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  1. #21
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    I've actually been improving drastically over the past week or so I've been flying. I avoid Dogfighting as much as possible, just because my computer is a bit dodgy when it comes to Air to Air combat, I tend to drop a lot of frames.

    Focusing on destroying ground troops and vehicles has been my main focus and I'm starting to last longer in my Scythe than ever before. Just getting out there and flying helps although I've stopped pulling air when fighting the TR y'know, because Strikers.

  2. #22
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    That's great to hear Twenny!

    I'm soooooo looking forward to the Striker nerf. I find most things in PS2 pretty balanced, but Strikers I hate. They usually don't do enough damage to kill you, but they pretty much act as air area denial for all TR territory...

  3. #23
    Secondary Hivemind Nexus mrpier's Avatar
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    I got a /tell yesterday for being a shitty pilot and a bastard for lolpodding single infantry, I'm growing up to be just like Daddy!

  4. #24
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Quote Originally Posted by mrpier View Post
    I got a /tell yesterday for being a shitty pilot and a bastard for lolpodding single infantry, I'm growing up to be just like Daddy!
    Heh, fact of life, lolpodders ganking solo infantry, really. You should be aware that it is the way the game works and just live with it. No point in trying to shame the players who exploit your weaknesses. This is no gentlemen's game! (Except in some regards, I guess it is...)

  5. #25
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    Good news! I'm able to play on monday. That means that we can have the first weekly flying session. In other words:

    Flying Training: Monday 26/8 at 8pm UTC+1

    The focus will be on earlier lessons of dogfighting and basic flying, possibly with some ground target practice as well. No PTS this time though (I want to let everyone have time to get the launcher and install it first).

  6. #26
    Obscure Node Ranzor Fett's Avatar
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    Sounds good!

  7. #27
    Obscure Node Ranzor Fett's Avatar
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    Thanks for the training on Monday Sir Hoc! We got in some dogfighting, advanced maneuvers, pivoting and low altitude flying, all of which was fun to do.

  8. #28
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    No probs, Ranzor. It was a lot of fun.

    Next training will be on tuesday 3/9 20pm UTC+1. We will try to be on the Public Test Server (link: https://forums.station.sony.com/ps2/...licies.114038/) in order to do actual dogfigthing, so make sure that you download it in time. Getting a VS, TR and NC alt with full air resources is good as well.

  9. #29
    Obscure Node Ranzor Fett's Avatar
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    I'm on holiday next week so won't be able to make it unfortunately.

  10. #30
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    We had an airsquad up last night on strat.gir and flew for a good hour and a half with about eight pilots. Most people flew in scythes, but we had a dalton lib going for a long time as well. We were mostly working on flying in groups, attacking in waves and trying to provide assistance and escort to each other. We were facing TR for the entire evening, with all that entails, so there was a lot of AA, but we still managed to contribute and I think we learnt quite a lot about how to fly as a squad.

    One critical thing we learnt is that when we are going in as a group versus TR, the front pilots are gonna take A LOT of lock-ons. That means that the more aggressive of us (very much me :P) spent most of the night taking lock-ons and not being able to do much. This wasn't a bad thing in itself. It meant that the rest of the group could avoid lock-ons for the most part. Which is a very good thing. But we have to make sure that those who lead when we are attacking TR have flares to disperse all those locks, so they don't get instakilled by twenty strikers. A good idea might actually have dedicated lock-on-baits (for lack of a better word) who can fly a bit slower and closer to the ground, so they get all the locks before popping flares. So that the rest of the group can attack without worrying about locks. We would of course have to rotate this role regularly, so people won't get bored.

    Something that we need to work on when it comes to flying in over the target as a group is keeping track of people once we've engaged. Most of the time, we got kind of separated as people went for individual targets. This isn't a problem all of the time, but it also meant that people got targeted by enemy ESFs without proper back-up. One way of solving this is having dedicated partners. So you always have someone watching your back at all times. An alternative is getting partners on a more ad-hoc basis. That is, when we are attacking an area a pilot would attack a target and then try to spot another pilot after having unloaded all rockets/killed the ESF/whatever. After making sure that the friendly pilot is clear they could approach another target, and then spot another friendly pilot to make sure he/she is clear. In other words, pilots would have two roles, which they alternate between. Attacking enemies and protecting friendlies.

    The advantages of the first system is that you always know who is watching your back, and noone should ever be unguarded. It is, however, a bit more rigid and militaristic than our usual RPS playstyle. Also, it means that people would be unprotected when one person in a pair get blown up. The advantages of the second system is that it's much more flexible, it provides cover to people regardless of who they are and it fits more with our normal playstyle. But it's a bit more demanding of everyone (so we would have to practice this a bit more).

    Having a lib up was also very beneficial, and I think we should try to roll with this a bit more. Having two or three dalton libs up will wreak havoc on any sundies/tanks we find, which would free the scythes up for AA-duties. Since tail gunners in libs are not needed in such a scenario, we could easily have two libs and six-eight scythes up if we get a full squad. Which is quite an intimidating air presence. Especially if we have lock-on-dispersing scythes. This I something I would want to push for a bit.

