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| Cheats |
do
not work in head to head |
| 6969 |
-Mercenary |
FIXME
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-Fix
Damage |
IMARAT
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-Invisible |
X666
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-Kill
Teammate |
LOADME
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-Reload |
HARMONY
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-GPS
Hellfire |
IMACOW
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-Time
freeze |
PIGSOINK
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-Max
Overkill (Overload Weapons) |
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Notice!!
These pages contain
information of an opinionated nature. This info is intended for
entertainment purposes only. If after reading this, you go out and
get waxed while exploring the possibilities described herein...
don't come crying to me!
Happy Hunting & practice, practice, practice...
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Maneuvers
How
to make the best turns.
To consistently
make the best turns takes a bit of practice. It helps if your
joystick is always in the same place so you can get used to
"feeling" your flight path.
It
takes 100% torque and the perfect apex to keep your speed up
and achieve the sharpest turn possible. Only use a slight bit
of tail to keep the nose level and Practice, practice, practice...

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http://www.monsta.cc

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The
Crash Stop
Click
to see
The crash stop
is not as painful as it sounds. It can be performed in most
any condition that requires a quick stop. Performing this
maneuver successfully means that you will rapidly shed speed
while gaining no altitude. If you perform this maneuver incorrectly,
you can end up much higher than desired or with tail damage
or even crash.
To perform this
maneuver
As you are flying forward at any speed 60kt. or above, pull
back on the cyclic to a full reverse tilt. At the same time,
zero out your collective. This will act as a breaking mechanism
& you will start to slow down. As your speed falls to
about 20kt., level off & use about 50% collective.
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The
POGO
Click
to see
When the first
pogo flyer bounded out of the sky at their first unsuspecting
victim, the victim had no idea what to do, the first 15 times
you encountered this thing from the heavens, it blasted you
into bits. Why was it so tough to beat this attack?
The why is because of something called angle of
attack. If you have the angle of attack in your favor, your
chances are good if your piloting skills can close the deal.
If not, its time to learn how to dance!
Perform the pogo
by first climbing to 100ft. or more. Next, nose down &
use zero collective. Thats right, No Throttle! Keeping
your nose pointed at the ground. As you plummet to the ground,
you should pick up speed. You can max out your speed on descent
at around 170kt. but Be Careful NOT to fall into blade stall
here. As you get to around 40ft. Or so, pull back on the cyclic
& give it 100% collective. You can also add fan tail at
this point and change your heading. As your power burst bites,
you will be launched into the stratosphere near escape velocity.
From here, you are all set to perform the same trick again,
and again, and again, and again... you get the picture!
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The
Slide
Click
to see
Perhaps the most
widely used tactic in Comanche Gold today is known as the
slide. If you were to ask people where it originated, most
would probably not know. They just know that when they started
flying in the skies of gold, the slide was a tremendous adversary
that required immediate mastery.
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The
Snap Turn
The snap turn is
performed when you pass an opponent and you need to turn 180
degrees in a hurry. To perform this maneuver, While you are
flying forward at around 90 knots, pull the cyclic back. As
the nose passes through the horizon, apply full fan tail to
one side or the other and roll into it with the cyclic. As
the helicopter starts to roll, apply forward pressure on the
cyclic. Practice this until it is fast & smooth every
time.
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The
Sweep
Click
to see
This graphic represents
a move I call the Sweep.
I started performing this move after I realized that everyone
was doing the snap turn after making that first pass. With
two opposing forces doing the same snap turn at the same time,
the quicker of the two might survive the engagement. That's
when I decided to change the pace a little and do something
different. I thought I was the first to use this tactic because
I never saw anyone else do it until I used it a few times,
but I have heard that there were others before me.
To perform this
maneuver successfully, follow these steps.
1. As you see the
bandit coming at you, start a slide away from him & get
a lock. Maybe fire off a stinger or two trying to get the
kill on the first pass.
(It happens sometimes)
2. After you pass the bandit, level off & bank the opposite
direction, turning toward the bandit. Be sure not to exert
any forward or rear pressure on the cyclic, you want a true
bank without diving into or pulling out of it. At this point,
you need max collective.
3. At about 270 degrees in your circle, launch a hellfire
missile and drop out of the collective. (Zero collective)
Now you need to use your tail rotor to continue your rotation
so you can face the bandit as the hellfire closes in.
