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    11/19/2014Revision 2

    A BF Jet

    Tutorial

    Manuscript

    [FS] flargrbargr

    [FLIGHT SQUADRON]

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    Table of Contents

    Introduction

    Chapter 1: Basics (Pg. 4)

    1.

    Dont let frustration get the best of you!a. Rams DO Happen!

    2. Controls

    3. Loadout

    a. Missiles

    b. Counter Measures

    c. Cannon

    d. Upgrades

    4. Aiming

    5. The Best Jet

    a. F-35

    b.

    J-20 and SU-50

    6. Pitch, Roll, Yaw

    7. Speed Control

    a. 313

    8. Looping

    9. Point of View

    a. 1st

    b. 1st/3rd

    c. 3rd

    Chapter 2: Positioning (Pg. 11)1. Neutral

    2. Defensive

    3. Offensive

    Chapter 3: Merges and One and Two Circle Flow (Pg. 12)

    1. Merges

    2. One Circle Flow

    3. Two Circle Flow

    Chapter 4: Studying Your Opponent (Pg. 13)

    Chapter 5: Evasive Maneuvers (Pg. 14)

    Overview

    1. Looping

    2. Switches

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    3. The Cuban Eight

    4. Rudder Switches

    a. Opposite-Rudder Switching

    b. Same-Rudder Switching

    5. Barrel Rolls

    6.

    Scissoring7. Widening the Roll Further

    8. The Dillon

    9. Following Up Maneuvers

    10.Concentration Under Pressure

    Chapter 6: Radar Reading and Timing Evasive Maneuvers (Pg. 18)

    1. Radar Reading

    2. Timing Evasive Maneuvers

    a.

    4 factors to help you time evasive maneuvers

    Chapter 7: ECM (Pg. 20)

    1. ECM > Flares

    2. Use in Conjunction with Timed Maneuvers

    Chapter 8: Offensive Maneuvers (Pg. 21)

    Overview

    1. True Circle Geometry and Pursuit Curves

    2. Out looping

    3. Contrail Chasing

    4.

    Cutting

    5. Entering Enemy Loop from its Axis

    6. High Yoyo/Low Yoyo

    7. Breaking Loop-Cycles

    8. Hooks

    9. Oncomings

    10.Countering a Staller/Pugachevs Cobra

    11.Chasing a Barrel Roll

    a. Direct Chase

    b. Counter with a Hook

    Further Reading and Sources (Pg. 26)

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    Introduction

    Greetings, fellow pilot! Welcome to theBattlefield 4 Jet Tutorial Manuscript. The main purpose

    of this guide is to help supplement and guide pilots as they polish their flight skills. Hopefully,

    this guide may also serve to increase awareness and appreciation for BF4 jets and its mechanics.

    Learning how to effectively utilize jets in BF4 is normally a turbulent and stressful process. Thisguide was intended to help alleviate new pilots from said stress.

    Flight Squadron is a Battlefield 4 platoon dedicated to the following:

    1. Guiding new pilots as the progressively learn the ways of the jet.

    2. Being a respectable pilot.

    3. Taking a stand against anyand all hackers.

    4. Avoiding feelings of entitlement and pretentiousness.

    5. JETS!

    If you share the same passion and attitude towards jets, you are most certainlywelcome to be apart of our Flight Squadron! We have many ace pilots who are always willing to personally teach

    you how to fly.

    Training Sessions are now available atFlightSquadron.com!Sign-up to practice with an official

    FS trainer today!

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    Chapter 1: Basics

    1. Dont let frustration get the best of you!

    a. Perhaps the most important factor when learning jets. Learning jets is frustrating

    for everyone, but allowing frustration to sour into anger and rage always impedesthe learning process. Those that channel their frustration into a drive and passion

    for jets have always been found to learn the fastest of them all.

    b. Rams DO Happen! In Battlefield 4, you cannot turn your head to look around and

    turn your jet at the same time. In real life, you would actually be able to see

    through your F-35 through the visor display. However, this is not real life, many

    rams are unavoidable by both pilots, and many are going to happen. 99% of rams

    are unintentional and they happen a lot, both in public air superiority and pro 1v1

    dogfighting. No sense in raging about rams; accept the borderline hilarious and

    extremely high probability of rams and just have fun flying!

    c.

    Learning how to proficiently wield a stealth jet takes time and practice. Hopefullythis guide helps you along your (flight) path to ruling the skies!

    2. Controls

    a. Bind spacebar to pitch up.

    3. Loadout

    a. Missiles

    i. Missiles will impede your learning process. Equip laser guided missiles

    and use the main cannon; it does much more damage. A good pilot doesnt

    need missiles to get kills.

    b. Counter-Measures

    i.

