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Old 02-17-2018, 12:34 AM   #11
Sephyrius
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- There's an "auto-collective" keybinding - which I believe doesn't exist in reality - that allows you to lock or unlock the collective input during auto-hover for easy climbing/dipping while hovering. It's just there to make up for doing 2 jobs at once.

- The missiles will launch at an upward angle initially, which allows you to fire at targets in cases where the Viviane camera is able to see the target but the rest of the heli is hidden from view. This allows you to take out pretty much anything - I've taken out a combined convoy of Tunguskas, Tors, Shilkas and T90s that way - but the drawback is that the missile also drops pretty low to compensate for being shot at that upward angle, so at shallow hills it will bound into the ground.

- Some tanks can fire ATGM missiles through the barrel which have considerable distance, and standard weaponry from tanks, IFVs and so on are often dangerous, so if not facing anti-air missile threats it can definitely be better to fire on the move rather than stationary and do run-ins rather than pop-ups.

- When not being slewed the camera has sort of a 'locking' function that keeps it pointing in the same direction, useful for when on the move and when the camera jitters around alot.

- Trees, at least from my limited 2.5 experience thus far (with broken FFB and no centering on the FFB stick when that functionality is turned off in DCS I can't fly the Gazelle at all) the trees are good for cover when moving, but bad to attack from, because the AI still spots you instantly through tiny gaps in the foliage with their magical powers.

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Old 02-18-2018, 01:53 PM   #12
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"- There's an "auto-collective" keybinding - which I believe doesn't exist in reality - that allows you to lock or unlock the collective input during auto-hover for easy climbing/dipping while hovering. It's just there to make up for doing 2 jobs at once."

You can already go up and down with relative ease if you are in auto hover, even easier if you have the ship slaved to the camera because then you don't even need to make an anti-torque input.
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Old 02-18-2018, 08:31 PM   #13
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Originally Posted by Robert31178 View Post

You can already go up and down with relative ease if you are in auto hover, even easier if you have the ship slaved to the camera because then you don't even need to make an anti-torque input.
I don't quite understand what you're getting at.

The 'auto-collective' binding toggles between being able to go up and down at all, or remaining level with zero input required. If it's set to remain level it will ignore any of your collective input.

(In reality the pilot would maintain altitude while the gunner does the target acquisition, but in-game it's a death sentence because while you're busy selecting a missile and slewing the viviane around the heli slowly crept up just 2 meters and is now getting shot out of the sky.)

In auto-hover pedal (anti-torque) input is also automated, even when slewing to heli to the camera.
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Old 02-19-2018, 12:44 PM   #14
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Originally Posted by Backtrap View Post
I think what I really need is a 2nd gunner in multiplay. That way I can concentrate on maneuvering while the gunner takes out targets.
Good luck with that. For sure it's great fun in the Gazelle with a buddy. Just bear in mind that the multi crew functionality is still incomplete and suffers from some annoying bugs. In particular, the camera view that the gunner sees will be slightly out of sync with what the pilot can see. The pilot's view seems to be the one that's usually correct. So when I'm flying with a buddy (I usually do the missiles) I'll get the camera roughly on target then ask the pilot to confirm whether it's a good lineup from his perspective (and realign if necessary). Teamwork.

Also the gunner manages the radios in multicrew but that's broken too, because the frequencies don't match between gunner and pilot, and the pilot's is (apparently) the one that needs to be correct .. but he can't manage the radios with a buddy in too.

Lots more issues with multicrew, but still it's good fun. Looking forward to seeing lots more development of this feature because it does make the Gazelle stand out as having great potential. If only the Huey had it!
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Old 06-27-2019, 05:54 PM   #15
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Noticed the Combat Performance of the SA-342M is significantly better on the Normandy Map, due to the different Tree Design of that Map. The Normandy Trees do have a bigger Hitbox, maybe that even affects LOS from the AI Ground Units.
The God-AI Tanks seems to have a harder Time to spot you. And even if they fire their ATGMs at you, these won't penetrate the Trees. They are always exploding on the Trees in front of me. If I Hover properly with only the Viviane popping up, had absolutely no issues to engage enemy Tanks in a safe manner.
On Caucasus on the other Hand, ATGMs do penetrate Trees regularly.

For me this is a pretty big Gamechanger, had so much fun today blowing up these bloody T90s.
Great experience after so much frustration on the other Maps.
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Old 06-27-2019, 08:16 PM   #16
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I havent had too many issues. You are way too close if you are taking AAA fire. Or too high if getting hit by sams.

Learn to ise the nadir. Plug in the target coords and a good looking initial point. Fly to IP asses. Then watching your distance ver slowly close to 4km hopefully finding your target before that. Fire from 4km.

You shpuld be flying under the treeline as much as possible to avoid sams.
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Old 06-27-2019, 09:48 PM   #17
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No never had Problems with AAA or with SAMs, the Evil Killer were russian Tanks!
From T55 up to the T90. With their barrel-launched ATGMs they hit you pinpoint up to 5 or 6 km.

If there is Line of Sight between your Heli (hovering) and one of those Tanks, they immediate spot and engage you with that Missiles. As said in Caucasus I experienced a lot of Deaths, where they just shoot straight through the Trees, I was hovering behind. That seems to be different on Normandy, where the Trees are more Hard Cover.
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Old 06-28-2019, 01:34 AM   #18
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Yeah the sniper tanks suck. A t55 engaging a helo is bad joke. No missiles on it. Some t72s and the t90 do have atgms. But at long range they should miss alot.
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Old 06-28-2019, 02:40 AM   #19
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Well in RL tank crews would engage you with thier guns if they spot you hover somewhere in thier range. My cousin was driving Leopard 2 A6 and he talked about what they learned in theory and in trainings. So no ATGMs needed.
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Old 06-28-2019, 08:10 AM   #20
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Quote:
Originally Posted by Harlikwin View Post
Yeah the sniper tanks suck. A t55 engaging a helo is bad joke. No missiles on it. Some t72s and the t90 do have atgms. But at long range they should miss alot.
T-55M/AM from early 80's have Bastion ATGM's fitted among other upgrades. Since they are guided, they are obviously more precise than the SABOT rounds at long range and being used against attack helicopters which outrange your relatively imprecise guns is only logical. But, with the limited optics magnification, I'm not sure what would be the effective range for engaging helicopters and also spotting them.

And then there's also the issue of superior AI spotting, reaction time and precision in DCS, I guess. Didn't really try it for some time, but I remember in that A-10A instant mission, those BMP-2's were much more deadly than Shilkas which made absolutely no sense.
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