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Re: MusterBuster's Pro Tips for Pilots


TamKing wrote:
teamwork is something pretty rare in fps’s particularly on the ps3,almost every match i have played in battlefield 3 your lucky to hear someone using a mic let alone work as a team.. also most engineers just roll with the rpg/smaw and spam them at chokepoints..

i shouldn't need to join a league/clan just so i can use the stinger effectively.i think ill just relegate the stingers to the useless weapons pile and join everyone else spamming rpg/smaws..

 

 

The stinger is effective as a harrassing weapon, and as a potentially good AA weapon in a one vs one encounter, but its difficult. You can reload your stinger faster than the flares reload though, only if a pilot is really evading can they flare the second Stinger.

 

 

 Just as I said to people wanting the Helis and Jets upgrading, there is no real reason to change the stinger, its effective, more so than most other ground based weapons. This coupled with the fact that everyone can carry a stinger, whilst there can only be a few people in the air would make aircraft all but redundant.

 

Teamwork would solve any air threat, but a lone wolf stinger can at least reduce it.

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randygoodlove
Posts: 4,250
Registered: ‎20-12-2007
Message 92 of 151 (444 Views)

Re: MusterBuster's Pro Tips for Pilots

I agree the stinger. Is pretty much just an anoyance to aircraft, doesn't need any nerfing

To be honest there seems to be less problems with the helis bumming the ground as in BC2, although it still is early days
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Re: MusterBuster's Pro Tips for Pilots


randygoodlove wrote:
I agree the stinger. Is pretty much just an anoyance to aircraft, doesn't need any nerfing

To be honest there seems to be less problems with the helis bumming the ground as in BC2, although it still is early days

 

 

Now that the aircraft have had their anti air buff up, they kill each other more than anything else :smileyvery-happy:

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InfiniteStates
Posts: 7,063
Registered: ‎03-01-2008
Message 94 of 151 (409 Views)

Re: MusterBuster's Pro Tips for Pilots


TamKing wrote:
@@InfiniteStates

i understand that,but from my experience so far it doesnt matter how close or far away you are,the pilot gets more than enough warning,he gets an alarm to say he is being locked and a 1 to say the locks been made,then its just a simple tap of L1 to release 1 of his infinite supply of flares,makes stingers worthless and very ineffective in my opinion,as i said they should either limit flare use (making you go back to base to resupply more) or slightly increasing flare cooldown would balance it out..


The pilot doesn't know whether the missile has been fired or not though. All he knows is the difference between lock attempt and lock acquired. If you hold an acquired lock for a bit instead of firing as soon as it locks, his timing will be thrown. Maybe even wait until you see him fire his flares...?

 

(Disclaimer: This is purely theoretical... I don't play as engineer - there are enough of them already, and I don't have a problem with plane to plane kills, in my limited experience.)

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Re: MusterBuster's Pro Tips for Pilots


InfiniteStates wrote:

TamKing wrote:
@@InfiniteStates

i understand that,but from my experience so far it doesnt matter how close or far away you are,the pilot gets more than enough warning,he gets an alarm to say he is being locked and a 1 to say the locks been made,then its just a simple tap of L1 to release 1 of his infinite supply of flares,makes stingers worthless and very ineffective in my opinion,as i said they should either limit flare use (making you go back to base to resupply more) or slightly increasing flare cooldown would balance it out..


The pilot doesn't know whether the missile has been fired or not though. All he knows is the difference between lock attempt and lock acquired. If you hold an acquired lock for a bit instead of firing as soon as it locks, his timing will be thrown. Maybe even wait until you see him fire his flares...?

 

(Disclaimer: This is purely theoretical... I don't play as engineer - there are enough of them already, and I don't have a problem with plane to plane kills, in my limited experience.)


 

 

A good pilot does know whether the missile is fired.

 

 

Broken tone= Attemting to lock

 

Solid Tone= Locked

 

Solid tone with broken tone= Dump the flares

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Level 7

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Mike939
Posts: 11,178
Registered: ‎15-04-2008
Message 96 of 151 (389 Views)

Re: MusterBuster's Pro Tips for Pilots


I_reaps_I wrote:

InfiniteStates wrote:

TamKing wrote:
@@InfiniteStates

i understand that,but from my experience so far it doesnt matter how close or far away you are,the pilot gets more than enough warning,he gets an alarm to say he is being locked and a 1 to say the locks been made,then its just a simple tap of L1 to release 1 of his infinite supply of flares,makes stingers worthless and very ineffective in my opinion,as i said they should either limit flare use (making you go back to base to resupply more) or slightly increasing flare cooldown would balance it out..


