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Thread: 10 Titan Air Drops IOR???
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05-18-09, 04:49 PM #12
Re: 10 Titan Air Drops IOR???
Probably, but there are those exceptions where this would be a golden opportunity for titan assault (and you'd just so happen to get the pin in the process.)
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05-18-09, 04:57 PM #13Re: 10 Titan Air Drops IOR???
Yeah, they patched this fairly early on in the game. People were abusing a 'bug' in the design of how it calculated the score. You'd accrue a titan drop if someone switched seats over the titan. So they'd get 2 people, fly WAY above the titan and the other guy would switch from seat to seat. You'd see scores in the thousands.
The patch limited how high you could be over the titan (150m) and you had to actually bring the occupants of your transport from at least 400m away from the titan to get credit. So 2 full boats from titan to titan should do it for ya, but it's still not terribly easy to achieve.
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05-19-09, 12:15 AM #14
Re: 10 Titan Air Drops IOR???
How to get the Titan Drop pin and Medal:
It's more practical (and more likely to see) this award, and this tactics below, on a moving titan server, since the static titans always have APC's spawning on the ground below. With mobile titans, air delivery can be quite effective. But, you can still try it on a static titan map, and if you are a squad leader and get get your squad to help out a bit, you can still get the drops without too much trouble.
The "trick" is to start about 250 m above the enemy titan, 550m or so out. You want to be at an off-angle so you aren't so obvious, and high enough to keep you out of the average AA gunner's line of sight. (Since most guys in the titan AA guns just scan the horizon, you can come in mostly above their LOS.)
Let the squad know what you're doing, and hopefully they'll help out by spawning on you (if you're the squad leader) or on the transport.
Once you get several guys on board, head for the enemy titan. About 400m out, start a shallow dive to pick up speed and close the distance faster. This will reduce your vulnerable period. Your target drop point is 50-100m above the rear deck of the enemy titan. You want to hit that point in space so your dudes can bail out and drop right to the deck.
At this point you have two options how to play it. If there is little effective AA, you can keep your dive a little shallower, go slower, and stay a bit higher above the deck. (Say, 100m or so) Flare a bit at the drop point so your guys to have a little more time to pop out, then climb out on a curving arc. This delivery method (the "risky" one) is dangerous because you are quite vulnerable to AA during the flare and climb-out. You're taking a big chance- Make sure your squad knows to hold spawn until you are ready for them. But, if the enemy doesn't bother to man their AA guns, you can save a lot of time getting back into position because you haven't lost much altitude executing your delivery. But, you might wind up dead and have to re-spawn. If a gunner sees you flare and then climb slowly, he can cut you to pieces before you can get to safety.
The "safe" approach is to aim for that drop point 50m above the deck while you are in a decent dive, go through that drop point, and than keep right on diving down below the level of the enemy titan as you escape. This delivery profile requires your passengers to be on the ball, since their window for dropping onto the titan opens and closes quickly at dive speeds. It also takes longer for you to circle and climb back into your starting altitude and distance, because you've traded most of your altitude for speed during the delivery. Get back out to 550m, and stealthily do your climb back up to altitude. Don't go blundering through the main air corridors as you do this! (Don't forget, one of your goals is not to meet an enemy gunship while you're slowly climbing and cursing the guppy's pitiful climb rate.)
The big advantage of the high-speed dive profile is, even with manned AA guns this profile actually works really well if executed properly. Your window of vulnerability is small- You should be moving quite quickly, across the gunner's field of fire rather than directly at him, and you'll usually get lower than his guns can aim before he can finish you off. Your long time to climb actually works in your favor too, because the average gunner forgets about you and gets bored sitting in his AA gun yanking his pud. Then, *bang* you dive out of a cloud and make your drop, and he either never sees you coming, or sees you too late as you disappear below his field of fire! :9
Good luck!
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