Reaver Pilot's Handbook

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Zeris
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Reaver Pilot's Handbook

Postby Zeris » Thu Apr 24, 2003 3:58 pm

I've picked up a few things in my short time as a reaver pilot and I'd like to share and receive feedback from other pilots.

The basics:
You start with 4 certs and can earn 2 more thru poking stuff around sanctuary and bases and the VR training in sanctuary. Spend 2 on what you like, it takes 4 to be reaver certified.

Getting a reaver: In most forward bases, the air/ground vehicle pad is shared and is located on one of the corners of the base. Walk up to the control panel, hit g, double click a reaver.
NOTE: You can only "purchase" a reaver every ~5 minutes. Be careful if trying to buy one at a base under attack, it could be destroyed before you get in, and you'd be useless for 5 more minutes (which is a damn long time when your base is being attacked)
NOTE: If your base is being attacked, consider relocating to a nearby base via your spawn chamber. Just hop back in and hit G, you can respawn at nearby bases. You can buy a reaver over there and fly back, which is often the best way to help your base.

Customizing your reaver:
Your reaver comes with 250 20mm chaingun bullets and 24 rockets pre-loaded. It has an inventory capable of storing 6 more ammo crates. Crates come in amounts of 50 20mm bullets, and 12 rockets. The pre-loaded configuration is 4 rocket crates and 2 20mm crates, giving you 48 extra rockets and 100 extra 20mm rounds.
I make my regular reaver favorite config with 2 rocket crates that I can exchange for the two 20mm crates. To change a reaver's inventory, you must approach it from the tail and hit g when asked if you want to open the reaver's trunk. Just switch the crates and do wahtever you like with the 2 20mm crates, and then hop in.
NOTE: Reloading in a reaver works like it does on foot. When you're out of rockets, just hit R.

Flying:
adjust mouse sensitivity and the other mouse options related to vehicles as you see fit. Reavers have decent handling relative to a galaxy, but presumedly a bit worse handling than mosquitoes (yet to try them).
Learn your controls:
You're not a plane, you're a gunship. You can go straight up, down, left, right. Afterburners recharge quickly enough to use them when crossing long distances, as well as in dogfights, and most certainly when you need to get away from the ground quickly.
Elevating/descending quickly: the e and c keys are for standard rising/falling, but if you need to get up or down QUICK, just point your nose up as far as possible, hit q (for auto-full throttle) and hold the space bar. You'll approach the flight ceiling in no time. Same for the ground, just point down (Be careful, dumbass).

If you're a decent pilot you'll figure it all out soon enough.

Weaponry:
20mm Chain gun: The basic weapon, pretty destructive. Not very showy, not very intimidating. Nonetheless, your main weapon.
Hitting your target near-instantly is essential against tiny infantry and fast moving enemy aircraft.
Rockets: Slower but pretty damn destructive. They are best sent as a half or full "clip" volley at something you're sure you'll hit - a rooted MAX, a tank, or a lumbering galaxy. If you think you have a shot at an enemy reaver with these go for it, but they are hard to time and easy to evade.

Combat:

There are lots of combat scenarios, and lots of ways to approach all of these scenarios.
Keep in mind your main goal. 99% of the time it will be to support your squad. In a reaver you'll get many, many opportunities to participate in fights that have nothing to do with your squad. While this may ultimately benefit your empire, in reality, your squad may fail, you may fail, and exp may be lost, ultimately costing your empire. For example, you may respawn after being shot down at a nearby base being raided by a few enemy MAXes. You will suit up and hop in your new reaver, but do you defend this base or join your squad?
Or you're patroling above an enemy base, making sure nobody gets the drop on your squad below that's hacking it. You hear talk of an enemy galaxy flying nearby, fully loaded with gunners, MAXes, infantry, and a vehicle. Do you check it out, hoping to grab a sweet 4500xp, or do you stay and defend your base? Often times it's a hard decision to make.
That said, your combat experiences will rarely be solo and often won't involve destroying the enemy. As a reaver pilot, your job is to defend your squad's vital elements - transports and hackers. Keep the enemy from getting into the base your squad is hacking and you've done your job. You and your squad will develop fluidity in combat as you all learn, and your role may differ in each squad. Always be ready to acommodate your squad.