    Use flares if the enemy is firing an annoying amount of missiles.ii. Use ECM if you can at least do decent looping and switches (ECM

    examined in detail below) or if no one is using missiles.

    c. Cannon

    i. 20mm cannon is best

    1. 2000 round per minute / 60 seconds per minute = 33.333 rounds

    per second x 2.5 Dmg per round = 83.333 Dmg per second!!!

    2. 100 HP / 83.333 DPS = 1.200 seconds to kill

    3. Bullet Velocity = 1200 meters/second

    ii. 25mm cannon is 2ndbest

    1. 1200 round per minute / 60 seconds per minute = 20 rounds per

    second x 3.4 Dmg per round = 68 Dmg per second.

    2. 1.471 seconds to kill

    3. Bullet Velocity = 1200 meters/second

    iii. 30mm cannon is 3rd

    1. 600 round per minute / 60 seconds per minute = 10 rounds per

    second x 6.8 Dmg per round = 68 Dmg per second.

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    2. 1.471 seconds to kill

    3. Bullet Velocity = 900 (slowest bullet speed = requires more

    leading for shots).

    d. Upgrades

    i. Belt feeder is completely useless for some reason.Intendedto decrease

    reload time. Doesnt specify for either cannon or rockets, but it alsodoesnt affect either. Dont even touch this.

    ii. Stealth isnt very effective. Even the most novice of pilots can usually

    maintain a lock granted that there is a fair distance between you and the

    enemy. Active radar missiles also counter this feature. Not recommended

    iii. Proximity scanner is useless because if the obscenely short range of

    detection (30 meters). The air radar in Battlefield 3 is now always enabled

    anyways, with the exception of hardcore. Not recommended

    iv. Gyro Stabilizer is a reasonable choice since missiles are the bane of

    Battlefield 4 jets. Not exactly extremely helpful, but neither are the other

    perks, and it does make the game considerably less frustrating.Recommended

    4. Aiming

    a. Learn to fly before learning to kill! Learning speed control first helps with aiming

    the cannon because aiming your cannon requires you to reorient your jet, and

    reorienting your jet means turning your jet with proper speed control. Consistency

    in movements = Consistency in aiming

    b. Accuracy with the main cannon comes with time and really isnt something you

    can teach.

    c. As of the new update, you are now required to lead your shots proportionally to

    your ping. Players with pings 65 and lower normally wont be affected much and

    it might not even be noticeable. However, above 65 ping, it starts becoming more

    and more cumbersome to aim properly. At around 160 ping, it becomes downright

    annoying. At such high ping, you will have to predict where the enemy will be

    and this is especially hard to do if they are very evasive to begin with. Do take

    this into account when playing on high ping servers!

    5. The Best Jet

    a. The F-35 is technically the most advantageous jet to be in.

    i. Smallest dorsal/ventral (top/bottom) profile. Literally a smaller target to

    hit.

    ii. Able to utilize Elevator Trick (explained under 3rdperson for speed

    control)

    iii. Ability to enter hover/STOVL mode (Short Take Off and Vertical

    Landing). Not exactly advantageous, but it allows the F-35 to escape the

    flight ceiling much easier (hold brakes and yaw until you point below the

    horizon).

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    iv. Side note: Cannon fires from left side

    b. J-20 and SU-50

    i. Larger dorsal/ventral profile increases likelihood of getting hit with

    bullets. (This is why the US team always has an advantage in US vs CN or

    US vs RU air superiority servers).

    ii. Lack of STOVL mode.

    iii. Side note: Cannon fires from right side.

    6.

    Pitch, Roll, Yaw

    a. Pitch is controlled by Elevators.

    b. Roll is controlled by Ailerons.

    c. Yaw is controlled by Rudders. (Very important for 1v1 dogfighting)

    d. Never pitch down, speed control changes significantly.

    7. Speed Control

    a. Learn speed control before learning to aim, consistency in all turns makes for

    more consistent aiming later.b. 313 knots = Best turning speed

    c. Hold brakes and tap afterburner to maintain 313 (Ex. In a vertical loop, I do about

    14-15 taps of afterburn from 6-12 o clock, then about 3-4 taps going back down

    from 12 to 6 o clock).

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    d. Speed control in 1stis easier since speedometer is located in top left of HUD, but

    FOV becomes much smaller and it is much harder to track/spot enemies.

    e. Speed control in 3rdis normally harder to grasp in the beginning, but just clicks

    after a while. 3rdperson speed control relies on watching the background speed

    and using the Elevator Trick (explained below).

    f. Use quick taps, not long ones. Quicker taps allow for more precision in speed

    control. Think of it like resolution on a screen. The picture looks more detailed

    and life-like with smaller, but many more pixels. Conversely, 8-bit resolution

    looks very unlife-like. Applied to jet speed control, smaller taps allows you to

    more finely tune your speed to 313. If you were limited to, say, 2 second holds of

    afterburn, it would be very hard to achieve tight loops.

    g. Afterburn more while going up, afterburn less while going down, all while

    holding brakes constantly to maintain 313.

    h. Anywhere from 300-318 knots makes for tight-ishturns, but always strive for

    313, always strive for perfection.

    i. Always try to achieve 313 before your opponent, this will give you just a little bit

    more of an advantage in both offensive and defensive positions.