The pilot doesn't know whether the missile has been fired or not though. All he knows is the difference between lock attempt and lock acquired. If you hold an acquired lock for a bit instead of firing as soon as it locks, his timing will be thrown. Maybe even wait until you see him fire his flares...?

 

(Disclaimer: This is purely theoretical... I don't play as engineer - there are enough of them already, and I don't have a problem with plane to plane kills, in my limited experience.)


 

 

A good pilot does know whether the missile is fired.

 

 

Broken tone= Attemting to lock

 

Solid Tone= Locked

 

Solid tone with broken tone= Dump the flares


Thats when spam the stinger comes in mixed with fake locks

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*All my spelling and grammar mistakes are on purpose.
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Level 9

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Mr_Inconspicous
Posts: 6,544
Registered: ‎25-08-2009
Message 97 of 151 (386 Views)

Re: MusterBuster's Pro Tips for Pilots


I_reaps_I wrote:

InfiniteStates wrote:

TamKing wrote:
@@InfiniteStates

i understand that,but from my experience so far it doesnt matter how close or far away you are,the pilot gets more than enough warning,he gets an alarm to say he is being locked and a 1 to say the locks been made,then its just a simple tap of L1 to release 1 of his infinite supply of flares,makes stingers worthless and very ineffective in my opinion,as i said they should either limit flare use (making you go back to base to resupply more) or slightly increasing flare cooldown would balance it out..


The pilot doesn't know whether the missile has been fired or not though. All he knows is the difference between lock attempt and lock acquired. If you hold an acquired lock for a bit instead of firing as soon as it locks, his timing will be thrown. Maybe even wait until you see him fire his flares...?

 

(Disclaimer: This is purely theoretical... I don't play as engineer - there are enough of them already, and I don't have a problem with plane to plane kills, in my limited experience.)


 

 

A good pilot does know whether the missile is fired.

 

 

Broken tone= Attemting to lock

 

Solid Tone= Locked

 

Solid tone with broken tone= Dump the flares


Like reaps said and it also reminds you to use the flares once the missile is fired :smileyvery-happy:

 

And also you only get 2 that you can use before a cool of period.

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Re: MusterBuster's Pro Tips for Pilots

I recommend that if you are lucky enough to still be alive after a heat seeker hits you try and locate some enemy air support and climb as high as you can and bail out at the last second, open parashoot strate away and rain down the stingers from above the target-- from what ive seen thay always hit there target!!
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Re: MusterBuster's Pro Tips for Pilots


randygoodlove wrote:
I agree the stinger. Is pretty much just an anoyance to aircraft, doesn't need any nerfing

To be honest there seems to be less problems with the helis bumming the ground as in BC2, although it still is early days

 

 

I had a few matches of just stinger use yesterday to try and find a good universal tactic to use with a stinger, and think I have a good one.

 

 

First you need to develop an understanding of your maximum range, just lock on jets and track them till they break the lock. Thats maximum range.

 

 

Wait until enemy aircraft are flying at you, reasonably head on, and when they get between half way and quarter way of your maximum range, fire.

 

Assume the missile will be evaded, lock again, fire again.

 

 

I noticed that helicopters coming straight at me when a missile is fired at this range do not have enough time to get out of range before I can fire a killshot (second missile always hit, bar one littlebird who evaded without flares). They either flew straight over, in which case I just turned, but this means they had to fly between 1.25 or 1.5 times my range before getting out of range. And they couldnt.

 

Or they can turn around, in which case they lost so much speed in the turn the second lock was simple.

 

 

 

 

Jets were different. They could fly fast enough to get out of range, but with the same tactic used, they rarely did.

 

 Often, they simply started doing loops thinking they were in a dogfight. So voluntarily stayed in my range.

 

 

 

 

Also, even if you miss a jet, it does help any of your friendly jets, as they can take a missle shot when the pilot has wasted his flares on you. I know you dont get a kill or anything, but you help the team effort.

 

 

 

 

 

 

 

Finally, most of my shootdowns were non kills. Pilots simply ejected. But you still get pretty good points on the vehicle destroys. and again, you help the team. Not all about the kill count afterall.

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Re: MusterBuster's Pro Tips for Pilots

Following the tips from on here and from some of the BF3 posted video tips I have now managed to unlock flares + heat seekers and I actually managed to kill someone. First game I played after reading and studying I managed to shoot 2 jets down and a destroy a tank (0 kills). Next game I managed to destroy a couple of tanks and destroy another jet (this is where I finally got a kill). I then got the heat seekers and started using them against the choppers and Jets which led to more points. Hopefully now I'll start levelling up a bit more easily.
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