket Artillery.
does anansi/tormentor spawn killing work? i know that with tank/cyclop, spawn killing works
Uh, you can spawn kill with anything? Try covertops/infiltrator backstab spawnkilling sometime for laughs.
whiteaden
03-05-2009, 11:14 AM
Rocket Artillery.
Uh, you can spawn kill with anything? Try covertops/infiltrator backstab spawnkilling sometime for laughs.
rawkitsoldier winz @ spawnrapez.. specially when it're vehicle-obsessed opponents.. 8)
done plenty of ultrakills with a locked on Oblit on the GDF huskies @ their Salvage 1st spawn :cool: (2 husky drivers dead, 2 bystanders & 1x vehicle explosion kill! that's 5, and 5 was ultrakill right?)
Teopeo
03-05-2009, 11:21 AM
Vehicles in the Main Base can't be raped until someone enters them.
There's no difference between Strogg and GDF.
Killing empty Vehicles won't count towards your Stats or XP though.
whiteaden
03-05-2009, 11:25 AM
Vehicles in the Main Base can't be raped until someone enters them.
There's no difference between Strogg and GDF.
Killing empty Vehicles won't count towards your Stats or XP though.
the Salvage vehicles aren't protected afaik... there're no huskies @ the command center vehicle thing, all others are unprotected :)
Random Generator
03-05-2009, 05:01 PM
Aircraft is moderate at SK, shot down too easy. Titan is ultimate :)
Crime-Master
03-09-2009, 12:05 AM
whats the best way to prevent a chasing missile.. apart from releasing decoys?
is it better to lose height and travel fast near ground level so that the missile hits some obstacle..e.g. quarry map
twitch__
03-09-2009, 12:22 AM
i go slowly near the ground, park between some buildings.
thelonewolf
03-09-2009, 01:34 AM
whats the best way to prevent a chasing missile.. apart from releasing decoys?
is it better to lose height and travel fast near ground level so that the missile hits some obstacle..e.g. quarry map
For me, its very sharp turns, the missles generally can't turn fast enough and then "expire". Or, just go as fast as you can (if its a rocket arty/plasma mortar) to your base or AIT.
upside down long diagonal swing.
sharp turns don't work so well because each turn knocks out some of your speed so your not actually moving as fast.. then the rocket catches up and booooommmmm
1 sharp turn at a 90 degree angle to the rocket is all you should need if swinging it.
BobMem
03-10-2009, 01:30 PM
head straight for it, transfer all shields to the front and try to shoot it down...
... oh no, that's x-wing.
varlinx
03-10-2009, 01:32 PM
plasma mortars can be decoyed. I remebered escaping a plasma on quarry y decoying one of it and then flying to the base which has its own little ait.
zaku212
03-10-2009, 01:50 PM
plasma mortars can be decoyed. I remebered escaping a plasma on quarry y decoying one of it and then flying to the base which has its own little ait.
to prevent the decoys from working,aim for the ground,then send the mortar shot at the apansi(me no likey da flyerses)
murka10
03-27-2009, 06:05 PM
yeah, you're not supposed to destroy deployables but just damage them. Every time you do that you waste 5sec. Rather damage them to very low hp so noobier engies repair instead of deploying new ones(then you may kill them).
CoachHines
03-27-2009, 08:22 PM
head straight for it, transfer all shields to the front and try to shoot it down...
... oh no, that's x-wing.
Shit just got real. SHIFT-F10
And no, I'm not proud of the fact that I can remember the keyboard layout for a 16 yr old game.
LighT_Sh4v0r
03-29-2009, 12:13 PM
Enable advanced flight controls for a start.
Sharp turn depends on the situation.
I usually throw my anansi on it's side and hit the thrusts while tracking my opponent. Makes you turn fast :)
Szakalot
03-29-2009, 01:09 PM
what plane stunts are there when you approach an enemy close range.?
you cant really categorize stunts because this is arcadish, not a flight simulator. imagine it being a space-sim with some kind of gravity field pulling you in one direction - and you got qw flying. You can do anything with ease that is normally insane in real life like infinite-loops, etc.
i want to know how to spin under the enemy while turning fast and hitting him?