4. Make sure to watch your altitude as you drop. At about
40 ft. you need to add collective again & reverse your
bank. Your momentum should take you into a slide. You will
need to use your tail rotor to sustain the slide & should
launch a stinger or two just in case the hellfire missile
didn't impact the target.
This maneuver
may require a lot of practice to perfect. The first step in
learning the maneuver (after learning the slide) is to get
the high speed turns perfected. The next step is to be able
to handle the altitude drop without hitting the ground.
** Note that an altitude gain usually happens performing this
move due to the max collective use during the banking. That
is why you zero out the collective and "drop" while
continuing your rotation towards the bandit.
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Strategy
When
to Slide
The slide can be performed in both modes of combat against
all adversaries. Sliding is done to improve your angle of
attack, lessen your visible surface area and change your bearing
without changing your heading. The Comanche can slide in any
direction if you know how to control it.
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When
to Hide
Yet another style
you may find in the Gold arena is what we affectionately call
campers. People who sit & wait for someone
to fly by. This annoys many fliers simply because the game
switches from a boxing match to a game of hide & seek.
This is especially the case with low fliers. Low fliers can
fly within 50 feet of another in some places on the map &
neither pilot knows the other is anywhere near. This means
that a low flyer could end up searching for a long time before
finding a camper. The speed at which most low flyers overtake
a camper is usually why a camper is toasted over his own fire
pit flames along side the marshmallows.
High flyers end
up facing campers a lot because if you are in a good location,
the hi guy may never see you. If you use the quick lock technique
with your weapons system, you can get off a couple of carefully
timed shots without giving your position away. (Unless they
see the vapor trail from the Stingers.) This gives the camper
some additional survivability against high flyers but as I
said above, you are now playing hide & seek. High flyers
for the most part know the best camp sites, and can react
quickly They are very hard to hit when they are bouncing around
like the energizer bunny, so it is usually suicide to camp
against them or anyone else.
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About
Low Flyers
Flying against
high speed, low altitude opponents is common & some of
the most fun you can have as a low altitude high speed flyer.
If your opponent is experienced, you could very well have
your hands full. When you first see your opponent, if you
are approaching head on, you may want to perform the slide
demonstrated on the offense page of this site. Make sure to
slide away from the opponent, otherwise you will be flying
into their line of fire. After you make the "first pass",
you may want to perform the sweep demonstrated on the tricks
page of this site, or the snap turn. Many of the flyers in
Comanche today use the sweep tactic and it has proven to be
very effective. Even I have trouble combating this maneuver
when someone pulls it on me. Usually in that case though,
we are circling around each other until some else kills us
both so you can see why it is a good idea to keep your altitude
low at all times. Staying fast increases your chances when
it comes to eluding missiles & cannon fire. Sharp turns
& ground hugging can be your best defense. Good luck &
happy hunting.
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About
High Flyers
So you have been
flying Comanche for a while & you just can't seem to get
away from those guys that like to fly above 200 ft. and bounce
around like their on a pogo stick. High flyers are one of
the toughest flight profiles to defend against. Force of habit
makes you lock on your target as soon as one appears on your
HUD, with a high flyer, this is usually the beginning of the
end for you. There is a way to kill them. The best defense
against the "high flyers" that I have found is what
is know as "camping". Camping is very dangerous
to do, but done the right way, it can be very affective. I
will discuss this tactic more later on this page.
High flyers tend
to make their accent from the farp, as soon as they regenerate
after being waxed or rearming. Then they fly towards wp1 and
wait for someone to acquire them on target lock. (At that
altitude, the view is pretty good and they can usually see
the bandit that has them locked, even if they can't get a
radar lock.) In most cases, you will lock on the target while
moving toward the high flyer at a high rate of speed. This
puts the YOU, in a very bad position. (Giving the high flyer
the better angle of attack) If at all possible, you want to
avoid this situation at all costs. A couple of things that
may help you survive a high flyer...
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Single
Player
More to come..
Want to contribute? If you have an article that you
would like to place on this site, please enter it in the form
available on the contact
page.
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Multiplayer
Head to Head
FLIGHT
PROFILE
Yes, the basics.
