Why is all this important? Multiple Reasons!
Alright everyone, Good evening. Today i'm going to be teaching you the basic and advanced strategies in the art of flying in Battlefield:3. From Jet Fighters to Helicopters, To avoiding AA guns and taking out ground vehicles. I'll teach you here.
1. Allowing enemy Jet Fighters and Attack Helicopters fly freely around the skies is a good way to get a lot of your own people killed, therefore making it very difficult to maintain, or assault an objective.
2. Having control of the skies means that your team dominates the larger view of the map. Meaning that your pilots are also your eyes in the sky when it comes to calling out enemy Vehicles or marked soldiers.
3. Having those few moments of free flight between enemy planes being destroyed and their spawn gives your pilots time to assist your ground troops and destroy Tanks, Jeeps, or other enemy vehicles.
Before you even think about getting in a jet or helicopter to maintain absolute superiority in the skies and not just dogfight for the fun of it, Get a friend. You're going to need a wing man if you're going to get anything done quickly or efficiently in the skies!
[multipage=Introduction to Jet Fighters]
Introduction to Jet Fighters
As a Jet Pilot, your job is to keep those enemy jets grounded as much as possible. This means that once you take them out, you should develop a route around the map, that allows you to scout the ground and take shots at enemy vehicles, but gets you around to the enemy base so that you can hit the jets with a strafing run as soon as they spawn. Keeping them out of the sky in the first place is the BEST way to assure that you will be the dominant one in the air.
If one of those sneaky little turds does happen to take off, Be sure to protect your helicopter pilots. Those guys are very vulnerable to enemy jet fire and the last thing they need is jets and ground units firing at them.
There are 5 types of Jet Fighters in Battlefield:3 and . Each has it's own basic advantages that are more obvious over the others. Below i'll explain each jet's team origin, it's game type (Rush or Conquest), and it's benefits and downfalls
The American F/A 18 Super Hornet
This is my personal favorite jet to fly, simply because it's the fastest and most agile when it comes to turning. It's also one of the more visible planes when it comes to Hardcore mode and being in a forced cock-pit view.
The American A10 Thunderbolt
This jet is an all around mediocre jet. You'll be out turned by the Russian jet nearly every time if the enemy pilot is worth his salt, But it is excellent for Air to Ground. (I.E: Taking out a tank with missile pods)
The American F35 Harrier
This jet is one of the stranger ones to fly. It's turning is worth little to nothing so don't get into any dog fights with this one. Although, with it's hover capabilities, it's very useful for an over-watch situation such as covering a squad as they capture an objective.
The Russian Sukhoi Su-35 "Flanker"
The Russian equivalent of the Super Hornet. A very fast, and very turn-able jet. Great for dog fights.
The Russian Sukhoi Su-39 "Frogfoot"
The better of the two rush jets in my opinion. Much more turn-able than the Thunderbolt, but it still can maintain slow enough speeds for well placed Air to Ground Missiles.
To sum this all up:
The Russians have the better of the two jets for the maps that they're on. If you're going to get stuck on the American side of all this you should try to control your Helicopter as well if your team doesn't have the F-18 Super Hornet as the enemy jets will be on you all day long. If you have a "That Guy" on your team that keeps stealing your much needed air support and flying it as straight as into the ground then you'd best make sure you have friends that like carrying Stingers!
[multipage=How to Fly a Jet]
How to Fly a Jet
Alright, when flying a Jet, there are many things that most people aren't aware of that they could do to get that guy off their tail. Below i'll explain the basics of all of the tricks I use and how to execute them and the jets that are optimal for the trick stated. Be aware, some of the jets that are capable of the tricks aren't stated in the optimal parenthesis for that reason, they are not optimal. Keep in mind that some of these are desperate measures and should only be used when you don't want to give that enemy pilot the dignifying experience of taking you out. Yes, you may live through them but at the expense of your plane and your credibility in the skies.
You have 2 types of turns: Pitch and Yaw. Yaw turning is where your jet stays on it's horizontal axis and uses it's tail rotors to turn. Pitch Turning is where you pitch your jet in the direction you want to turn, and pull up on the stick.
In Conquest your jets will have afterburners. Basically all these do is increase your speed and acceleration by a good bit. You will not have these in Rush. To activate them click down your left stick.
Air Brakes. You do have air brakes if you want to decrease your speed in the air for more controlled shots.
Your Environment. I know this is not a part of your jet by any means, but this is one of your most important aspects to flying. It determines your route, the ways you have to escape enemy fire and missiles, and ultimately the better pilot in the skies.
Tricks and Escapes
Air Brake Turn (any) - Pull a pitch yaw (explained below) but with air brake, it will be slightly sharper. Cycle your afterburners and air brake for optimal turning.
Pitch/Yaw Turn (any) - Pitch your jet in the direction you want to turn, but use your Yaw along with pulling up to get more angle in the turn and ultimately more turn for your time.
Fake Pitch (any) - A good trick to shake the slow minded pilot, Pitch one direction but instead of pulling up, pull down so your jet turns in the opposite direction. This is difficult to control so don't do it for extended amounts of time. Be sure to roll out and keep your control.
Speed Dump (Frogfoot) - If you have a jet on your tail and you can't shake him with Pitch Yaw turns, or Fake Pitches. Hit your after burners and get him going as fast as he can go while chasing you, then slam your air brakes and drop altitude as fast as you can. If this is successful then he will go flying right past you and you're on his tail. Game Changed.
