It's advised to be quite careful at low altitudes with the Havoc. This works best on long range maps or matches without a lot of players. The route maximizes survivability, and once those targets are destroyed, and if there is a capture point nearby, it could be yours for the taking. Since you can see a large portion of the enemy team, a good tactic is to pick out an area with the least amount of enemy tanks. You can also plot the perfect route for you to engage targets. This not only conserves ammunition, but provides maximum efficiency by negating as many missed shots as possible. You'll be more accurate this way in some cases you'll find yourself sniping out enemy transmissions and engines from large distances by tapping. You have 250 rounds and a better strategy than holding down the trigger is just to tap fire. However, there is one thing to consider, and that's ammunition. It's a great way to rack up kill assists, which not only help you, but your team as well. These can stop them right in the tracks and critically damage components, which could allow your team to secure a capture point, destroy a few tanks you've damaged, and just turn the tide in favour of your team in general. Once clear, a good strategy is to begin hammering tanks with the 30 mm autocannon. Above the battlefield, and with the thermal imaging, you can essentially scout every enemy for your team by shooting a couple of rounds. Rushing in and hoping to see a group of enemies is not the best strategy your chopper will be easily shot down this way. If there are, stick to the lower ground and let them be destroyed later on in the match it's not worth it to poke out and attempt to duel it, especially if it knows your exact location. It's recommended to climb directly above the battlefield if there are no enemy SPAAs. This gives you a lot of opportunity to engage enemy air units, especially helicopters whether they spawn in first or they come into the game later with ATGMs: if you happen to survive to the mid-game, you can be an essential air defence platform for your team. The Iglas, while not the best AAMs, are able to be mounted in racks of four - two on each side - making a grand total of eight air-to-air missiles. The rockets are great for disabling enemy tanks at range, and destroying them when up close. The gun alone is enough to destroy many targets. The Havoc's first spawn loadout is an effective combination of rockets and air-to-air missiles. As the Atakas don't feature a proximity fuse like the Vikhr missiles, a direct hit is required. Not doing this could lead to the Ataka missing. If the target is manoeuvering, be sure to hit your sight stabilization (lock) key again so that you can give some control to the missile while it's locked on to the enemy. This means you can lock an enemy aircraft, of course under the Ataka's maximum range of 6 km, fire, and watch it go to the target. Unlike the Hellfires seen on many Western helicopters, the Atakas don't go straight up, as they are beam-riding ATGMs. If at low altitude, you could play whack-a-mole with the enemy SPAA, in hopes to drain their ammunition reserves, though letting your team get to them first is a better strategy.Ītakas can double as an AA platform as well. Their missiles can reach you in seconds from kilometres away, so always be sure you are clear of enemy air defence before engaging the rest of the enemy team. Once one fires on you, you've run out of options if you're unable to terrain mask. At this battle rating, SAMs are incredibly deadly. It's advised to watch for SPAAs first before you get down to business. If you run out of Atakas, it is advised to return to base and rearm for a second run. It's suggested to go for priority targets first, the targets that your team is struggling to eliminate, like an enemy tank in a hull-down position, or for you, any SPAAs that may be in the area. At a comfortable range, 16 Atakas is more than enough ATGMs to deal with any and all threats that your team faces.
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