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Found 3 results

  1. A long time ago, I wrote a verbose post on an Outfit Forum, that I called The Hanner Doctrine. These guides, covered various aspects of PS2, from air to vehicles and infantry. Sadly, said forum was swiped, along with my posts, which I am only now beginning to recreate. But, getting back into PS2, I felt now was the time for the Doctrine's return. :-) -----Air Combat----- Air to Air and Air to Ground combat, have now officially lasted for more than 100 years. But for all the advances in modern technology, metals, tracking and support systems, it's one of the first air to air aces, Oswald Boelcke, whose principles of combat have outlasted anything else. Even in PS2, where the flight mechanics are not entirely grounded in reality, the core precepts of Boelcke, stand firm. So, here are the aerial combat manuevers, formulated by Bolecke, and interpreted for Planetside 2 that you should know before you strap into a Mosquito and ride fire. Understand, these are NOT iron clad rules. They're the mindset you should carry into each fight: - Try to secure the upper hand before attacking. If possible, keep the sun behind you This one is almost a no-brainer. If your enemy's above you when you see him, do not engage him but climb to get above him first. If you're above him, move to get the sun behind you, so you can't be seen. Likewise, if your target's on the ground, hug the ground or dive from directly above, where he can't shoot at you effectively. Never hang in the middle between the extremes. It's remarkably easy to disregard this rule, and you will generally pay for it. Mosquitos have the fastest speed, and LOWEST armor in game. So play to those strengths, and always get the advantage BEFORE you begin the fight. - Always continue with an attack you have begun This one deserves a certain modification. In most cases, you do want to adjust your speed and pitch, to keep yourself behind your opponent. Better to let them open up a hundred meters and be behind them, than hug their rear, get shaken and end up the one on the wrong end. However, there is a tactic you'll come across(war thunder players probably know this one by heart) called Boom n' Zoom. Basically, you secure your advantage, floor your craft towards your target and tag em with a burst. But instead of circling back around, you keep going in a straight line, and put as much distance between your target and you as possible before re-engaging. It's effective, and annoying as hell. You are picking your fights, your way, and it can be a distraction that can spin up six or seven enemy aircraft to hunt you down. You'll see this one pop up in a lot of Mosq builds. Any Mosq you see with just Afterburner tanks and no rockets, is a fan of Boom n' Zoom. And it's HORRIFICLY effective. :-) Being able to outrun your opponent, and make them turn around to leg it back to the fight in a wounded aircraft, is one of the most annoying things you can do. - Open fire only at close range, and then only when the opponent is squarely in your sights Sounds silly, right? "Who'd fire at long range, or when they're still banking?!?!?!" The answer is, you will when you feel the trigger itching under your finger. It's easy to speculate-fire, trying to guide your rounds into your target. But every missed round, is one less HITTING the enemy. It's one less doing damage, and two more, to taking your target out. Let the adrenaline out of your hands, and wait for those moments when your target levels out, or loses focus. - You should always try to keep your eye on your opponent and never let yourself be deceived by ruses "WOW!!! That Mosq is just circling at max altitude!!! What an idiot!!!" No. that Mosq is suckering you in. You may have seen him first, but he'll see you before you get to his altitude, and he's gonna dictate how the fight plays out because we are the bloodstained road-runners. This is where your advantage comes into heavy play here. Distance and position will almost always trump speed and manueverability. Control both, and you control the fight. But never piss it away. If you see an enemy suddenly break for a base you know is empty, assume it's not anymore. That his budies are waiting for you to get close enough to light you up. Give him the room, and keep your eye on him. He'll have to leave his friends and come out again, and you've already got him sweating from making him run the first time. - In any type of attack, it is essential to assail your opponent from behind Ideally, you always attack from slightly above, and clearly behind your opponent. This can change depending on the type of aircraft you face, but it's more often than not, the safest position, and the one that leaves you in the most control. Again, sweat out the rush of combat. The first to die, is often the first to stop thinking. Keep that position until someone MAKES you give it up. - If your opponent dives on you, do not try to get around his attack, but fly to meet it This one can be hard, as on the PS4, we don't get inner view controls. So it's hard to determine where an attacker is in terms of altitude. But it applies to all attack angles. Turn INTO your attacker, never AWAY. You cut his time on target, you sharpen the angle he needs to keep lead, and you force him to decide between turning away, or a possible ram. All three benefit you more than the prospect of giving him a somewhat straight line to shoot at. - When over the enemy's lines, always remember your own line of retreat This one is -VITAL!!!!- And remarkably simple to accomplish. Your line of retreat, is where you know friendly forces are waiting to assist you. A Sunderer deploying troops, a base with AAA guns and friendly boots on the ground, even a squad of Lightnings(because at least one of them will have a skyguard turret) is where you need to run when things go sour on you. But there's no great mystery to figure out. Before your fighting begins and between fights, throw down a Personal Waypoint where you want to retreat to. Then, you have an automatic map copilot to tell you where you head in case of danger. Ideal spots, are a base two hack points or more away from the front, so you won't lose it in a sudden rush cap. Remember, War is about the efficiency of destruction. If your Mosquito takes out seven infantry, and is shot down six times, you've lost way more than the NC gained. Your nanite pool wil be empty, so no more vehicle spawns.
