In this thread i'll try to explain my ideas how to use trans heli effectively. If you're reading this, i assuming you know how to do slow take off\land. Pathfinding Prioritization Helicopters Just the tips I. Pathfinding Best way for any case would be straight line with less to no altitude change, but then where's would be a challenge? There's few different types of LZ's to determine path. 1) LZ in safe position behind frontline. 2) LZ on frontline. Lets start from simpliest things - "safe" drops behind frontline. Most of times path is just a simply straight line, but what's need to be kept in mind is "special forces". Usually they're not hunting for transport helos, but can be annoying. Good pilots should expect ambushes anywhere, so you should maintain good speed, and do not fly in straight line, small left-right rolls with 5-10m altitude changes would be enough. LZ on frontline. First of all, we need to breach\flank frontline. To do so, pilot need to have good situation awareness to imagine "bubbles of death" - dangerous zones that should avoided. Every armed vehicle is classified as threat by: Fire angles Bullet velocity Additional weapons ROF Accuracy Speed&priorities By combining all of those factors when team reporting contacts, pilot should correct current "flight zones" situation. Threats: Tanks - Low fire angle, fast rounds, usually only 7.62 coax fire, low rof, accurate on mid-long ranges, usually not hunting trans. Best way to breach - get some altitude, which is depend on view distance on level. More VD - more altitude required to stay safe. SPAAGS - high fire angle, fast firing guns + aa missiles with good splash damage, accurate mid-long ranges, hunting trans if no cas present. Can cover large "no-escape" zone, so best avoid them at all on levels with high VD, on levels with low VD usually pilots can hide between obstacles. Still can be bypassed on high altitude above +1300m. AA Missile carriers&stationary - high fire angles, missiles only with low fire rate, inaccurate fire with big splash, they tend to ignore trans if better targets present on battlefield. Same tactics as with spaags, avoid on levels with long VD, boomzoom near near obstacles on levels with low VD. Autocannon APC&IVFs - high fire angle, low rof, accurate close-mid range, not hunting trans in most cases. Those are deadly enemies as their gunners tend to open fire when you're already in "no-escape" zone, leaving very small time to plan B. Also they're usually comes in numbers of 1-2 per map, and such numbers can deny quite lot of map areas. Best strategy is to boomzoom into covered LZ using terrain, and then evac by different route. .50cal APCs\Jeeps\Cars - Usually they have low fire angles, no thermals, but their MGs have good ROF and bullet velocity and deadly to helicopter's armor. Accurate enough on close-mid ranges, however still not loosing firepower on longranges. They tend to hunt after helicopters, especially jeeps&cars. Best tactic is boom zoom into covered LZ from altitude, evac on low altitude, using terrain cover. Infantry with LAT - their usual tactics is to fire at landed helis on LZs, those cannot be avoided unless AT guy is drunk as Jaeger.Pyro . If someone tries to fire at trans in air, it's a 50\50, and at best, pilots simply keeping altitude as it's making flight path less predictable. Deny LZ's in such areas, keep your altitude. Infantry with HAT\AT emplacements - Most of time they fire at long range in landed helis, no way to counter. In flight kills mostly done at hovering\predictable transports, so best practice is to land at covered LZ's and change altitude every few secs by few meters. So when being requested: 1) Pick straight line from A->B. 2) Determine threats "weight" on low(5-10m behind obstacles), medium(100-200m), high(above VD or AA effective fire range) altitudes. 3) Modify flightpath to avoid biggest threats. 4) GOTO 2, if flightpath is safe enough to bypass, confirm coordinates. Choosing LZ. Pilots should know map good to know where's best to land and stay for a while. General advice would be to have as LZ covered by obstacles from most possible sides. There's difference in urban and terrain LZ's: If playing on desert\forest level, ask for area coordinates only, and pick random LZ point only by 100-200m from area. If playing on urban level, ask for specific coordinates and level(ground/rooftop), aim for determined LZ, but keep in mind few "spare" if things will go wrong. "Diving" Landing. If you're going to make "dive" drop from high altitude, next things have to be kept in mind: Frontline direction Simply - if "frontline" looking at your LZ - it's bad as it's reducing time you can spend on LZ, as everyone will see where you landed without comms delay. Escape path Ofc you can drop altitude fast, but