How can a defending team in Rush combat a really good Attack Chopper?
Started by theJwac, Feb 02 2012 02:36 PM
10 replies to this topic
#1
Posted 02 February 2012 - 02:36 PM
I was playing Rush on Wake Island with a two buddies last night and I noticed a lvl 43 and lvl 79 colonel had joined on the other team. I had a bad feeling about these guys and when our turn for defense came up, my bad feeling was vindicated as they proceed to destroy us with the Viper. Forget about the AA, the Viper (especially one with Guided Rockets) can obliterate the AA from far away. After they quickly destroyed the AA, they were on top of us and were simply impeccable with their aim. By the end of the game, my team had only one person on it with a single kill. (Actually, I see after looking at the battlelog report that other people on my team had a least one kill too but they quit.)
Here is the battlelog report: http://battlelog.bat...86/2/186481251/
I'm no slouch at battlefield and I'm fairly critical of mistakes I might make but I could not figure out what to do in this scenario. As soon as we would spawn, they were on us. AA would get destroyed before a player could spawn in it. If I spawned and tried to lock on to them, they would quickly ECM jam, locate, and kill me. My entire squad was trying to do this, it got so desperate, we disbanded the squad and tried spawning at the Defender base in hopefully a wider and more random configuration but were still killed very quickly.
Looking back, one thing I see we didn't try was throwing smoke down as soon as we spawned, but I doubt that would have helped much. Another possible tactic would have been trying to get a lucky hit with an RPG rather than a heat seeker. SOFLAMs were gone before they could ever establish a lock, so Javelins were a no go..
Anyone have any advice that might help in this situation? I really hate feeling like there wasn't anything that could have been done. Once my team started quitting and there were just a few of us left our options were basically gone. I can't help but think an AT-4 would have been useful, but maybe that is me just missing BC2!
Here is the battlelog report: http://battlelog.bat...86/2/186481251/
I'm no slouch at battlefield and I'm fairly critical of mistakes I might make but I could not figure out what to do in this scenario. As soon as we would spawn, they were on us. AA would get destroyed before a player could spawn in it. If I spawned and tried to lock on to them, they would quickly ECM jam, locate, and kill me. My entire squad was trying to do this, it got so desperate, we disbanded the squad and tried spawning at the Defender base in hopefully a wider and more random configuration but were still killed very quickly.
Looking back, one thing I see we didn't try was throwing smoke down as soon as we spawned, but I doubt that would have helped much. Another possible tactic would have been trying to get a lucky hit with an RPG rather than a heat seeker. SOFLAMs were gone before they could ever establish a lock, so Javelins were a no go..
Anyone have any advice that might help in this situation? I really hate feeling like there wasn't anything that could have been done. Once my team started quitting and there were just a few of us left our options were basically gone. I can't help but think an AT-4 would have been useful, but maybe that is me just missing BC2!
#2
Posted 02 February 2012 - 03:17 PM
The only thing I could suggest trying is getting a repair party latched onto a CITV-equipped MBT and use that to laser designate for the Javelins and other laser-guided stuff. Or, you know, get a competent jet pilot to keep them grounded with their nose cannon.
#3
Posted 02 February 2012 - 03:22 PM
The only thing I can think of is spacing out the SOFLAMs and using them. They're harder to spot from the air than you think. Try putting them up next to a light source, which hides the tell-tell red light for the most part (this is especially true on the carrier of canals)
Other than that without being there and seeing what he did I can't tell you much. But remember that every countermeasure combo has it's weakspot somewhere, you just need to be persistant
Other than that without being there and seeing what he did I can't tell you much. But remember that every countermeasure combo has it's weakspot somewhere, you just need to be persistant

#4
Posted 02 February 2012 - 03:23 PM
Mister Maf, on 02 February 2012 - 03:17 PM, said:
The only thing I could suggest trying is getting a repair party latched onto a CITV-equipped MBT and use that to laser designate for the Javelins and other laser-guided stuff. Or, you know, get a competent jet pilot to keep them grounded with their nose cannon.
I was determined to get revenge on these guys so I followed them into a Kharg Island game to get in a jet and deliver a piece of my mind. Guess what they did? They camped the defender's runway and only killed jets trying to take off and would-be pilots unlucky enough to spawn on them.
#5
Posted 02 February 2012 - 05:17 PM
A really good chopper team shouldn`t need to camp the jets. What jerks.
I suggest either using the CITV, SOFLAM, or a jet.
The key to taking out good choppers with a tank is to stay in cover as often as possible. Have your buddy laze them in the CITV and then someone to Javelin them. If you can`t manage that, you can always try to service them in the tail with a standard shell as they pass under you. Keep someone repairing at all times!
The key is to force them to get low. I find the best way to do this is to drive under them so that they have get low to reposition themselves.
I suggest either using the CITV, SOFLAM, or a jet.
The key to taking out good choppers with a tank is to stay in cover as often as possible. Have your buddy laze them in the CITV and then someone to Javelin them. If you can`t manage that, you can always try to service them in the tail with a standard shell as they pass under you. Keep someone repairing at all times!
The key is to force them to get low. I find the best way to do this is to drive under them so that they have get low to reposition themselves.
Edited by Alpine gremlin, 02 February 2012 - 05:19 PM.

P.T.F.O. 24/7
#6
Posted 03 February 2012 - 08:55 AM
stingers..lots of stingers. a 4 man squad locking on should have no trouble.altho me rambout slattstron n gartner glad have ran into this problem before on defending wakeisland.the AA can be useless if in a randoms hands.thankfully one of us nabbed it n took it down halfway through a match. a hail of AA fire and 3 stingers later...The beast was dead
i find the soflam tactic on this map to be a bit of a waste of time on this map especially against a chopper crew communicating. on Kharg island however....itsa deadly weapon. ive seen 7 javelins tracking an enemy viper a few times.
it was too awesome.why the crew didnt bail out il never know.
i find the soflam tactic on this map to be a bit of a waste of time on this map especially against a chopper crew communicating. on Kharg island however....itsa deadly weapon. ive seen 7 javelins tracking an enemy viper a few times.
it was too awesome.why the crew didnt bail out il never know.
#7
Posted 04 February 2012 - 02:13 PM
Yeah a good chopper team is a deadly thing. It's hard to hide from them, and even harder to kill them. They can shred a tank in a single pass and vaporize a foot soldier. I've been in a couple matches where half the team was recon w/ soflam and the other half was engineers with javelins and a couple with stingers. Get enough stuff flying at the chopper and they will eventually go down.
#11
Posted 05 February 2012 - 08:10 PM
I agree stingers are pretty useless, they need to be buffed for the consoles I think so they are more of a threat. We don't have the # of players on the PC version. And unless I am wrong the Javelins have limited range that they will travel. If they do, once they have a laser designation lock they should be increased and made way more accurate. But we all know how slow DICE moves on this stuff.
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