Air Combat Guide
Contents
VTOLs
Vertical Take Off and Landing (VTOL) aircraft are some of the cheapest in the game. VTOLs are not starter assets, but can be purchased with a small donation from another player or with at least one increase in rank.
VTOLs fly differently from aerospace. Pressing [w] will force the VTOL to take off into the air and gain elevation. By rolling with [a] and [d] and pitching and yawing with the mouse the VTOL can be maneuvered in a vertical fashion with some horizontal movement. By holding [Left Shift] the VTOL's thrust is directed backwards causing the VTOL to fly more like a conventional fixed-wing aircraft.
VTOLs are extremely effective in the early game against individual targets. VTOLs can baloon over their target, preventing return fire from nearly any starter asset. Most early game assets have a difficult time pitching their turret or torso high enough to be able to shoot an aircraft directly above them. When attacking a large group of enemies, balooning becomes a mostly ineffective as they can return fire much more easily in a group. When dealing with large groups of enemies VTOLs should either wait for their allies or stay at a low elevation so that terrain can be used to block incoming fire.
While not as fast as a Solitaire with MASC, VTOLs can easily fly over difficult terrain and travel directly to nearly any base on any Terrain Control map faster more reasonably than any other asset. (aerospace can sometimes capture a base more quickly than a VTOL, but landing and take off at most bases is impractical for aerospace.)
VTOLs are considerably more maneuverable, but also far slower than aerospace, making VTOLs excellent dogfighters (depending on their weapon loadout), but terrible interceptors.
Late game VTOLs lose much of their effectiveness in terms of firepower and armor. Most late game assets can deal massive damage to VTOLs. In the late game, VTOLs work best at back capping (so long as the rear bases are unguarded) and electronic warfare.
Aerospace
Aerospace are fixed-wing aircraft that compose the majority of aircraft choices and roles in Mechwarrior: Living Legends. Aerospace have three primary classes. Fighters, Attackers, and Bombers.
Taking Off
===Maneuvering=== Aerospace throttle up and down with [w] and [s] just like a mech, but unlike a mech [a] and [d] cause aerospace to roll. Pitch and yaw are controlled by the mouse just like mechs, however, aerospace can also pitch up using the [Space Bar]. By rolling to the intended direction and holding [Space Bar] aerospace can turn much more quickly than using yaw.
Attacking
Landing
Fighters
Fighters are aerospace variants with larger engines, higher top speeds, better maneuverability, fewer weapons, and no bombs. Fighters tend to be the best interceptors and dogfighters.
Interceptors
Interceptors are aerospace that are good at destroying bombers. Most fighters fall into this category, although some Attackers and Bombers can fill this role. The best interceptors typically mount weapons with short ranges, high refire rates, and high DPS. Interceptors have to be able to deal massive damage very quickly because bombers will often return to their base turrets or retreat to their allies preventing interceptors from pursuing effectively. Interceptors generally have to have a maneuverability and speed higher than their target, otherwise it can be very difficult to shoot the target or keep it in range.
Dogfighters
Dogfighters are aerospace that are good at fighting most other aerospace, not just bombers. Dogfighters do not normally run weapons with charge up times or long lock on times. Highly maneuverable enemy attackers and fighters can often cause these kinds of weapons to miss or fail to lock by taking sharp turns. The best weapons for Dogfighters have a high burst damage, like LBX and Large Pulse Lasers.