Task Force Dragon - Liberator Handbook 1. Basic Missions The liberator is an aircraft capable of accomplishing multiple roles on the battlefield. Lets take a look at the basic missions a Liberator can accomplish (with usual USAF designation). Ground Attack (A) The liberator excel at ground attack. The CAS30 “Tank Buster” primary weapon has the fastest “time-to-kill” against any vehicle in the game. This mission is usually not even considered by a rookie but will be devastating in the hands of a capable pilot. This mission will be carried out by the pilot flying at minimum altitude and closing in his target rear before unleashing his clip at almost point blank range. Bomber (B) This mission is the most obvious for the Liberator. It is accomplished by giving the right angle of sight to the secondary and possibly the tertiary gunners. Any capable pilot will know exactly what his gunners can see at any given time. The flight height is depending on the secondary weapon equipped. The “Zephyr” gun usually requires the pilot to fly low for the gunner to be able to correctly identify (render) enemy targets. The “Dalton” will require the pilot the fly high (maximum render range) and to stop over the targets in order to give the gunner the time to calculate speed and direction of his target. Transport (C) The poor man Galaxy. The Liberator can be pulled from many bases in the game and removes the need to recall to the warpgate. Fly faster than a Galaxy, has move manoeuvrability and pack some firepower to cover the deployment. The Liberator can be equipped with ejection seats in order to emulate the Galaxy drop capability. Special Electronic Mission (E) This mission is accomplished by transporting a squad leader or an infiltrator in the back seat. The person designed to accomplish the mission will explain to the fast deployment squad to wait in limbo menu for deployment. The pilot will swiftly land the craft (giving a countdown) and lift-off as soon as the “ranger” is dropped. The “ranger” will then deploy his squad beacon and/or hack a vehicle terminal to pull a Sunderer. The squad will then deploy on the new point.
Fighter (F) This mission can be hard to be accomplished by the Liberator and is usually carried out by the Mosquitoes escort. This mission requires the pilot to quickly turn around to face the fighter engaging him and shoot him down using his nose gun. The pilot can also try to force the enemy pilot to fly under the belly by raising his nose to give his gunner a chance to hit the enemy fighter. Another good tactic against enemy aircraft is to use the “Shredder” secondary gun and fly at high altitude. The “Shredder” will shred planes in a matter of seconds.
2. Weapon Loadouts Multiple weapons are available to the Liberator, but only a few are actually effective. Primary Weapon - L30R “Vektor” This weapon is the default pilot gun for the liberator. You would be better served by throwing rocks than shooting with this gun. If you ever get stuck with only this gun available to you, use it against enemy fighters only, at the very long range. Primary Weapon - CAS30 “Tank Buster” This weapon is the ultimate vehicle buster. The bullet drop and spread is off-the-chart and requires lots of practice to understand. At close range, it will devastate your enemy vehicle. Still effective at long range if you compensate the bullet drop and you calculate your enemy trajectory. Secondary Weapon - AP30 “Shredder” This is the default secondary gun for the liberator. While many disregard this gun, it is actually quite effective. King against enemy air assets, it requires a good gunner, some magazine size upgrade and some zoom to be effective. At medium/close range, it can also be quite effective against enemy ground vehicles and softies. Secondary Weapon - L105 “Zepher” This weapon excel against enemy softies. While it holds 6 shells in the magazine, only 2 direct hits are required to kill a softie. It is best used in 2 shell bursts. It will also destroy enemy armors and air assets, if the gunner manage to land enough hits.
Task Force Dragon - Liberator Handbook Secondary Weapon - C150 “Dalton” This weapon excel against enemy armors. High splash damage, high direct damage. It only holds one shell in the magazine, so expect long “timeto-kill”. Usually used at high altitude with zooms. Is best used with a squad of liberators to minimize “time-to-kill”. Its slow speed can be compensated by the pilot holding still while the gunner calculate his target vector direction and speed. Tertiary Weapon - M20 “Drake” This is the default tertiary weapon. This weapon is worthless and the pilot should never expect his gunner to kill anything with it. This gunner spot is usually considered as a transport seat. Tertiary Weapon - A30 “Walker” This weapon is supposed to be considered an antiaircraft weapon. It is a poor excuse for an AA gun. It could finish off an enemy air asset already on fire, but do not expect the gunner to take out air assets by himself. Tertiary Weapon - M60-A “Bulldog” This weapon is a grenade launcher that is quite effective against any kind of target. While shooting grenades at pursuing enemy aircraft might not sound right, it is actually quite effective. This is the only recommended tailgun. The pilot will need to learn how and when to give an “angle of sight” to the tertiary gunner. Usually when the spawn building is already locked down by the secondary gunner, the pilot can then move the plane in the right direction. This additional firepower will help greatly against any burster Max unit that will try to get out of the spawn building.