Suicide Roll (F-18 / Flanker) - This is a gamble. Once you have some one behind you get at a medium altitude, then roll and flip straight down with an air brake turn. You will get really close to the ground, but that's where the enemy will get his dose. He's concentrating on shooting you, not the ground.
Reverse Kamikazi (any) - If there is absolutely no way this guy will get off your tail. There is only 2 things you can do. Bail out, or completely steal the other pilots dignity. Get this guy right behind you. Fly Straight up. Get to almost to the stall point, and jump out. If that guy is riding you that hard, your jet will falcon punch him in the nose.
Free Kill! (any) - Have that guy chase you right to your base. Where your buddy is waiting on the AA gun with all his stinger toting friends. :carling:
Another Tip, Courtesy of Objectivate:
The Sun! (any) - Fly them with their eyes in the sun. Escape while they're blinded. Think of it as an airborne flash-bang.
Note: if you're laser painted and they are locking onto you with a javelin. There's just nothing that can be done. Stay in your jet, don't bail out as this may not be a real threat, but if they do get you that way, you can't do anything. I've gone whole games with that annoying lock on noise in my ear and never took a shot so just weigh your threats.
Your Weapons Load Out
My personal load out is Missile Pods and IR Flares with Belt Speed. Yes I do have the Jet maxed so I have all the other attachments and have tried them out. I Found the least amount of downfalls with this load out.
If you are going to be doing a lot more Air to Ground, I STRONGLY recommend Missile Pods. They have 14 missiles each burst and do not require a lock to be fired. Even if they don't destroy your target with the first 14 missiles, you can always fast swap to the machine gun and finish the job! Although I do recommend Missile Pods, they have reduced the lock on time of Guided Missiles and they do have a greater range of accuracy.
If you are a mainly Air to Air pilot, personally I don't recommend using the heat seeking missiles, as most other jet pilots will be using IR Flares. Take them out with your machine guns. It's much faster and more efficient.
A small tip if you do use heat seeking missiles: Hold your lock for a minute to see if they're going to waste their flares early. Then if they don't; Fire the first missile and let them flare it off. Then fire your second, after a pause for the flare effect to ware off, for a guaranteed hit.
[multipage=Introduction to Helicopters]
Introduction to Helicopters
In this section i'll be explaining each helicopter. I wont be going into detail on EVERY one in the game, as they all fly basically the same depending on their type.
Contrary to the jet section, There wont be near as much in this section as in that one. There just isn't as much that can be done with a helicopter on such a fixed platform. Helicopters are definitely THE power house when it comes to Air to Ground Combat, but when it comes to Air to Air they are very very vulnerable. You should make sure your buddies in the jets have read this tutorial before you get into one and go for a full on Air to Ground assault.
There are 3 Main types of helicopters in Battlefield:3.
Attack, Scout, and Transport. They all have their vulnerabilities and strong points. I'll explain each along with an image of the helicopter.
The attack helicopter is the most powerful of all the helicopters. Your pilot has a default missile pod attachment and an optional second, usually heat seekers to fend off the jets or enemy helicopters. The gunner has his main Air to Ground cannon along with a secondary attachment such as IR Flares to give the pilot assistance.
Note: If you are flying one of these alone, a good tip is to have IR Flares on your gunner. That way, if you find yourself taking too many missiles at once you can switch seats and pop the flares then switch back.
The Scout helicopters are some of the best anti-infantry choppers in the game. They are much more maneuverable so they are able to get lower to the ground and take out the enemy with those deadly Vulcan Machine guns. The visibility from this helicopter, even from the cock-pit, is excellent. The major downfall of this helicopter type is the over all vulnerability of everyone inside it. Even if you do have a repair man, chances are if you take a missile to the wrong side of the chopper, it will kill him and leave you forever alone. :fa:
This helicopter takes a very level headed and very brave pilot to take up. The pilot himself only has one thing; his defensive measures. It's up to his two door gunners to take out anything on the ground. This helicopter is more for transporting people to and from objective with cover from machine guns on the landings. Using this as an attack helicopter role is ill-advised. You are VERY Vulnerable to stinger fire, jet fire, attack helicopter, or even a lucky tank shot. Be Careful.
If you where expecting cool tips on a helicopter in the sky for evasion, I apologize, but there really are not many things you can do but run off and hide behind a mountain after your flares are wasted. Helicopters aren't your defensive types.
[multipage=AA Gun Placement]
Where the AA Guns Are
This page is all about where the enemy Anti-Aircraft guns will be, and how effective they are against you. It is always best to avoid them rather than try to destroy them. They will win that fight nearly every time. Below are images of every map containing Anti-Aircraft guns and the area that they are MOST effective in.
Red Dot: AA Gun Location
Red Circle: AA Gun Area of Most Effectiveness.
Note: The red circles around the placement is the area of MOST effectiveness, they CAN still hit you if you are further away.
Without further a due, I give you, the maps.
As you can see, wake island contains a Mobile AA gun. This is the one exception to the rules of AA gun combat. You have to take this one out if you want safety on this map anywhere near the Air Field. Be sure to take it out as soon as possible. Your buddies on the ground are a great asset in taking this one out if you have friends. Unlike me.
[multipage=Thanks for Reading!]
Thank you for taking the time to read this tutorial. If it helped feel free to thanks it and etc.
If you see anything that I may have missed that should be on this tutorial please send me a PM and i'll fix it as soon as possible!