raising to the sky isn't that fast. Plan it so you will be able at least get out of "no-escape" range as fast as possible. Sometimes it's even better to fly in enemy direction as most anti-vehicle weapons underperforming on low ranges against high maneuvering target. Approach zone The whole point of "dive" landing is to get superior speed to not let the enemies shoot you. But all helis must land at all, yes? So instead of aiming directly to your LZ, better aim for area 20-50m left\right, and make a 90-degrees turn at end of dive. II. Prioritization This part is simply as with other transport - the more people in your bus - the more efficient is you. However, there's few points too. 1) High-skilled grouped clan-stack is more important than slow public dudes. Not because they're slow, but because elitists tend to live longer on LZ, until more cannon fodder will arrive. 2) Forward fobs is more important than backward. But too much waiting isn't good too, maximum crate timeout is 2-3 minutes, deny new requests if old one still waiting. 3) Whole priority for squad queue is this line: Shock troops>line inf=defensive fob positions>mortars>saboteurs(engineer, HAT, spotter)>snipers. III. Helicopters General notice. Types Personal favorite helicopters. General notice on helis: Unlike CAS\armor, we always have to touch the ground, so most of time trans flying low enough. As we can't maintain distance, we should utilize terrain&obstacles to evade. Never land on non-horizontal LZ's, due to retarded bf2 physics you gonna slide upward! Evading: Evading missiles is simply done by flaring and active maneuvering against threat. Works most of time, however, due to high splash it's not recommended to continue drop if hit to bleeding level as helis tend to turn off engines by the ground\10m from helipad. Evading tanks - if enemy tank missed it's first shot, and you still alive, you'll have to determine strategy by distance to tank. If you're close enough - get closer and raise altitude, then dive into obstacles. If you far away - just run away and try better pathfinding. Evading SPAAGS - if you caught in "no-escape" zone(30-1000m) - there's small chances to survive if will not find obstacles in 1-2 seconds. On long range just run away and try better pathfinding. Evading APCs/IFVs - on close range your task is to overload gunner - best way to do so is to fly 2-6m from threat and after bypassing it +1-2 seconds turn into apc\ifv side. By this time you already should find obstacle to cover your escape path. On long ranges just escape and try again. Evading 50cal's - try to keep medium-to-long range. Their weakness is their bullets, as most of time their tracers enough to determine their firing direction. While escaping on open ground from threat - make small turns every 2-2.5 seconds with changing altitude. Types: Small helis - usually have only 1 small crates - their task is to transport people in tricky places and provide them with crates for kit requests, occasionally delivering 2x crates for FOB's. Never supply mortars with them unless low to none load. Medium helis - usually 1 big crates, jack-of-all-trades, master of nones. Deliver troops on big LZs, drop em crate, by the time you come back and reload crate, new cannon fodder will wait you on base. Big helis - comes with 2 big crates, mostly used for fast deploy&defend. Also good for massive mortars resupplies. Personal favorite helicopters: 1) UH-1N Huey. Best trans heli in terms of armor, speed, maneuverability, view angles. However, with small crates and long loading times it's mostly TRANSPORT helicopter rather than team supply asset. Best usage tactic is boom&zoom. Can easily perform hard landings, and quite controllable in slides. 2) CH-47 Chinook. Even thought it's big, it's still one of the fastest helicopters ingame, and have best "dive" speed. Its view angle is a bit low for some players, however it's not a problem if you "feel" this long icebox. 2 crates and it's speed making this helicopter best for fast deployment. 3) Mi-8 - work horse. Armored, gud view angles, 1 big crates, 2x 50 cals for trolling light cars and snipers. Can into hardland. Motherland told that you don't need more, yes comrade? 4) V-22 Osprey. Because it's cool. Because of 2 crates and M3. Because not so many people can actually fly this thing. However, this asset is more close to ground assets, as it's landing time is too long for frontline transport. Keep it out of 50 cals and atocannons. IV. Just the tips To summarize all said above(who said i remember all this shit during round?), i'll repeat few things: Know map well enough and know where's "bubbles of death". Obstacles our best friends. Speed is our seconds best friend. Armor irrelevant. Prioritize full squads. Keep calm and do a flare roll.