    8. Looping

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    a. Looping is much akin to the Ollie for skateboarding. If you cant do an Ollie, you

    cantdo a lot of tricks on a skateboard. If you cant do loops at 313 fairly

    consistently, you cant do tricks in a jet.

    b.

    Most basic but crucial maneuver to jets, but make sure to learn the othermaneuvers. Only doing loops to escape/kill is not sufficient in the end, as it can be

    easily countered.

    c. Type of loop is determined by the circle you draw with a loop. (Ex. Looping

    horizontally doesnt change altitude)

    d. 3 types: horizontal, vertical, and diagonal

    e. Start off learning horizontal loops, they are easier as you dont have to account for

    gravity, unlike for vertical and diagonal loops.

    9. Point of View: 1stvs 1st/3rdvs 3rd

    d. 1st Person

    i. The most limited Field of View (FOV)

    ii. Good for beginners due to speedometer in top left of the HUD.

    e. 1st/3rdPerson

    i. Switching back and forth from 1stto 3rdperson as needed (most commonly

    1stfor aiming and shooting, 3rdfor chase and evasion).

    ii. 3rdperson is much better than 1stin terms of chase and evasion. A wider

    field of view yields several things. Planes will have a harder time escaping

    the larger field of view, and you will have better situational awareness

    (seeing contrails and other jets easier).iii. Maintaining speed control in 1st/3rdusually involves most maneuvers in

    3rd, but with intermittent switches to 1stperson to check speed.

    iv. 1st/3rdis better than just1st, but not as effective as just 3rd.

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    f. 3rdPerson

    i.

    Basically the same as 1st

    /3rd

    but without the 1st

    . That means aiming andshooting in 3rdperson, in addition to chasing and evading in 3rdas well.

    ii. The new addition of the crosshairs in Battlefield 4 jets is helpful for

    aiming in 3rdperson; though it is not always accurately in the middle, it is

    always somewhere within the box. This new crosshair is also very helpful

    with taking longer shots in 3rdperson.

    iii. Another benefit of using only 3rdperson is the lack of glare found in 1 st

    person (most noticeable and cumbersome on Silk Road).

    iv. Ability to look backwards.

    v. Maintaining speed control in 3rdperson is slightly more difficult, but there

    are several factors that help.1. Background Speed: Background speed moves significantly faster

    while moving at 313. Increase and decrease speed while doing a

    loop to find the fastest background speed, and then maintain it by

    tapping afterburners while holding brake.

    2. Elevator Trick: In 3rdperson with default FOV, the elevators

    (rear most flaps that control the pitch factor) sit very closely to the

    bottom of the screen when turning at 313. Note that the elevator

    actually touching the bottom of your screen is not 313, there has to

    be a small gap. Going too far above 313 causes the gap to increase

    (first rapidly, then stabilizes). Maintain a speed where the gap is

    just before the rapid increase, and remember, quick taps! Note that

    changing the in-game FOV settings will change both the

    background speed and the elevator trick, drastically.

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    (Images of the Elevator Trick during vertical, diagonal, and horizontal respectively.)

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    Chapter 2: Positioning

    1. Neutral

    a. The beginning of a 1v1 is always neutral. Both jets fly directly past each other.

    b. Generally a situation in which both jets spot each other simultaneously and

    neither jet has a positional advantage over the other. Neither jet spots the otherwith enough time, distance, or sufficient angle to be able to get right behind them.

    c. During neutral 1v1 flying, both jets are attempting to make cuts, pull hooks, etc.,

    in order to go on the offensive, thus forcing the enemy to go defensive.

    d. Always be ready to switch from neutral to defensive and offensive as needed and

    as quickly as possible.