3. Plane Certifications Multiple certification combos are available for the Liberator and are completely to the pilot discretion. Passive Systems - Acquisition Timer This one is a no-brainer. Get it as high as possible, as fast as possible. The last thing you want is to be grounded. Utility Slot - Decoy Flares The Liberator is quite resilient to enemy lock-on missiles and the flare timer is too long for it to be effective. You will be better off trying to manoeuvre
to dodge missiles than to try flaring them off. Utility Slot - NS LF-100 Afterburner This afterburner is useful to quickly get out of hairy situations. Very effective for the bombing run tactic. Getting out of the sight of enemy AA often means life or death. Utility Slot - Fire Suppression System A life saver. Landing a Liberator on fire is quite a feat. This utility will also give the Liberator some more health, thus raising the damage the plane can take before failing you. Defense Slot - Nanite Auto Repair System This certification is useful when controlling the skies for a long time. It will removes the need to land to repair when only barely damaged. Defense Slot - Vehicle Stealth This certification is very useful to stay hidden on the minimap, thus not giving a hint to your enemies that you are hovering over their spawning room. Also very useful when rushing an enemy air/ground asset that is not facing you. This will give them no warning time to turn around and deal with you or run away. Defense Slot - Composite Armor Somewhat useful against flak damage. Cost a lot for its effectiveness. Will sometime save your day, or will be completely ineffective when facing an enemy air wing. Performance - Precision Bomber Airframe Also known as the dogfighting airframe. Will allow you to quickly turn around (yaws). Very useful when fighting enemy air assets or when trying to dodge them. Also allows you to turn tightly enough over an air tower to stay out of sight from softies on balconies. Performance - High-G Airframe This airframe allows you to quickly pitch up and down. Can also be used to turn quickly by rolling on one side and pulling the nose up/down. Very effective to pull out of a nose dive manoeuvre. Performance - Racer High Speed Airframe Nothing hard to explain here. Speed speed speed. Best used in conjunction with afterburners. Great for bombing run manoeuvres and getting out of hairy situations.
Task Force Dragon - Liberator Handbook 4. Weapon Certifications
Tuck Tail and Run
Multiple certification are available for every gun. Lets get an overview of the most important ones.
5. Basic Flight Manoeuvres This section will cover basic manoeuvres any liberator pilot should be able to accomplish with any airframe. Third Person Flying / First Person Gunning The biggest difference between flying a Mosquito and a Liberator is that a Liberator pilot will mostly always be in 3rd person view. The only time the pilot will go in 1st person view, is when acquiring a target and shooting his load (3-10 seconds). During the reload and at any other time, the pilot must always be in 3rd person. On some manoeuvres, your plane will completely block your view, this can be alleviated by using the roll and yaws of the plane, in order to get some quick peeks at what is happening on the ground. Always be aware of drifting; look for the terrain and how your plane move. Compensate the drifting by slowing moving forward or up/down. Nose Diving Bombing Run Landing on Fire Belly Up The Cobra Grounding Tail Peek-a-boo Tower Approach Tower Suppressing
6. Communication and Teamwork While communication and teamwork are the foundations for any operation, it is even more important when piloting a Liberator. Consider yourself in a cockpit with your gunners and everyone must be aware of everything going on. The Crew The Drop Respawning Calls
7. Advanced Flight Manoeuvres This section will cover advanced manoeuvres possible. Some of them will require specific airframes. Weather Vane
8. Extras This section will cover more tactics usually used by the liberator crew when they are grounded. Remapping of the Eject/Disembark Key Nothing is more embarrassing than jumping out of your plane in mid-flight. Remap that eject key before everyone laughs at you. Keep it far from your direction keys. Tank Mines