TV Missile Glitch in Attack Heli

The recoil on the 30mm cannon is completely reset every time the fire button is released. So if the gunner fires bursts of 3-5 shots, the accuracy is impeccable. There is no time needed to recover from the recoil, it just resets when the gunner releases the button. 3-5 shots is also the amount needed to kill infantry in hardcore mode, so that's just excellent.
 
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The recoil on the 30mm cannon is completely reset every time the fire button is released. So if the gunner fires bursts of 3-5 shots, the accuracy is impeccable. There is no time needed to recover from the recoil, it just resets when the gunner releases the button. 3-5 shots is also the amount needed to kill infantry in hardcore mode, so that's just excellent.
Yep bursting the 30mm on softs with 3 or so rounds per pulse is highly effective in terms of accuracy and ammo retention.
 
Hi Beatya, Thanks for the tips! I've seen you before on the RC1 server. I'm guessing that you're like me and enjoy the gunner seat in the AH? I can pilot a little, but prefer to be gunner! Maybe I'll see you around again. Cheers
Yah I love gunning it's what I do...good to see ya
 
I rarely gun but know what I want my gunner to be doing/looking for.

Probably the right answer here is that it depends on the pilots play style and set-up.

I tend to be aggressive when ABC is all red and I like flying in close - cause I want the gunner to clear some soft targets so our ground can get a foothold again. When there is a strong base on abc and it's all blue I then play more defensive and stay back to protect the caps from incoming threats. I have an unspoken non-aggression pact with enemy air and normally only fight them when they come to me, or I see a sneaky opportunity for tv/tow. But I hate gunners who attract non-aggressive air players with 30mm who then turn aggressive. The focus is on the ground and only engaging with air if needed / good opportunity. Minimal attention is good.

Many gunners tunnel vision on what the pilot is attacking, at times you gotta split the fire and OO around to find potential threats (soft targets with launchers/stingers). Remember the pilot has x 2 tows both can do 35 and u can get near 60 dmg with 1 pod of Zunis if well placed and all hit - the pilot has enough ammo and suitable weapons to kill a piece of armor themself. So decide if you think 'he's got this' and if the area is hot go OO around with the 30mm, if all is clear combine on what the pilot is attacking. Use the whole range of view, check far right, far left and below when potential infan threats are close. Some very good infan players on RC1 who are badass with launchers vs close air, don't under-estimate those guys (it's way easier to hit a target broadside than head-on).

The initial attack on armor target should be TV/TOW first as if you shoot cannon/rockets first on unaware target you ruin the element of surprise and they will become aware of your position and start trying to escape / slinging shells your way and spotting you. TV and tow together will do high damage and possible mobility hit which means it can't escape while you finish the kill. You want to be as quick and efficient as possible with each attack run and do as much useful damage as possible before you are forced to break.

Remember the pilot can see everything straight ahead, you need to be pro actively checking/searching about for what is outside the pilots view. Any soft target threat to the AH flanks is your responsibility. Toggle back to TV view frequently to see if pilot is in seek or pursue mode, if he is pointing at a target then TV (also use audio cues... if you hear the pilot fire a tow switch to TV view and see what he attacks and send a TV along with it). After go back to 30 and check around flanks / below again.

Hold the 30mm fire until you are stable (when the pilot starts using weapons or in a smooth maneuver) just try and be reserved with ammo and know what to prioritize in any given situation. Know in what situations you need to maintain a low profile, the last thing you need is additional attention.

Top priority to help the team is any enemy cappers need to die - including infantry and the 30mm with therms is perfect for infan killing.

The 30mm is an infantry / light armored killing weapon the TV is a heavy armor/air weapon. 30mm should only really be used on heavy armor when in a 'do or die / pilot has low ammo'' situation or when there are no soft targets to attack - but since it does small damage to heavy armor you may wanna reserve it. It's also very effective at killing buggys and damaging enemy air at close range (again light armor), but when the range is too great, you should just save the ammo and attention

One player called Traveler uses zooms and he is an excellent gunner so outweigh the pros and cons of both to your mind and decide which one makes you more effective (in terms of helping the team overall).

Having a good aim/control is obviously advantageous but not necessarily helpful to your team - if you apply it to poorly selected targets/areas. A good team player brain is what helps your team and vehicle buddy.

Push it to the limit and always keep up the pressure, doesn't matter about KD or how long you survive for.

