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The Art of Warfare Quake Wars Division

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv © 2009
Approved by DC, DO, HDIs 2009
Property of The Art of Warfare—TAW

TABLE OF CONTENTS

Table of Contents…………………………………………………………………………………………………………………....... 1
Introduction……………………………………………………………………………………………………………………………….. 2
Pilot’s Game Setup…………………………………………………………………………………………………………………….. 3
Camera & Cockpit………………………………………………………………………………………………………………….. 3
Flight Controls……………………………………………………………………………………………………………………….. 4
Mouse Sensitivity………………………………………………………………………………………………………………….. 5
Viewing Distance……………………………………………………………………………………………………………………. 5
Binds……………………………………………………………………………………………………………………………………… 5
Theory Knowledge…………………………………………………………………………………………………………………….. 7
Maneuvering………………………………………………………………………………………………………………………….
Craft……………………………………………………………………………………………………………………………………….
7
8
1
XP Rewards……………………………………………………………………………………………………………………………. 9
Threats…………………………………………………………………………………………………………………………………… 9
Practical Skills…………………………………………………………………………………………………………………………….. 11
Maneuvering…………………………………………………………………………………………………………………………. 11
Air-to-Ground Combat………………………………………………………………………………………………………….. 11
Air-to-Air Combat………………………………………………………………………………………………………………….. 13
The Test……………………………………………………………………………………………………………………………………… 14
Beggar’s Canyon Run……………………………………………………………………………………………………………… 14
Acknowledgments……………………………………………………………………………………………………………………… 15

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
INTRODUCTION

“This member has successfully passed pilot challenges to


demonstrate a basic skill level and is ready for active
deployment in an aircraft.”

The purpose of this manual is to make players familiar with the basics of piloting aircraft in Quake
Wars. It contains instructions on how to set up the game for flying, theoretical knowledge of piloting,
and instructions on basic maneuvering, air-to-ground, and air-to-air combat.
The final part of the manual is concerned with what is covered in the test that members must
pass if they wish to earn the Basic Pilot’s Wings Badge.
The manual should be available to all members of the TAW Quake Wars Division. Drill
Instructors may use it for trainings concerned with piloting as they see fit.
The goal of the Basic Pilot’s Wings test is to prepare pilots for the advanced challenges of the
Intermediate Pilot’s Wings skill level, and also to prepare them for basic use of flying vehicles in the
game.

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
PILOT’S GAME SETUP

Even though this game setup is not mandatory, it is highly recommended that pilots set up at least
one of their configs accordingly.

Camera & Cockpit

Uncheck “Show cockpits in vehicles.” The cockpits are unnecessary eye candy and obscure much of
your view. Alternatively, add seta g_showVehicleCockpits "0" to your config. 3

The cockpit obscures about one third of your You have a much better view of your
screen. The reinforcements in the glass canopy surroundings. Nothing is obscured, only your FOV
even hide an entire Magog (top left setting is limiting your view.
intersection).

Make sure that “Lock camera view behind vehicles” is unchecked. It will allow you to use your mouse
to rotate view around the vehicle when using external view. Alternatively, add seta
ui_drivingCameraFreelook "1" to your config.
You can check or uncheck “Remember vehicle camera settings” at your own discretion.
Checking it will force the game to remember if you are using cockpit or external view. You can switch

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
between the two by pressing [POS1] or [Home] on your keyboard. The default view is cockpit when
unchecked. The cvar equivalent of checking this option is seta ui_rememberCameraMode "1". To
“uncheck” it, set it to “0”.

Note that you will not have a crosshair for aiming when using the external camera. It requires more
practice to aim and shoot effectively.

Flight Controls

Check the option “Advanced Flight Controls.” It is a must-have that will give you significantly more
extensive command over your vehicle. If you use only basic flight controls, the system will only allow
you to roll and pitch your craft within a limited angle. While that makes flying in terms of getting
from A to B easier, it makes flying in terms of combat impossible.
Alternatively, add seta ui_advancedFlightControls "1" to your config.

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
Mouse Sensitivity

In general, you need to set your mouse sensitivity so you are comfortable with it. A high sensitivity
will allow you to maneuver more sharply, making you harder to hit, increase the effectiveness of
your evasive maneuvers, and offer you better chances to adapt to new situations quickly. The
downside is that it will make aiming—especially at distant targets—more difficult.
A low mouse sensitivity will make aiming generally easier, but it will take away the edge from
your maneuvers.
In the end, it is entirely up to you how high you set it. Make sure it’s working for you; and
think about changing it if it’s not.