    2. Defensive

    a. Normally occurs when the defender spots the attacker too late.

    b. Occurs very often in public air superiority (due to the large amount of planes on

    each team).

    c. A much more important concept for 1v1 dogfighting. The defender should always

    attempt to employ evasive maneuvers. This is more easily achieved when the

    attacker is either in a lag, or lead pursuit curve, and hardest when he is in pure

    pursuit curve (explained in True Circle Geometry and Pursuit Curves below)

    3. Offensive

    a. Normally occurs when one jet spots the other first and has sufficient angle,

    distance, and turn speed to be able to chase the enemy jet.

    b. Normally begins with lag pursuit, therefore the enemy normally has a small

    window of time to pull an evasive maneuver just after you take the offensive.

    c. From this point, the attacker should attempt to shorten the distance even more and

    make cuts, while also being constantly aware of the enemy jets location and any

    maneuvers he might employ.d. Entering in pure pursuit is ideal because it doesnt give the enemy that window of

    time to escape.

    e. When in the offensive position, attempt to:

    i. Observe the enemy jet.

    ii. Predict the future position of the enemy jet.

    iii. Maneuver in response to said prediction.

    iv. React to any changes in the situation as you execute offensive maneuvers.

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    Chapter 3: Merges and One and Two Circle Flow

    1. MergesWhen two planes fly directly past each other with opposite heading (direction

    of travel).

    1. One Circle Flow

    a. How the majority of 1v1 dogfights initiate.

    b. Occurs when both jets turn towards the same direction (Ex. North).

    c. Results in a merge where the two planes are level to one another.

    2. Two Circle Flow

    a. Some dogfights initiate this way.

    b. Occurs when both jets turn towards or away from each other after merging.

    c. Results in another merge where each plane is inverted relative to the other.

    d. Each plane will fly inverted over the other during the merge. At this time, the

    plane who kept their loop tighter through the turn may have a chance to shoot theother jet.

    e. Speed control through the loop is very important the one with better speed control

    usually wins.

    f. Two circle flow normally repeats itself. After the merge, both planes normally

    turn towards each other once more, resulting in a third merge. This continues until

    one decides to break off from two circle flow, or one shoots down the other by

    superior looping. Two good passes can be enough to take down another jet in two

    circle flow.

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    Chapter 4: Studying Your Opponent

    1. Every pilot has his own flight style

    a. Every pilots is different, studying the way your specific opponent evades and attacks

    will help you decide how to do so yourself.

    b.

    After several rounds of 1v1 dogfighting or air superiority, you should be able to tellhow your opponent tends to evade, however, reading his offensive maneuvers is

    usually more difficult. Observing his offensive maneuvers usually means that he is

    somewhere out of your FOV, possibly behind you, meaning that you would have to

    rely mostly on radar to determine his location, angle, and which way he is going.

    c. Keep in mind that some maneuvers are more effective against some pilots than others.

    The switches that you used to dodge that last jet may have worked, but it might just

    be the next guys specialty, in which case youd want to try something different, such

    as changing your switches from diagonals to verticals, or using a different maneuver

    altogether, like barrel rolls.

    2. Questions to ask

    a.

    Defensive

    i. What does the opponent use as a main evasive maneuver?

    ii. Barrel rolls, rudder switches, barrel switches, constant looping, etc?

    iii. Do you look prettier that the opponent?

    b. Offensive

    i. What offensive maneuvers does your opponent employ?

    ii. Cuts, contrail following, hooks, oncomings, etc?

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    Chapter 5: Evasive Maneuvers

    Overview: These evasive maneuvers are those that I find to be most effective in Battlefield 4

    stealth jets. There are many maneuvers in real life, however, these maneuvers are either not

    physically possibly to achieve in Battlefield 4 (maneuvers that require real thrust vectoring),

    rendered useless due to the way the camera and FOV work (vertical barrel rolls), or are easilycountered due to the unrealistically tight turn radius of jets in Battlefield 4 (Pugachevs Cobra or

    any stalling what-so-ever).

    1. Looping

    a. Works if you can loop much better than your enemy.

    b. Extremely predictable.

    c. Easily countered with certain offensive maneuvers.

    d. Can be used in between other maneuvers, but not recommended as the onlymaneuver.

    2. Switches

    a. Transitioning via a roll (aileron input) to change the looping angle (Ex. Vert =>

    Horizontal, Diagonal => Vertical, Diagonal => Diagonal).b. Always try to use radar to locate enemy and switch towards them (Ex. Enemy is behind

    you and coming from the left, you should roll left anywhere from about 45-135 degrees

    and keep pitching to switch toward them). Switching toward the opponent allows you to

    cross in front of the opponent instead of switching away which basically leaves you in

    their field of view longer.

    c. Timing of the switches is also very important. Improper timing of any maneuver can

    render the maneuver useless, or worse, place you right in front of the enemy. Switching

    toward the enemy minimizes the chances of accidentally doing that, but improper timing

    can still ruin it all.

    3.

    The Cuban Eight

    a. Consists of two loops forming a figure eight laid upon its side, much like a lemniscate

    (infinity sign).

    b. Consists of a simple 180 switch (roll) after completing about 5/8ths of a loop.

    c. This can be done in any dimension (vertical, horizontal, and diagonal) and is good as a

    starting evasive maneuver that is slightly more unpredictable than regular looping.