"How" you fly has everything to do with how well
you fare against other pilots. In Comanche Gold flying Multiplayer
head to head mode, the faster you fly, the better the chance
you have of out maneuvering and evading incoming projectiles,
guided or not. The lower you fly, the harder it is for opposing
forces to get a target lock on you. One of the problems with
flying fast at low altitude is that your cannon & your
tail rotor tend to take allot of abuse. Fly as low & as
fast as you can. Be mindful of the bumps.
There
are basically 3 Flight Profile types

1)
NOE or Nap-Of-the-Earth
Instead of flying
low over obstacles like trees or buildings, you fly around
them. Because your primary concern is safety, NOE is the slowest
of all three profiles. When flying NOE, remember the 30-30
rule. Stay below 30 feet and under 30 knots.
2)
CONTOUR FLIGHT
You are still flying
relatively close to the ground but not so low that you have
to weave in and around obstacles. When flying Contour, you
want to stay between 30-100 feet above the ground. Your risk
of detection is raised slightly. Hopefully its offset
by your increased speed.
3)
ALTITUDE DASH
Basically, you
are flying high enough off the ground to cause commercial
airliners to swerve. Maybe that's a slight exaggeration but
youre high enough that anyone for miles around can light
up your threat indicator like a Christmas tree. This is the
fastest of all three profiles. With nothing standing in your
way, you can put the pedal to the metal.
My
Comments
Most pilots flying
in Comanche Gold kinda borrow from all three of these flight
profiles. Typically, everyone flies at or around 20 feet off
of the deck. (kinda between profiles 1 & 2) Everyone typically
flies at or around blade stall (definitely the 3rd profile)
Staying as close to the deck as possible is crucial. If you
let your altitude climb & you top even only at 50 feet,
you become visible on radar much sooner to nearby prowlers.
I see it, & do it, all the time, two pilots engage &
start that dance. One or both almost always start
to gain altitude. Why? Because in typical flight, your altitude
lock is engaged & youre just clocking along. The
alt lock will automatically disengage when you
move the collective. When you break from your flight path
to engage a target, you may add collective to gain or maintain
speed thorough a turn. This will cause your alt lock
to break. This is when you start to climb. This is where you
become a target to others.
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Multiplayer Teams
Strategy
| Formations |
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Line
- Wedge - Vee -
Column - Echelon |
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play is allot of fun. It gives you the chance to build technique
in areas that normally dont get the time of day. |
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| Obviously
flying as a team means communication. Comanche Gold doesnt
have a vocal communication package integrated but all is
not lost. Roger Wilco is a 3rd party software package that
allows users to communicate over the Internet in real time.
If you modify the Comanche Gold Wsetup.exe file you can
use RW & fly at the same time. This opens
a whole new world of combat in Comanche. |
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| One
area that is good to develop is formation flying. As you
can see to the right, there are several different modes
& each one has its purpose. I havent a clue
as to what they are, but they have a purpose. :) |
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often used in Comanche is the column. One flyer is in the
lead & the other is watching his six. Cruising over
the landscape looking for something or someone to gang up
on. Just hope youre not alone when they find you.
And they will find you. |
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Multiplayer
Coop
More to come..
Want to contribute? If you have an article that you would
like to place on this site, please enter it in the form available
on the contact
page.
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Weapons
Cannon
Considerations
Dont fire
before the gun is pointed at the target (conserve ammo)
Get as close as you can before you fire
Fire short bursts when possible
That's what the
book says. Actually, the cannon can score a kill in many situations.
If you are firing long distance or unlocked, try to lead the
target. It can really make a difference.
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Rocketry
Rules
Aim carefully
Try to fire at least 10 rockets
Open the bay before firing to minimize the time you must to
stay lined up
lead the targets
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Stinger
Suggestions
Make sure its
an air target (stingers dont work well against most
ground targets)
Make sure the missile can get off properly without hitting
the ground
Dont fire before you get a lock
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Hellfire
Hints
Choose your targets
carefully - dont waste Hellfires
Remember to keep the target locked until impact
Leave enough time between missiles when ripple firing to ensure
secondary target acquisition and course correction
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The
Art of Artillery
Choose your targets
for maximum secondary effect (multiple kills with one barrage)
Try to go for lead vehicles when using artillery on moving
targets
Keep out of the kill zone!
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