Viewing Distance

One major strength of the Anansi and the Tormentor is long range combat. In order to fight distant
targets, the pilot needs to see them. This is where the viewing distance comes in.

seta r_visDistMult “0.8” seta r_visDistMult “1.2”


While the minimum value of this cvar will give Maximum value. In the distance you can see the
you higher average FPS, it is not recommended Strogg base. This will cause a drop in your
for flying. Do not lower it beneath its default average FPS, but your viewing distance will
value. increase substantially.

Binds

The Attack and Alternate Attack keys


don’t need to be changed. The Next
Weapon key should be easily accessible
while flying to quickly switch between
LAW and Rocket/Strocket and Plasma
Cannon. The Mouse Wheel is usually
sufficient for this purpose. Select

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
Melee/Fire Decoy requires a rebind because the default key [1] is a bad choice. First, pressing [1] to
fire decoys forces the player to move a finger from a maneuvering key, thus limiting the maneuvering
capability. Second, only firing decoys is often not enough to shake a missile lock. In order to be able
to fire decoys and fly an evasive maneuver in any direction at the same time, the decoy key should be
bound to a mouse button—preferably MOUSE5 or MOUSE6 if the mouse has this many keys. If not,
the decoy key can be context bound to MOUSE2. By using bind "MOUSE2" "_weapon0" "" "vehicle",
pressing the right mouse button will fire off decoys while in a vehicle but remain Alt Attack/Sights
when infantry.

“Enter/Exit Vehicle” can be bound at proper discretion, “Change Camera” as well.


“Vehicle Free Look/Aim,” also known as tophat, should be bound to an easily accessible key.
Holding that key down unlocks the camera from behind the craft in external view. It also allows to
aim more or less freely in cockpit view and thus to help lock on to targets. Additionally, it allows the
pilot to aim the Bumblebee’s Minigun independently of the direction of flight. Note that while 6
holding down tophat all mouse commands to the craft are disabled.

Any pilot should feel free to experiment with those binds until they suit their purpose and are
comfortable to use. The goal is to use those binds instinctively, for example automatically hitting the
decoy key when a missile lock warning appears, without having to think which key it is first.

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
THEORY KNOWLEDGE

Maneuvering

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
Note that each craft will react differently to the use of these controls. For example, the Bumblebee
will react similarly to the Anansi, only in a significantly more sluggish manner. Also, while you can
virtually stop the Anansi from full speed in mid air using the airbrakes, the Tormentor will take
dozens of meters to come to a full halt.
8
Craft

Name: Anansi
Crew: Pilot, Gunner
Armament: LAW (4 seconds recharge), Rocket (6 until recharge),
Minigun (6 seconds of sustained fire until recharge)
Spawn time: 30 seconds

Name: Tormentor
Crew: Pilot, Gunner
Armament: Strocket (3 seconds recharge), Plasma Cannon (6 until
recharge), Hyperblaster (10 seconds of sustained fire
until recharge)
Spawn Time: 30 seconds
Name: Bumblebee
Crew: Pilot, 2 Gunners, 2 Passengers
Armament: 3 Miniguns (11 seconds of sustained fire until recharge)
Spawn Time: 30 seconds

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
XP Rewards

12 XP: Vehicle Drops


Not particularly interesting for flying. Allows the player to call in a Husky/Icarus.
24 XP: Better Decoys
Improves the decoys, allowing the player to fire decoys in shorter sequence.
48 XP: Improved Vehicle Weapons
While vehicles have unlimited ammo, they need to recharge after firing. This upgrade
decreases recharge time.
96 XP: Improved Vehicle Armor
Improves the armor of vehicles so they take less damage when the player is in them.

Threats

The Anansi and the Tormentor can deal serious amounts of damage, but they are very fragile. There
are a number of threats to those craft that any pilot needs to be aware of—as well as of the
countermeasures available.