    4. Rudder Switches

    a. Basically the same as a regular switch, but 10x more effective! Instead of only rolling into

    their direction and continuing to pitch, you want to yaw and roll into their direction. (Ex.

    Enemy is behind you and coming from the left, you should pitch up and roll and yaw to

    the left while continuing to pitch).

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    b. Opposite vs Same Rudder-Switching

    i. Opposite-Rudder Switching: When you yaw (with rudders) opposite to your roll

    (Ex. roll right + yaw left + pitch up).

    1. Useful for really tightrolls (somewhat like a twist) to reorientate and

    engage an enemy.

    2.

    Not so good for evasive maneuvers. About as useful as regular (non-rudder) switches. Yaw input diminishes the roll into more of a straight

    line, and flying in straight lines gets you killed.

    ii. Same-Rudder Switching: When you yaw (with rudders) in the same direction as

    you roll (Ex. roll left + yaw left + pitch up).

    1. Used to make widerolls.

    2. Wide rolls throw your jet farther out of the enemys field of view,

    therefore making it much more effective as an evasive maneuver.

    5. Barrel Rolls

    a. Basically a continuous (same) rudder switch; a corkscrew maneuver. (Ex. pitch up + roll

    left + yaw left) Note that a continuous opposite-rudder barrel roll still diminishes the roll

    to a straight line just as it does for opposite-rudder switches.

    b. Use barrel rolls against enemies to force them to overshoot their turn and lose sight of you,

    hopefully causing them to speed fail in the process.

    c. Mix up barrel rolls and properly timed rudder switches to increase effectiveness.

    d. NEVER barrel roll upwards or downwards for more than 1 roll if the jet is right on your

    tail. Due to the FOV and 3rdperson camera angle, an upwards or downwards barrel roll

    right in front of an enemy jet rarely ever works against seasoned pilots.

    e.

    Try to roll along a more horizontal or diagonal axis.

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    6. Scissoring

    a.

    When two jets are barrel rolling perfectly out of phase with each other, forming a doublehelix or DNA structure-like flight path.

    b. Appears on the radar as if the jets make a figure X when they cross over each other

    repeatedly.

    c. First one to lose speed control enough or disengage from the dogfight generally tends to

    put themselves at a disadvantageous situation. Therefore once you are engaged in a scissor

    roll with another jet, you must make sure you evade to gain the advantage instead of

    switching maneuvers and putting yourself at a disadvantage.

    7. Widening the Roll Further

    a. Whilst doing same-rudder barrel rolls (instead of opposite-rudder barrel rolls) is usually

    sufficient to evade most pilots, evading more seasoned pilots will necessitate even wider

    rolls (still at 313).

    b. Moderating the aileron (roll) input changes the width of the roll. Less aileron = wider rolls

    = better for evasion

    c. Widening the roll is advantageous because of 3 reasons:

    i. Widening the roll will throw your jet even farther out of their FOV.

    ii. It makes chasing you physically more difficult. Moderating the roll input to match

    the jet you are chasing takes more work.

    iii. Widening the roll by using less aileron (roll) input allows you to use more aileron

    when you need to make the roll tighter.

    8. The Dillon

    a.

    Essentially any maneuver that involves going significantly below 313 (240-280ish range),normally including a barrel roll or rudder switch of some sort.

    b. A maneuver that should only be executed when the enemy is right on your tail and all

    other options are exhausted.

    c. Begin by barrel rolling and max out the airbrakes (throttle down) when the opponent

    cannot see you (while still barrel rolling). This will bleed your speed far below 313 in

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    order to force the enemy to either do the same. Cutting your speed while out of the

    enemys FOV will maximize the amount of time it takes between when you cut your

    speed and when your opponent does as your opponent will normally realize what youve

    done far too late. Doing this correctly can give you the advantage or, at the very least,

    cause the enemy pilot to lose his.

    d.

    If the enemy is still behind you, bring your speed back to 313 and then hit the brakes, onceagain, out of the enemys FOV. Eventually, your opponent will end up overshootingyou,

    causing him to respond with another maneuver; be prepared to react to your opponents

    maneuver.

    e. Maneuver should be executed with proper timing and very quick jet maneuvering. Best

    used in conjunction with ECM.

    f. A very risky maneuver, executing this maneuver at the wrong time is a very dire mistake

    and is very easy to do.

    9. Following Up Maneuvers

    a. Pulling these maneuvers only once usually isnt enough. My rule is rinse and repeat as

    needed.b. The as needed is explained in detail in the next section, Radar Reading and Timing

    Evasive Maneuvers

    c. This sub section is bolded because beginners tend to not realize this right away. You have

    to make sure the maneuvers that you pulled work, if not, then keep maneuvering.

