Lately, I've noticed transports sitting on their pads rustin or being used in rather silly ways on the field. Ever since the 1.03 patch, people seem to have lost interest in these things. Really, it's too bad since they can be used to powerful effect.
Situationally, you don't want to try this when the enemy have air superiourity (obviously and much like the real world), but it will work on more than just Mash City.
The following is re-posted from another thread that got me thinging about this and how maybe it could use it's own thread.
The "perfect" tansport Helo squad:
Chopper crew:
- Medic as SL flying (since he is the least likely to be killed by ground fire and he heals anyone in the back that might take a hit or two)
- Support guy on "primary" gun (since he doesn't have to activly use his resupply and he's got thick armour. Primary gun refers to the side that's going to be facing the heat.)
- Engineer for gunner 2 (if fixing is required, he can change positions).
Passangers:
- Spec opps/assualt/AT to fill out the seats. As many as needed. These guys should be ready and willing to bail out at any time to re-enforce ground troops, take flags, or capture assets. When they die on the ground, the can just respawn in the chopper and repeat.
Engineers and spec opps should be ready to toss out boomers when required. AT fire from a helo can be damned effective too. As long as the supply guy is alive, you've got unlimited ammo so go nuts!
Best use:
The pilot should circle target checkpoints allowing the primary gunner to lay in heavy fire doing as much damage as possible. After a circle or two drop off your passangers a short distance for the CP and continue to circle. This lets them move into position without being too vunerable on their chutes or obvious by dropping right on the CP.
If the CP is fully supressed, the pilot can now move in to hover and assist in the capture. If the target is still hot, keep circling and providing cover fire for your ground guys.
Special note to pilots: Get used to aprouching hot zones indirectly. If your nose is pointing at the target, your gunners aren't going to be able to hit anything. Either aprouch by heading to the side of the target zone OR (and I love doing this) get used to flying in sideways. It's a little tricky, but if you've got good communication with your gunners, it's not too bad.
This is a screamingly powerful tactic that I don't see being used much.
Situationally, you don't want to try this when the enemy have air superiourity (obviously and much like the real world), but it will work on more than just Mash City.
The following is re-posted from another thread that got me thinging about this and how maybe it could use it's own thread.
The "perfect" tansport Helo squad:
Chopper crew:
- Medic as SL flying (since he is the least likely to be killed by ground fire and he heals anyone in the back that might take a hit or two)
- Support guy on "primary" gun (since he doesn't have to activly use his resupply and he's got thick armour. Primary gun refers to the side that's going to be facing the heat.)
- Engineer for gunner 2 (if fixing is required, he can change positions).
Passangers:
- Spec opps/assualt/AT to fill out the seats. As many as needed. These guys should be ready and willing to bail out at any time to re-enforce ground troops, take flags, or capture assets. When they die on the ground, the can just respawn in the chopper and repeat.
Engineers and spec opps should be ready to toss out boomers when required. AT fire from a helo can be damned effective too. As long as the supply guy is alive, you've got unlimited ammo so go nuts!
Best use:
The pilot should circle target checkpoints allowing the primary gunner to lay in heavy fire doing as much damage as possible. After a circle or two drop off your passangers a short distance for the CP and continue to circle. This lets them move into position without being too vunerable on their chutes or obvious by dropping right on the CP.
If the CP is fully supressed, the pilot can now move in to hover and assist in the capture. If the target is still hot, keep circling and providing cover fire for your ground guys.
Special note to pilots: Get used to aprouching hot zones indirectly. If your nose is pointing at the target, your gunners aren't going to be able to hit anything. Either aprouch by heading to the side of the target zone OR (and I love doing this) get used to flying in sideways. It's a little tricky, but if you've got good communication with your gunners, it's not too bad.
This is a screamingly powerful tactic that I don't see being used much.

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