And none of you can fly the transport chopper.
All of you. Well, there was one exception, but in general, this is a feat you don't seem capable of. This is sad. People are still making the same mistakes as transport pilots they should have learned not to do 5 days into the game.
So in summary, here is my idea of how to fly a transport choppa:
- When you get below a certain unit of measurement, I think 15, the Altimeter flashes Red. The Altimeter measures relative altitude, so this is a measure of how high you are off the object just below you, be it ground or a rooftop. Red is good. Think of red as your green light. When the Altimeter is red, you are flying correctly.
- Your passengers will not fall out the chopper. If you take a turn at a 60 degree bank, nobody falls out. If you do this at the right Altitude and the right speed, and for the right amount of time, the transport chopper turns on a dime. People on the outside edge may complain because they'll think they're going to die and get a little motion sickness. But they will not die or fall out of the chopper if you have the guts to follow through. They may throw up on their computer, but that's not your problem. So turn tightly, and use judicious banking.
- It's nice how so many of you know how to draw a circle in two dimensions. But can you draw a spiral, or a figure eight? Can you use the aforementioned banking to stop your bird midair, losing half your altitude? I didn't think so. Try it out. You might find flying in a circle fun, but so does the asshole rocketeer on the ground. But if you start a circle at 40 altitude, bank 60 degrees or so and turn in hard, you'll do an about face, stop your circle and drop to 8-12 altitude and the rocketeer will lose you for a second. Advantage helo
- You can get the chopper to move. Again, your passengers won't fall out and you won't flip over. Lean that bird forward as far as you can and step on it. You might have to throttle the rotation a bit, but you can get moving pretty quick when you need to. Again, sometimes you will find circling around your target makes you the target and you have to get out of there. Use your rotations (banking left right and pitching forward and back) to increase your agility. Otherwise you become a sitting duck.
- Get passengers. This is my biggest personal problem. Make sure people get in your chopper. There is not a category of points the 'transport' chopper goes to. That sucks. Get over it and help your team win. A chopper of six guys is mobile, deadly, and winning. You land to let the guys out when needed and let them get back in. Have a repair torch in your inventory. Don't bail on your pilot. Unless the bird lands stay in the choppa. Don't fly into a war zone without passengers.
- If you are a gunner, and you are alone with the pilot, make him look good. Actively switch between gunner seats so you give maximum fire coverage
And now a word on fighting the attack choppa
The attack chopper is not as deadly as you think. Sure, done right it's pretty deadly. But that's also because guys on the ground are dumb. Otherwise they'd be in a bird too. So here's what you do
- The lock on rockets are pretty shitty against most birds, except the transport chopper.
- Most pilots of the transport chopper draw circles in the sky, they are easy to kill
- A full 6 person chopper is deadly, so do this: get one early rocket hit, then reload the rockets. Pull out your rifle and take down 2 of the 4 guys in the open bays. Doesn't matter much if it's one on each side or two on one side. Hit the chopper with another rocket. Done right the chopper will be crashing. Back to guns, shoot the guys that jump then throw a grenade at where the bird will land. They all die, and you look cool.