    10.Concentration Under Pressure

    a. Always remember to focus when under pressure, particularly when the enemy is right

    behind you, close to or in a firing position.

    i. Remember to keep your speed at 313 while still focusing on evasive maneuvers.

    Even the best of pilots can speed-fail if they allow the pressure to undermine their

    concentration.

    ii.

    This tip may sound rather obvious and simple, but it surely isnt something to

    overlook. In 1v1 dogfights in particular, this skillset can make all the difference.

    b. Also important when behind the enemy, particularly when firing at them.

    i. You must train yourself to be able to fire and maintain 313 simultaneously.

    ii. Many kills are lost right after getting one burst into them because the focus has

    shifted from maintaining 313 to firing the main cannon.

    iii. You can also try to use this against the enemy. If he loses speed every time he

    fires, try something unpredictable right before he starts to fire (mostly determined

    by radar). Exploiting his weaknesses in offensive maneuvers might give you the

    advantage.

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    Chapter 6: Radar Reading and Timing Evasive Maneuvers

    1. Radar Reading

    a. One of the most crucial and rewarding skills of them all I really cant stress this enough!

    b. Necessary for timing the evasive maneuvers.

    c.

    Not exactly teachable; must learn from experience. Always pay attention to Radar!d. Just remember that the map flips when you are upside down.

    e. Hardest thing to master in jets, in my opinion, but it makes both 1v1 and public matches a

    whole lot easier, so do practice and polish this skill.

    2. Timing Evasive Maneuvers

    a. Proper timing maximizes effectiveness and minimizes error in evasive maneuvering.

    b. Improper timing severely diminishes effectiveness and almost always puts your jet an

    unfavorable position.

    c. 4 factors help you time evasive maneuvers

    i. SoundsWoosh sounds are a good indicator as to when you have just slipped

    out of the enemys FOV (a good time to pull a maneuver eg. Rudder switch).

    ii.

    Radar ReadingPay attention to when the enemy jet isnt pointed at you. When

    the jet behind you forms an obtuse angle relative to your jet, that indicates that you

    are out of their FOV. Also avoid accidentally switching the wrong direction as this

    can place you perfectly in front of the enemy jet (a prime example of when you

    should have zigged instead of zagged). To better avoid this, remember to always

    switch toward the enemy.

    iii. Situational AwarenessAlways try to keep track of where your jet and the enemy

    jet are in 3D space. A limitation of radar reading is that you cant always tell if the

    jet is, for example, perfectly level at the top of a loop and going down, or at the

    bottom of a loop and going down. Situational awareness helps paint a clearer

    picture by looking at what is going on in the rest of the screen in front of your jetand using that in addition to radar to mentally map out where both jets are in 3D

    space and react appropriately, both offensively and defensively.

    iv. Looking BackwardsWith the new addition of the capability to look behind your

    jet in 3rdperson, evasive maneuvers might be easier to employ more effectively.

    Being able to look behind ones jet can allow them to pull evasive maneuvers toward

    the enemy. Further testing and experience with this new ability is needed, but it

    seems that the default FOV is too small to be able to see where the enemy is when

    you are in defensive mode. Im going to assume that for most situations, if you can

    see the enemy jet behind you, and hes a good pilot, youre probably already dead.

    In any case, the look back ability makes your jet look totally badass.

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    Chapter 7: ECM

    1. ECM chosen over flares and extinguisher for several reasons

    a. ECM lasts 2.3333 times longer than flares (7 sec vs. 3 sec).

    b. ECM allows you to disappear from radar and supplement your maneuvers.

    c. ECM provides a visual obstruction using smoke (unless you are in the SU-50).

    d. ECM is less effective than flares against missiles, but in a 1v1 dogfight between

    good pilots, missiles are never fired anyways, whilst hopping off radar with ECM

    is still useful.

    2. Use in Conjunction with Timed Maneuvers

    a. Use it when pulling a properly timed evasive maneuver. Using ECM at the wrong

    time might just give the opponent a smoke path to follow you with, possibly

    making it easier to chase you even though youve popped off radar.

    b. A poorly timed ECM with the enemy right behind you usually constitutes a waste

    of your countermeasures, but doesnt always hurt you either.

    c.

    Sometimes a poorly timed ECM can leave a more obvious trail behind your jet if

    the enemy finds it too soon. Avoid using ECM to inadvertently increase your

    opponents situational awareness and leading him straight to you.Using ECM

    right after passing the enemy gives you the most amount of time before he canfind your ECM.