To spin strafe your mouse to left or right. To turn fast, pull or push it fast. To hit, press 'fire' at the right moment.
This is seriously all there is to it, it just requires practice.
Its as if you asked 'i want to know how to score multiple headshots, with no miss, running around and jumping : we cant TELL you how to get those, apart from saying 'aim for the head' and helping you setup the sensitivity, etc. To actually learn how to do that you need practice.
A lot of practice.
whats the best way to make a sharp turn?
depends whether its tormentor or the anansi. In general you roll yourself to one side, and pull/push the mouse, using the pitch to turn.
whiteaden
03-29-2009, 06:27 PM
pulling is better I think, never managed to do a push-mouse turn quick enough... usually end up crashing into something painful!
LighT_Sh4v0r
03-29-2009, 08:32 PM
Interesting, never tried pushing it...
I always turn by pulling. Depends on inverted mouse btw :p
ShmeeCow
04-29-2009, 09:57 AM
xp/deployable whoring with anansi/mentor can help for 2 reasons: easier vehicle upgrades(adv armor will save you from a rocket/oblit, and even one mortar shot) and also it makes getting the vehicle wreath easier! :D
also, once you have landing mastered, practice diving and running over strogg infantry with anansi! fun. especially if you take no damage. tormentor is harder though, it has legs sticking out. so try turning to one side and catching them on it. also, I believe repairing aircraft vs. dieing helps with battle sense, just something to think about.
as for sking, waste of time, with aircraft, better to fly around finding different targets, than waiting. or, use it to cover the tank/desi from threats. for instance, a tank on last valley stage can stop infantry from getting inside, while the roflcopter spots for it, kills hogs, mentors, clops and desis, and whatever else it can while the strogg shoot at the tank.
also, do a barrel roll! or a flip. practice, make sure you are high though with lots of room.
battlestrogg galactica is a good map to practice flying on, especially if you have a tendency to run into stuff, cuz there isnt much on that map. no ground lol.
also, when dog fighting, tormentor is better for locks, as long as you get 2 consecutive ones. strockets reload faster than decoys, and certainly faster than laws. anansi is better for timed or leaded dumb shots, its LAW is much faster as a projectile. also, if you havent already, get a good config for vehicles/flying. i.e. bind <key/mousebutton> "_weapon0" "" "vehicle". //much faster decoy time.
anyways, skaz, how come I never see you fly? :C
Szakalot
04-29-2009, 11:05 AM
Skaz? there is no skaz here, you mean Szak?:p
I hardly ever play the game nowadays, so if you wanna dogfight a little send me a pm.
also, when dog fighting, anansi is better
Fixed :)
Tormentor is the ground pounder mcp destructiod punisher of doom, its practically built to woop dam engineers asses, big spread nice damage :D
whiteaden
04-29-2009, 06:36 PM
Fixed :)
Tormentor is the ground pounder mcp destructiod punisher of doom, its practically built to woop dam engineers asses, big spread nice damage :D
yeah.. if the Anansi was the MCP destructoid Punisher of Doom... someone's teamkilling ALOT :D
ShmeeCow
05-01-2009, 04:04 AM
Fixed :)
Tormentor is the ground pounder mcp destructiod punisher of doom, its practically built to woop dam engineers asses, big spread nice damage :D
ya, I agree. Anansi is easyier for me, I am definitely better in it and my stats show it, though my tormentor stats arent bad.
pazwic
06-26-2009, 02:57 AM
Idk I kove the bumblebee for strafing and takiong out Infantery and light veials and also the anasi is sweet but for the ground I would chose an Armadillo Fast and mobil with a MG on the roof cant ask for much more
BobMem
06-26-2009, 09:14 AM
The bumblebee is totally underrated. It's great for those of us who arre a bit crappy in the 'proper' flyers. If the oppenents haven't got a good pilot you can pwn a stack of people with the awesome MiniGun!
LighT_Sh4v0r
06-26-2009, 11:40 AM
I always ROFL when I take down a tormentor from full health with my bumblebee. It's so easy for them to kill me, it's ridiculous.