Anyway, that's my thinking on it.

@BEATYASILLY - You should ask this guy lol.
Good to know. You didn't mention tree chopping time.
 
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Not the best clip but you can see my focus with 30 is mainly soft targets using the therms to help find them.

Bonus points for gunners who clear out trees/flags during downtime.

This is a good example of where thermals are great. The viper can fly unimpeded and mop up without much resistance.

To my mind, it depends on what the highest threat to the chopper is.

I like my gunner to run zoom when you have to fly defensively, making quick attacks then running for cover because the AA is tucked tight behind a rock slinging passives with perfect timing and the lav is poking at you with a tow missile from across the map.

Keeping those high threat targets marked will keep your chopper alive because the pilot knows where to look for incoming, and keeping them on the map will get the rest of your team pressuring them too, which gives them less time to focus on you. Good armor players unspot themselves frequently, so keeping tabs on them is a must.

A good example on the pilot side of things would be air radar vs stealth coating. If the enemy team has a competent jet, air radar is a must. Otherwise stealth usually keeps the stingers and lasers at bay.
 
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This is a good example of where thermals are great. The viper can fly unimpeded and mop up without much resistance.

To my mind, it depends on what the highest threat to the chopper is.

I like my gunner to run zoom when you have to fly defensively, making quick attacks then running for cover because the AA is tucked tight behind a rock slinging passives with perfect timing and the lav is poking at you with a tow missile from across the map.

Keeping those high threat targets marked will keep your chopper alive because the pilot knows where to look for incoming, and keeping them on the map will get the rest of your team pressuring them too, which gives them less time to focus on you. Good armor players unspot themselves frequently, so keeping tabs on them is a must.

A good example on the pilot side of things would be air radar vs stealth coating. If the enemy team has a competent jet, air radar is a must. Otherwise stealth usually keeps the stingers and lasers at bay.
Notice how a whole round on the cannon on aa at the start with nearly all being hits only did 15 dmg and that's a LAV.

But as fluff says, 3 rounds can kill 1 infan if well placed.

Just annoying when low and close in behind a cap and an infantry broadsides you with a launcher.... cause most gunners just look directly ahead at what the pilot is looking towards and don't actively keep an eye on the flanks in those situations.

Or you start fighting an armor unit above a cap that is swarming with infantry and the gunner just combines fire with you when what they should be doing is wiping out the soft targets below and leaving the pilot to kill the armor...


Gunner needs to be like this with 30mm :ROFLMAO:
suspicious deon cole GIF by Team Coco
 
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atleast Viper or anyone will die from me when i am drunk .....

those above , i don't worry about it ....

Those chopper need to be wake up when i fire tv

:)


Just beware ..........................
 
atleast Viper or anyone will die from me when i am drunk .....

those above , i don't worry about it ....

Those chopper need to be wake up when i fire tv

:)


Just beware ..........................
TV missiles..... boring!

Trees must die.
 
A perfect example (I'll let gunney off the hook as he super rarely plays in AH)

 
lol, but I was helping you shoot that tank. I can see that the left side as you rotate clockwise is a very tempting target for anyone on the ground. I'll keep that in mind next time you on opposing side. And I'll have my trusty sniper rifle.

And you need to get a new mic. I didn't hear anything from you except teeth nashing.
 
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Most pilots expect the gunner to shoot at what they are shooting. If you want something different, get on the coms and tell us!
The one discussion I had with Viper was how I managed to blow his chopper off when I fired off a TV missile. Sems if chopper heading straight down it blows up or if chopper is heavely damaged it will self detonate.
 
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The one discussion I had with Viper was how I managed to blow his chopper off when I fired off a TV missile. Sems if chopper heading straight down it blows up or if chopper is heavely damaged it will self detonate.
Extremely frustrating when this happens. Because i feel at fault, however when im looking down and i have a clear shot at a target and should have sufficient space between the impact on ground... it should be far enough away from affecting the chopper
 
lol, but I was helping you shoot that tank. I can see that the left side as you rotate clockwise is a very tempting target for anyone on the ground. I'll keep that in mind next time you on opposing side. And I'll have my trusty sniper rifle.

And you need to get a new mic. I didn't hear anything from you except teeth nashing.
Np Gunney you don't play AH much. Just saying this is a common scenario with some players who play AH gun a lot.

If I was solo it would happen anyway but it is a preventable death with a gunner with 30mm, especially with therms.