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    Chapter 8: Offensive Maneuvers

    Overview: Initially, dogfighting in jets is somewhat aimless and random. However, learning how

    to read radar and improving situational awareness will help you to understand which offensive

    maneuvers to use and when. These maneuvers can definitely be used in public air superiority, but

    they are of the utmost importance when 1v1 dogfighting.Use this thought process throughout your offensive maneuvering:

    1. Observe the enemy jet.

    2. Predict the future position of the enemy jet.

    3. Maneuver in response to said prediction.

    4. React to any changes in the situation as you execute offensive maneuvers.

    Only move onto this portion of the tutorial once you can at least: Fly in 3rdperson and maintain a speed of 300-318 at most times throughout maneuvers

    Pull basic (non-rudder) switches to some degree of effectiveness

    Minimally understand how to read the radar

    Now that thats settled, lets get started

    1. True Circle Geometry and Pursuit Curves

    a. True Circle Geometry

    i. Circumference of circle = The Bubble

    ii. Center of the loop = The Post

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    iii. True circle geometry becomes important when an attacking plane loops behind an

    enemy jet with equal circumference, but with the two posts offset from one another

    within the same plane.

    iv. Assuming both planes continue to loop as such consistently, the attacking plane

    will continuously cycle through stages of Pure, Lead, and Lag pursuit.

    v.

    Attacker gets sight of defender at 2 positions of the loop1. 3 oclock: Attacker obtains a shot angle as defender lowers into the

    attackers FOV and then shifts below it.

    2. 9 oclock: Defender cuts above the attack from beneath and shifts above

    the attackers FOV with a small window of time to shoot in between.

    vi. Defender should pull a defensive maneuver at either 12 o clock or 6 o clock

    because these are the times at which the defender is the most out of the attackers

    FOV.

    vii. Avoid taking lead at the 6 o clock position. Taking lead at this point can land you

    straight on top of the enemy jet, or worse, straight in front of it. Not likely to occur

    if both jets can turn at the same rate with matched speed control.viii. Note that positions of the clock where each stage occurs is relative to the line

    formed between the posts of the two loops. In this example, the two posts form a

    vertical line. These stages must be rotated around in order to account for different

    displacements of posts (horizontal, diagonal, tilted displacements).

    b. Pursuit Curves

    i. LeadAttacker gets a short opening for a shot, but pulls too far ahead right after.

    ii. PureAlways attempt to be in pure pursuit when maintaining the offensive

    position. Attacker is on point and receives the largest window of time to shoot, the

    ideal angle to enter at.

    iii. LagMost disadvantageous part of a pursuit. This is the moment where the enemy

    jet rises above your screen. This is the point at which they would most benefit

    from a maneuver, always be ready to follow up with the same maneuver or a

    counter-maneuver.

    2. Out looping

    a. Perhaps the most basic and crude offensive maneuver.

    b. Involves following enemy jet contrails and maintaining 313 better than them.

    c. Doesnt really get you anywhere if both players speed controls are equal.

    d. Easily countered and very predictable

    e. Good speed control is much less effective without employing maneuvers.

    3. Contrail Chasing

    a.

    ContrailsThe vapor trails left behind the wingtips of a jet.

    b. Contrail ChasingAn offensive maneuver that only involves following the enemys

    contrails and speed control.

    c. Very crude offensive tactic, works best against enemies with poor speed control.

    d. Doesnt involve cutting, hooking, or any other outmaneuvering other than trying to out

    speed control the enemy. Not very effective over all.

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    4. Cutting

    a. Bread and butter of offensive maneuvers.

    b. Any maneuver that allows you to take a shorter path than your enemy and get closer

    behind them. Could involve making the same turns as the opponent, but tighter

    (outturning), or could involve taking a different path and reentering their loop right behind

    them at a better angle and/or closer.c. Difficult to fully explain and describe. Different situations call for different types of cuts

    at different angles. Learning how to read the radar and utilizing situational awareness is

    key to understanding when and how to pull your cuts.

    5. Entering Enemy Loop from its Axis

    a. Imaging a wheel with an axle, the outside of the wheel is the loop, and the axle is the axis.

    b. Entering from either end of the axis upon someones loop is a very advantageous position.

    c. Entering from the axis, enter into their loop using pitch, roll, and yaw.

    6. High Yoyo/Low Yoyo

    a.

    A high yoyo maneuver resembles what a skateboarder would look like going up a half-pipe, making a U-turn, and then coming back down.

    b. Useful for making cuts and getting better shot angles, know which to use.

    c. High yoyo is recommended in most cases because it is usually easier to shoot them from

    top down. However, low yoyos can come in handy if you miss your high yoyo, just make

    sure you have sufficient altitude.

    7. Breaking Loop-Cycles (Loop-Cycleopponent is only doing loops)

    a. When to pull maneuver:

    i. Opponent is only looping and you are looping very close behind.

    ii. Opponent is just out of reach of bullets but not gaining nor losing distance

    b. How to pull maneuver:

    i.