  2. After Sunday 01/18/15, most of us enjoyed the last bit which was the Japanese offensive on Pearl Harbor. I thought, why not a whole air campaign with the axis vs allies. Just to take a break from the ground force campaign once in a while. It is also seen that the main bombers do not get to see combat in the ground force campaign and thought, this is where they could shine. This mode would be similar to that of the ground force campaign except with some differences. *Rules and Regulations: 1. Points are allocated based on BR and similar to that of how much each player costs which I believe is 2.5 per a player. 2. There is will be bases that are specific to that of each nation, aka pearl harbor and Berlin. (More of the bases and map things in below topics.) 3. In order for a team to win, they must blow up all 3 bases and or eliminate all players. However, when it is Japan vs America, both teams must destroy at least 2 of the four carriers, or when half of the airfield is blown up. ( for the pacific campaign this will need to be sorted.) 4. The game will start when all players have spawned in the on the runways. 5. Only 1/3 or 1/2 the team cannot be all fighters, unless a specific perk is given. This is to be decided. 6. Weather can be different, but must not be stormy. Night maps are allowed, but extreme weather where players are hiding in clouds is not allowed. (this will be discussed as this is a common problem especially without icons. However, because of radar, night maps are allowed, which will make for some interesting battles. More rules and regulations to come as this develops. *Maps, Planes, ETC for content: 1. Home Maps: America: Pearl Harbor/ Britain, Great Britain: Britain, Germany: Berlin, Russia: Moscow, Japan: Iwo Jima. 2. Planes exist for those only used during World War 2 and actually faced combat. In the Pacific campaign, if one of the nations has an airfield, they can use the non-naval warplanes. This still in work and it is understood that some bombers start in the air as they cannot take off of runways. This will be discussed. The list is as follows: America: Planes up to the B-24, P-51, and the Fau 1c. Anything after that is outside the boundaries. Japan: Anything up to the n1k/ Ki 84, and the G8n1. Anything after that is not accepted. Great Britain: Anything up to the Tempest Mkv, Lancaster Mk3, Mosquito, and the Spitfire Lf Mk9. Anything else after that is not accepted. (No griffons) Germany: Anything up to the Bf 109 K4, Fw190 D12, Me 410 B6/R3, and the Do 217 K4. Anything else after that is not accepted. The TA 152 is a prototype aircraft and can be used as a perk. See perks for more info. Russia: Anything up to the Yak 9u, The La 7, Yer 2, and the il-2M. Anything else after that is not accepted. I-185 is considered a prototype as it did not fly in the battlefield. Keep in mind these planes are to change as time goes on, but really seeing these High tier aircraft is unlikely due to point costs. *Perks: Perks allow the team to use different strategies allowing giving them a slight chance of winning. There will always be new perks added with new players coming up with ideas. Some will be crossed and almost similar to that of the Ground Forces Campaign. 1. Engineering : Can bring 1 vehicle/or plane that is either a premium or a prototype to the field (full cost +1 extra for prototype). 2. Cheap and Efficient: Fighters used the most during the war cost 1 less extra point. (-1 for aircraft that would used the most during the war) 3. Extra Wing man: This perk allows one extra fighter on the team. 4. Berlin Express: The cost of a bomber cost 1 less extra point. (-1 point for bombers) 5. Night Raid: One team is give allowed to set the map to night twice during the campaign. This should be used wisely as this can give the other team the advantage. (Set the time of day twice.) 6. Intelligence: The enemy team must reveal two different aircraft that they are using before each battle. 7. Oil loss: Only allowed one use, this can for one of the battles make the enemy planes cost 1 extra point ( 1 use, enemy team's planes cost +1 point.) 8. Caught by surprise: Only allowed one use, the enemy team gets the advantage of starting earlier than the enemy team. This forces the enemy team to scramble planes as fast as they can. (1 use, and early start for one team). More perks are to be developed and or more ideas can be presented as time goes on. *Finishing: As it can be seen the Britain, America, Russia vs Germany is quite simple. However the Pacific Campaign of Japans vs America is quite difficult. with spawning and Especially with carriers. That campaign might have to be set on the Eastern Front. Anyways, I hope this we can get this campaign mode started as it would make for some interesting battles, and make those excited for night combat in the air. If your a pilot as I am, I would be thrilled to play this and watch it develop. So please guys discuss about this mode and hope to see it implemented in training.
  3. So I found this on the WarThunder Forums by MOBB and found it really helpful. Link: http://forum.warthunder.com/index.php?/topic/134460-fighter-tree-analysis-by-nation/