Threat Countermeasure
Small Arms Fire is not the most dangerous thing,
but large numbers of infantry can wear down
If the source can be located (muzzle
flash/tracer), the threat can usually be
9
the hull integrity rapidly. neutralized easily by returning fire. Otherwise,
distance is your friend. Small arms cause little to
no damage the farther away you are.
Snipers are moderately dangerous. On a Snipers can be found easily with the help of the
distance of 100 meters it takes 10 full power damage direction indicator and the tracers their
rounds from a Railgun to destroy an Anansi. weapons leave in the air. They are best
neutralized immediately. Distance will decrease
the damage their weapons can do.
Heavy Weapons Fire such as Hyperblasters, Neutralize or avoid. Distance helps you again,
GPMGs, Miniguns, and machine guns deals and the enemy tends to run out of
significant damage to aircraft. ammo/charge rather quickly.
Rocket Launchers and Obliterators are every Distance is your friend. On less than 100 meters
pilot’s worst enemy. They can take down an there is no chance of avoiding the missile. The
Anansi or Tormentor with one direct hit, are farther away you are, the more time you have to
hard to spot because fired by infantry, and carry fire decoys AND fly an evasive maneuver.
enough ammo to keep flyers in check.
Anti-Vehicle Turrets are dangerous because AVTs can be easily disabled from the distance as
they can fire guided missiles at a high rate of the main weapon’s range of the Anansi and the
fire. They will shoot as soon as an enemy vehicle Tormentor significantly exceeds their target
enters their target acquisition range. Note that acquisition range. Usually, it is best to only
their weapon range is higher than that and fired disable the turret rather than destroy it. That

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
missiles will follow you beyond TAR. will take less time, force the enemy to
repair/redeploy, and allow you to focus your
firepower on another target instead.
AA Missiles fired from the GDF APC have a high Being a major vehicle, the APC is a major target
range and are fast. Two direct hits are sufficient for any Tormentor pilot. It can be destroyed
to bring down a Tormentor. from a distance that forces the gunner to fire the
missiles without locking on, or from above as it
has only a limited angle of how far up it can aim.
The Tank Gun/Plasma Cannon can destroy a The Titan, the Cyclops, and the Desecrator are
flyer with one direct hit. The Tank Gun has major vehicles and thus major targets for any
nearly infinite weapon range, the Plasma pilot. They can all be destroyed from above as
Cannon causes spatial damage, similar to a flak they can’t aim 180° up, like the APC. The Strogg
shell. tanks have only limited weapon range and can
therefore be destroyed from the distance.
Plasma Mortar/Rocket Artillery can be locked There are several options how to deal with a
on to a flyer and fire missiles quickly, making it FieldOps/Oppressor. First, the red beam of the
impossible to divert them with decoys. targeting tool is well visible. Move out of its
range or fire at its point of origin. Further, solid
terrain and buildings will protect you from the
missiles, as well as any friendly Artillery
Interceptor Turret, deployed in the field or base
10
AIT.
Magogs/Deploying Turrets crush anything on Be careful when above areas that are often used
contact. to deploy turrets. Magogs can be spotted on the
minimap.
Terrain Altitude is your friend. Stay as high as possible at
all times.
Enemy Aircraft can take you down with one The enemy flyer is not your main target. Engage
main weapon hit. in dogfights only when unavoidable. Luring
enemy flyers toward friendly AVTs, rocket
launchers, and heavy vehicles is a good way of
destroying them or forcing them to break off.

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
PRACTICAL SKILLS

Maneuvering

Taking off is relatively easy. Make sure not to hit anything when accelerating. Collisions can cause
major damage to the aircraft—damage that is avoidable and unnecessary.
Any flyer can hover when it’s kept level in the air, the hover engine nullifying the pull of
gravity.
While hovering and while flying, the craft can be turned by using the strafe keys. It’s the most
basic way to change direction.
The craft can be accelerated by firing the thrusters—default [SHIFT]. It can gain additional
speed by pointing the bow toward the ground, adding some power of the hover engine to the
forward movement. However, this happens at the expense of losing altitude.
The craft can break to either port or starboard by combining the turning motion—strafe
keys—with the drifting motion—mouse movement.
The aircraft can be brought to a stop from full speed by using the airbrakes—default [CTRL].
The airbrakes are also useful to hover the craft while the bow points slightly toward the ground, like
when engaging ground targets.
Landing the flyer is more challenging than starting. It is easiest to bring it to a full stop using
the airbrakes, then level it out so it doesn’t drift, and then carefully set it down by cutting power to
the hover engine—default [S]. 11
Sometimes, it is not possible to save the vehicle. At that point the pilot should bail out. In
order to survive the fall, the parachute/repulsor can be activated by pressing the use key while
falling. This will not save the pilot on short falls, though.