Combat maneuvers:
There are lots of ways to introduce enemy to ordnance, but you have to keep yourself - and friendlies - alive as well. You can't unload a rocket volley into the middle of your own base, hoping to wipe out that one MAX and not touch your squad at all.
There are a few basic engagement scenarios based on your enemy:
If your enemy has no anti air, you can hover 50-150 above the ground and unload, circle strafing to avoid basic fire. Just because you're better armored than a skeeter doesn't mean you're not still an aircraft. Aircraft are still incredibly fragile. Small arms fire CAN and WILL bring you down if you aren't always in motion, it's that simple.
If your enemy has anti air, you should take a more cautious approach. Do fly-bys using your afterburners to remain an elusive target, and slow down only for the moment it takes to unload a few rockets. Turn around, and repeat. Wait an unpredictable amount of time between fly-bys to keep them guessing, and approach from a new angle every time. If they're already fighting something else, approach from behind them. Always be mindful of friendly fire. That goes BOTH WAYS - the heavier weapons are easily seen and usually make bright effects, but are extremely dangerous and quite capable of causing you harm. A friendly only has to accidentally aim up the slightest bit to shoot you, and then you're damaged and he's got grief, and nobody's happy. Be mindful of where he's shooting at and how he's shooting too.
If your opponent is in the air, you're in for a treat. These battles are always the most exciting and are the hardest test of your skill.
Galaxies are huge lumbering targets, but beware their gunners. They have flank and rear gunners, so avoid behind directly behind them or to their side. Approach from above, below, or "play chicken" with them: use afterburners to get in front, then charge at them while unloading all you've got, then peel off because they won't be able to. And if you crash into a galaxy, you're gonna die. Another problem with galaxies is that they are tough fuckers. If they are loaded with gunners, you're going to have problems getting close and unloading rockets. Galaxies take a lot of 20mm rounds, a LOT. So if you're for sure going galaxy hunting, either pack extra bullets or hunt in packs, so you can safely get close and use rockets.
Enemy reavers are the most exciting opponents because what is more challenging than facing your equal? Careful use of afterburners is the key to getting behind your enemy and shooting. You'll mostly use your 20mm, and if you catch them making a mistake (for example, stopping in the air to turn around) you can get a few rockets off, maybe up to 6, but don't be greedy/wasteful. Nothing is more satisfying than blowing an enemy pilot out of the sky.
Not enough people play mosquitoes as anti air, but I have reason to believe they'd be quite devastating. More maneuverable, a smaller target, and unburdened by hard-to-use rockets, these things could be big trouble for an unexpectant reaver pilot. Be careful, as always.

GOOD LUCK UP THERE!
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Eadey
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Postby Eadey » Thu Apr 24, 2003 8:39 pm

Excellent job. And btw, I've spent a little time playing with mosquitos, and between two equally skilled pilots, the mosquito will beat the reaver. It's just so much more maneuverable and can hit and run against the reaver to no end. If we have enough reaver pilots I'd be more than willing to fly a mosquito instead.

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Zeris
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Postby Zeris » Fri Apr 25, 2003 11:46 am

How are mosquitoes vs. ground? It'd seem like they'd only be useful for anti-infantry. Now that I think about it, I bet mosquitoes are amazing at stalking loaded galaxies.
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Postby Bulor » Fri Apr 25, 2003 12:04 pm

they are good for chewing up those hillside snipers and such.. but don't hang around to much.. any random player with a rocket is gonna give ya a hurting.
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Eadey
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Postby Eadey » Fri Apr 25, 2003 1:56 pm

As Bulor said, you can't stick around long b/c the armor is much less than that of the reaver, I don't know how much but I've heard maybe half to 3/4. It's guns are always less powerful than the reaver. As you observed, mosquitos are actually great for stalking anything b/c they have the ability, if you fly at 50% or less throttle, to uncover enemies on the map for your squad mates. I see them as the best anti aircraft wpns due to maneuverability. When I first start my char I think I'm going to go either adv eng or adv hack just so I can get up a few BR, and once we have our squad up and running I'll drop that for mosquito/reaver, whatever we have less of.


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