If you force yourself into a habit of checking flanks regularly in these close-quarter situations it just becomes muscle memory and you don't have to remind yourself to do it.

As for the tv glitch bug who knows what the exact cause is, not the gunner's fault. I'm indifferent to it now lol.
 
Np Gunney you don't play AH much. Just saying this is a common scenario with some players who play AH gun a lot.

If I was solo it would happen anyway but it is a preventable death with a gunner with 30mm, especially with therms.

If you force yourself into a habit of checking flanks regularly in these close-quarter situations it just becomes muscle memory and you don't have to remind yourself to do it.

As for the tv glitch bug who knows what the exact cause is, not the gunner's fault. I'm indifferent to it now lol.
i have the same issue,
season 2 famalam GIF by BBC Three


I am a friendly fire person, any gun i have, i shoot like no tomorrow

Rambo Lionsgate GIF by Rambo: Last Blood


cant helped
 
I rarely gun but know what I want my gunner to be doing/looking for.

Probably the right answer here is that it depends on the pilots play style and set-up.

I tend to be aggressive when ABC is all red and I like flying in close - cause I want the gunner to clear some soft targets so our ground can get a foothold again. When there is a strong base on abc and it's all blue I then play more defensive and stay back to protect the caps from incoming threats. I have an unspoken non-aggression pact with enemy air and normally only fight them when they come to me, or I see a sneaky opportunity for tv/tow. But I hate gunners who attract non-aggressive air players with 30mm who then turn aggressive. The focus is on the ground and only engaging with air if needed / good opportunity. Minimal attention is good.

Many gunners tunnel vision on what the pilot is attacking, at times you gotta split the fire and OO around to find potential threats (soft targets with launchers/stingers). Remember the pilot has x 2 tows both can do 35 and u can get near 60 dmg with 1 pod of Zunis if well placed and all hit - the pilot has enough ammo and suitable weapons to kill a piece of armor themself. So decide if you think 'he's got this' and if the area is hot go OO around with the 30mm, if all is clear combine on what the pilot is attacking. Use the whole range of view, check far right, far left and below when potential infan threats are close. Some very good infan players on RC1 who are badass with launchers vs close air, don't under-estimate those guys (it's way easier to hit a target broadside than head-on).

The initial attack on armor target should be TV/TOW first as if you shoot cannon/rockets first on unaware target you ruin the element of surprise and they will become aware of your position and start trying to escape / slinging shells your way and spotting you. TV and tow together will do high damage and possible mobility hit which means it can't escape while you finish the kill. You want to be as quick and efficient as possible with each attack run and do as much useful damage as possible before you are forced to break.

Remember the pilot can see everything straight ahead, you need to be pro actively checking/searching about for what is outside the pilots view. Any soft target threat to the AH flanks is your responsibility. Toggle back to TV view frequently to see if pilot is in seek or pursue mode, if he is pointing at a target then TV (also use audio cues... if you hear the pilot fire a tow switch to TV view and see what he attacks and send a TV along with it). After go back to 30 and check around flanks / below again.

Hold the 30mm fire until you are stable (when the pilot starts using weapons or in a smooth maneuver) just try and be reserved with ammo and know what to prioritize in any given situation. Know in what situations you need to maintain a low profile, the last thing you need is additional attention.

Top priority to help the team is any enemy cappers need to die - including infantry and the 30mm with therms is perfect for infan killing.

The 30mm is an infantry / light armored killing weapon the TV is a heavy armor/air weapon. 30mm should only really be used on heavy armor when in a 'do or die / pilot has low ammo'' situation or when there are no soft targets to attack - but since it does small damage to heavy armor you may wanna reserve it. It's also very effective at killing buggys and damaging enemy air at close range (again light armor), but when the range is too great, you should just save the ammo and attention

One player called Traveler uses zooms and he is an excellent gunner so outweigh the pros and cons of both to your mind and decide which one makes you more effective (in terms of helping the team overall).

Having a good aim/control is obviously advantageous but not necessarily helpful to your team - if you apply it to poorly selected targets/areas. A good team player brain is what helps your team and vehicle buddy.

Push it to the limit and always keep up the pressure, doesn't matter about KD or how long you survive for.

Anyway, that's my thinking on it.

@BEATYASILLY - You should ask this guy lol.
Now that's a post sir!!! English guys know so many words.






Kevin Farley Comedy GIF by Drunk History
 
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