    So this is some things we will practice on the next training on tuesday. Keeping track of each other, have lock-on blockers and incorporating libs.

    And remember, next ESF training will be on the Public Test Server, so make sure that you have the launcher installed and updated.

  11. #31
    Secondary Hivemind Nexus LaKroy's Avatar
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    Quote Originally Posted by Sir Hoc View Post
    A good idea might actually have dedicated lock-on-baits (for lack of a better word) who can fly a bit slower and closer to the ground, so they get all the locks before popping flares. So that the rest of the group can attack without worrying about locks. We would of course have to rotate this role regularly, so people won't get bored.
    I like this idea.

  12. #32
    Lesser Hivemind Node NickWhite's Avatar
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    Great to hear that TopGir is still going strong and evolving!

    One idea i've thought of is, as Wing Commander, you decide to use these tactics: predetermined flight paths and air strike tactics. So for example...

    Fighters group up into a rough wedge or diamond formation at, for example, 700 meters or so at a good distance from the target. Then, at say 1200 meters from target area, they manoeuvre into a direct intercept trajectory. Then, at a distance from the target the WC see's fit, fighters either engage by WC's order (calling out priority targets), engage in distance order (breaking off one at a time), or alternatively a simultaneous carpet bombing (at WC discretion what actually happens ofc) immediately after the lock-on decoy/s begin heading outbound... Once completed, (for e.g.) all fighters prioritise exiting the area by rolling/turning to the right and afterburning directly towards the FOB to regroup, following the (hopefully still alive) decoy fighter/s... I'm aware that this specific tactic may only work a few times before the enemy cotton on properly, but this level of coordination and discipline could still prove to be highly effective for a surprise and specific tactical strike... On say, a Sunderer for example.

    So in light of the inevitable enemy counter, the following waves could still be implemented, but with changes during (as one example) the evade and exit scenarios. Dropping the "everyone turn this way and go this way together" idea, and instead allowing the fighters to scatter after strikes. The unpredictability of exit trajectories would prove more efficient when evading the obvious enemy counter of fielding more AA, Bursters and Lock-ons. Hopefully culminating in a longer, happier lifespan of TopGir in the area and a relatively consistent number of fighters returning to the FOB in one piece!
    Last edited by NickWhite; 30-08-2013 at 03:46 PM.
    Planetside 2 - NickTheNegligent // Steam - Nick

  13. #33
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    I like that idea Nick! We will definitely try it out sometime.

    I also want to remind everyone to get the PTS launcher for tomorrow if you want to join us in our shenanigans.

  14. #34
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    We didn't use PTS this time due to lack of people. There were other events going on in BF3 etc, so we were short on people in general. Therefore we did some normal training in VR (focusing on general manouvering and flying low) and then played with the rest of the outfit, as a semi-organized air squad. We managed to get and keep air superiority for quite some time doing this, and we did a decent job of keeping everyone secure as well. The general guidelines were just to check if everyone were clear between attack runs, and I feel people did a good job of this.

    So, even though the night didn't turn out as planned I feel I've learnt something from it all. When we have enough people up in the air, especially when they are communicating and reporting approaching enemies, we are really effective. A bit of chaos seems to work quite well. As long as we people limited to a specific area and remind people to keep each others backs' clear I feel everything is working.

    I want to do a more organized air squad with attack waves against NC some time, so I can judge how effective it is, in relation to a more relaxed air squad, but for now I feel really good about our outfit's ability to gain air superiority.

  15. #35
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    Just a reminder that the next training session is tomorrow (tuesday) at 8pm, and we will hopefully be training on the public test server. So make sure to install the launcher.

  16. #36
    Obscure Node Ranzor Fett's Avatar
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    Hey guys. I'm back. When is the next session Sir Hoc?

  17. #37
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    Oh yeah, I've forgotten to start the event on main site. Next event will be on tuesday, 20:00 UTC+1.

  18. #38
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    There haven't been that many joining the flying training lately. Probably since there is a lot of activities going on on Tuesdays (e.g. SWAT4, etc), and we have less people on in general. So I was thinking we should try to have the flying practice on Mondays, when we should have more people around. The only problem is that I might not be able to play this Monday, so we need someone to lead the training. Is anyone interested? I will of course help out if I manage to get online.

    I was thinking we could practice on manoeuvring in big groups. For example how to avoid flying into friendly air, or what direction to fly in when circulating targets. Things like that. People are of course free to do something else, if they want to.

  19. #39
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    Any takers for leading a training session tonight?

    I might be able to join for part of it, but not for long enough to lead.

  20. #40
    Secondary Hivemind Nexus mrpier's Avatar
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    What 500 hours of flying ESF's will do for you:

    http://www.reddit.com/r/Planetside/c...ys_good_times/

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