Air-to-Ground Combat

Dodging a Locked Missile

The missile lock warning appears red on the screen.


Depending on the distance, the pilot has only very
little time to initiate countermeasures. The missiles
are only very little faster than the Anansi flying at
full speed. Therefore, the initial measure to avoid a
hit is to fire decoys and break—in the situation in
the screenshot preferably to port to change
direction. Then accelerate away from the missile.
Even if the lock remains, flying away at full speed
will buy additional time for decoys to recharge and
to allow the pilot to finally shake the lock.

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
Once the decoys are ejected, a message will appear
on the screen. Ideally, the missile lock warning will
disappear. In the screenshot, a break to port has
been executed, the bow of the craft pointing
toward the ground, ready to gain maximum
acceleration from the thrusters and the hover
engine.

Firing Main and Secondary Weapons in Short Sequence

This is an elementary firing technique in air-to-ground combat. Instead of firing an LAW and waiting
for it to recharge, the pilot can switch to Rockets—default mouse wheel—and fire them at the target
while the main weapon is recharging. Once the secondary weapon has depleted its charge, switch
back to the main weapon and fire it. Repeat. 12

Note that the LAW and the Strocket have a lock-on ability, similar to the Rocket Launcher, while the
Rockets and the Plasma Cannon do not. Further, the effective ranges of the LAW, the Strocket, and
the Rockets are unlimited. Plasma Cannon rounds will destroy themselves after several hundred
meters.
When fighting ground vehicles of any sort, the pilot should try to avoid locking on to the
target. A dumb-fired LAW/Strocket cannot be diverted by decoys, and ground vehicles are usually
too slow to dodge. Practice your aim accordingly.

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
Air-to-Air Combat

Flying vehicles in Quake Wars are more fragile than ground vehicles, but they are also a lot more
difficult to hit. There are two main approaches to taking down enemy flyers.

Missile Lock

The main advantage of locking on is that the enemy pilot is forced to fire decoys and fly and evasive
maneuver—and neither guarantees survival. This will force the enemy to abandon firing position or
to leave the engagement entirely. The disadvantages are that it is hard to lock on to a flying vehicle—
especially when the enemy pilot is aware of the threat—and that a lock does not guarantee a hit.
Fired from too far away, the lock warning will give the other pilot enough time to initiate
countermeasures. Fired from up close, the missile can overshoot the target and miss in spite of the
lock.

13

Bumblebee spamming decoys Missiles from all directions being diverted by


decoys

Dumb Firing

The other approach is to dumb-fire the missile. It is harder to hit the target, but the other pilot will
not get a warning, and decoys are useless. Further, the secondary weapons of the craft can be used
as well. The Rockets and the Plasma Cannon don’t allow for instant kills, but their projectiles travel
faster and are harder to avoid. This method
requires a certain amount of foresight on where
the target will be when the projectile reaches it.
It also involves a lot of practice and
experience—but it pays off because it is
absolutely lethal when used effectively.

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
THE TEST

The test for the Pilot’s Wings: Basic Badge consists of four parts: a theoretical test and practical tests
on maneuvering, air-to-ground, and air-to-air combat. Pilots aspiring to earn the badge are expected
to be familiar with the theory presented in this manual.
Further, they are expected to have mastered all the maneuvers explained in this manual—
and will be required to demonstrate those maneuvers.
Only pilots who pass all four parts of the test will be awarded the badge. Pilots who fail in
only one of the parts of the test must retake the entire test again if they wish to earn the badge.

Beggar’s Canyon Run

Conducted at the end of the badge test, candidates must complete the run of Beggar’s Canyon. The
run is a race against the clock. For the basic badge, the candidates must complete the run in 40
seconds. Time starts running on the mark of the Drill Instructor, at which time the pilot is already
inside the Anansi at its spawn point on the map Canyon. The pilot will then take off and follow the
main road to the Strogg base. Time stops when the pilot is fried by the Strogg base’s shields. The
candidate must stay beneath mountain top level at all times and may take only one shortcut (at the
first major turn to port).

14

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009
ACKNOWLEDGMENTS

Thanks go to stymy and Feanor who actively participated in creating this manual, as well as to all the
others who offered suggestions.

15

Pilot’s Wings: Basic Instruction Manual


Created by Outlavv ©2009
Approved by DC, DO, HDIs 2009

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