    Shift your loop to either the left or right of the opponents loop, bust stay parallel to

    it. This can be done by rolling in the direction slightly and rolling back again when

    positioned outside of the loop.

    ii. Pop ECM (important) and pull a high or low yoyo maneuver to reenter opponents

    loop directly behind him.

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    c. Things that may go wrong:

    i. Opponent may end loop-cycle by pulling a switch in response to you popping

    ECM. This usually resets the dogfight back to where neither pilot is at a significant

    advantageous or disadvantageous position to each other

    ii. Losing speed during the yoyo maneuver might just land you right behind him at

    the same distance you started (presuming the opponent held 313 well enough).8. Hooks

    a. Breaking away from the fight momentarily in order to obtain sight of enemy while he is

    far away in order to properly enter his loop behind him.

    b. Always try to pull a hook with ECM, but make sure the enemy doesnt find and follow

    your ECM.

    c. If an enemy catches you pulling a hook, they are usually inclined to pull a counter-

    maneuver in order to decrease the distance between both jets. At this point, both jets

    normally

    9. Oncomings

    a.

    Occurs when both jets engage in two circle flow and repeatedly pass over each other, eachjet inverted relative to the other jet.

    b. Gaining advantage is heavily dependent on speed control and making sure the inputs are

    quick. Returning back to the center of the two circles quicker than the other jet gives the

    jet a short window on time during which he can shoot the enemy jet just before he passes

    over him.

    c. Repeatedly returning to the center faster than your opponent allows you to either kill him

    while two circle flowing or allows you to switch to another offensive maneuver in order to

    reenter behind the enemy.

    10.Countering a Staller/Pugachevs Cobra

    a. Most pilots will never attempt a stall maneuver or a Pugachevs Cobra.

    b. Pugachevs Cobra is only able to be initiated near the ground by utilizing STOVL mode.

    c. Both types of maneuvers are extremely disadvantageous.

    i. Requires you to stop maintaining 313, and necessitates shifting back into 313.

    Both of these factors are extremely time consuming.

    ii. During that time many pilots will utilize the simplest counter to a stall/Cobra.

    d. To counter a stall/Cobra, simply do a loop. After passing the stalled enemy, pitch up at

    313, then widen the loop at about 10 o clock and continue until enemy is back in FOV.

    Widening the loop at 10 o clock allows you to end up with slightly more distance when

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    he reenters your FOV, thus giving you an even easier shot and makes it harder for him to

    escape your counter-maneuver.

    11.Chasing a Barrel Roll

    a. Direct Chase

    i. In order to chase a barrel rolling enemy you may need to use bothtypes of barrel

    rolls, same-rudder barrel rolls and opposite-rudder barrel rolls. Use same-rudderbarrel rolls to chase them through the rolls while switching back and forth between

    opposite-rudder barrel rolls to add even extra roll speed if needed to cut the

    opponent.

    ii. Warning: Using opposite-rudder barrel rolls tightens the roll significantly;

    employed for too long and the enemy might have enough time to shift farther out

    of your FOV, as tight rolls normally end up overshooting wider rolls, thus giving

    away your advantage.

    b. Counter with a Hook

    i. When chasing an enemy evading with barrel rolls, a hook maneuver towards the

    opposite direction of his barrel roll could be used to gain some distance and allowyou to reenter the barrel roll with a much better angle.

    ii. Remember to use hook maneuvers in conjunction with ECM. In this scenario, the

    enemy jet wont see your ECM because you stay behind the enemys barrel roll.

    (Unless he counter maneuvers and changes direction).

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    Further Reading and Sources

    (Take the information from these sources with a grain of salt, not all maneuvers and tactics described and designed for real

    life/air combat other flying games are applicable to Battlefield 4 jets.)

    "Air Combat Manoeuvring." Wikipedia. Wikimedia Foundation, 09 Nov. 2014. Web. 08 Oct.

    2014. ."Basic Fighter Maneuvers." Wikipedia. Wikimedia Foundation, 10 July 2014. Web. 08 Oct.

    2014. .

    Flight Squadron Index Page."Flight Squadron Index Page. Flight Squadron, n.d. Web. 03

    Nov. 2014. .

    "Jet Fighter School."By Richard G. Sheffield. N.p., n.d. Web. 08 Oct. 2014.

    .

    "Jet Tutorial - Platoons - Battlelog / Battlefield 3."Jet Tutorial - Platoons - Battlelog / Battlefield

    3. N.p., n.d. Web. 10 Oct. 2014.

    .

    "Stealth Jet stats BF4 Stealth Jet Stats. N.p., n.d. Web. 12 Oct. 2014. .

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