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Pilot Officer

From CM-SS13 - Wiki
Revision as of 00:22, 21 February 2019 by Sargeantmuffinman (talk | contribs) (Bunk and office isn't next to eachother anymore)
COMMAND
Pilot.png
Pilot Officer
Difficulty: Medium
Supervisors: Command staff
Rank: Not defined
Duties: Pilot and maintain the dropships.
Guides: Located at the bottom of the page.
Unlock Requirements: Not available.
Detailed Description:
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Not defined
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"We're in the pipe, five by five." ― Cpl. Ferro, Aliens

The Pilot Officer, as the name indicates, pilots the ships of USS Almayer. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July.

Overview

Congratulations Ensign! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (:v). Your Pilot's Bunks, and your Office south of medbay, should have everything you need for the mission. If you're going somewhere cold, grab a coif!

The two dropships assigned to the piloting team at the hangar are the Alamo, which lands at LZ1, and the Normandy, which lands at LZ2. They can fly two different kinds of missions: Transport and Close Air Support. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, though usually it's better to yell over the engineering radio (:e) for the more skilled Maintenance Technicians to do it.

The essentials of piloting

The lions' share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:

  • The camera console on the left allows you to watch over the dropship's cameras as well as any extra sights provided by the installable LZ or laser detector electronics systems.
  • The flight console in the middle lets you launch the dropship, toggle the flight mode between transport and flyby, and lock the shutters and doors. It also lets you optimize the flight path - only available to trained pilots like you - to cut down on transport and cooldown time at no cost.
  • The weapons console at the right lets you fire your weapons systems in mid-flight towards laser designated targets that troops on the ground mark with tactical binoculars. It also lets you deploy your automated sentries when landed and allows you to medevac wounded marines using the medevac system.

So with that in mind, what are the differences between your two flight modes, transport and flyby? Well, in short, transport mode lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns and respond to med-evac requests, while flyby mode lets you use the most deadly weaponry you can load as well as med-evac injured marines, but your dropship will only return to where it launched from. Note that after you have completed a flyby mission the dropships console will be reset to transport mode.


Transport Flyby ("Close Air Support and Med Evac")
Where does the dropship go? Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer. Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.
Which weapons and utilities can the dropship use mid-air? Only the GAU-21 and Laser beam gun. All weapons and the med-evac system.
How long does the dropship stay in the air? Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible. Always the same amount of time, to ensure there's enough time to fire all your weapons.

Fire Missions

Fire Missions are custom made air strikes designed to fire in one direction that cover a wide or narrow area. They allow the pilot to unleash a full arsenal of democracy on any would be trouble maker that dares try to harm your marines.


You have access to a special channel primarily dedicated to coordinating with the ground troops who are able to ask for airstrikes. These include the Scout Specialist, Squad Leader and any one who has the JTAC kit or encryption key. Use :j to talk in that channel.


CAS Menu 1.png

In this menu, there's a new subset of buttons and menus you need to utilize. Highlighted in blue is the new fire mission creator as well as the switch to the fire mission. It's where you'll create fire missions with the weapons you have installed on the dropship.


Once you have clicked on create new fire mission you will be prompted to name your fire mission and then how long the fire mission will be in tiles. 12 being the maximum and 1 being the bare minimum. The fire mission length determines how much fire power you're gonna dispense within those tiles. For example, having a fire mission length of 12 means you're gonna be firing what every you have in 12 tiles and firing at a length of 6 means you're gonna be shooting at things in 6 tiles. (Provided you actually setup your gimbal on those weapons, more on that in the next image).

Once you do so, click to edit the fire mission on this screen and you'll be faced with a whole new set of buttons.

CAS Menu 2.png

In this menu, you'll be greeted with the gimbal. This new system allows you to off set your weapons on a fire mission to shoot further away from the designated target. Zero being the center and -6/6 being the farthest away you can shoot. This is directly linked to how the weapons are installed. For example, in the green box above it shows which weapons are installed. The first two are installed on the right side of the dropship as the corresponding gimbals in the red box shows they can only fire from 0 to 6. Vice versa with the bottom two in the negative form. This means they're installed on the left side of the dropship.


Moving over to the actual gimbal highlighted in the blue box. This is where you'll setup your fire missions. Each row corresponds with the weapon on the left. Clicking on any of the boxes will prompt a small menu to open, allowing you to input the off set of the weapon. If you want to cancel where you're going to fire because of an error or you want to change it, simply put a hyphen ( - ) instead of a number to cancel it.


Be mindful of the ammunition you have remaining. In the fire mission editor, highlighted in the yellow box, it shows the ammunition you have left in each weapon. The color will change, indicating the how much ammo you have left for a fire mission. If the ammo counter is green, that means you have enough ammo for the fire mission. If it's orange, that means you only have enough ammunition for 1 fire mission. And lastly when it's red, that means you don't have enough ammo at all to go on a fire mission.

A fire mission can't be used if any of the weapons don't have enough ammunition for it. You mustn't have any errors in the fire mission for it to be usable.


It's important to keep in mind what weapons you have installed on the dropship as each weapon has a cool down on how fast you can fire it. Listed below will tell you the cool downs of each weapon available:

Equipment: Cool down:
Rocket pod The rocket pod is a single shot weapon that can be placed anywhere on the gimbal. But due to it having only one rocket available in the rocket pod, you're going to need to reload it for every time you fire it.

An example of how this would be seen on a gimbal is presented like this: Fire.

Mini-Rocket Pod The Mini-Rocket Pod has the ability to fire multiple small explosive rockets at a target. But they are have a small cool down of two spaces.

An example of how this would be seen on a gimbal is presented like this: Fire, wait, wait, fire.

GAU-21 'Rattler' 30mm Cannon The GAU is an effective weapon that will be able to clear out large areas as well as do plenty of damage on a target. It has the smallest cool down (barring the rocket pod) which allows you to fire in quick succession against a target.

An example of how this would be seen on a gimbal is presented like this: Fire, wait, fire.

Laser Beam Gun The laser beam gun is the most effective weapon available to the dropship pilots. It is perfectly suitable for the use of fire missions as it will shoot a line of extremely damaging fire against the target. But this weapon has the longest cool down of them all. Having to wait 3 steps before you can fire again, this weapon has a trade off of being extremely powerful for having a long cool down.

An example of how this would be seen on a gimbal is presented like this: Fire, wait, wait, wait, fire.

Once you've created your custom fire mission, move back to the start up menu and await for one of your ground work colleges to call in some air support. Make sure you're in flyby mode to be able to use those fire missions. Once you're in the skies above, there will be a new button available to you at the bottom of the menu. Clicking on it will send you to the weapons control menu.

CAS Menu 3.png

This brings up the buttons where you will see all the action and determined the off sets for the fire mission. In the grey box, the signals for where you can launch a fire mission from is displayed there. It's either from a signal flare or it's from a marine lazing an area to be strafed. Clicking on one of them will select it and you'll be able to Activate Camera on the signal flare. This allows you to see what is around the signal flare which will help you adjust your off sets to better lay waste to any hostile. Changing your off set will also place the camera to where the off set is. In the purple box this is where the fire mission will fire. From the off sets in the menu above, it will fire from the signal's point of origin to the north by however many tiles the fire mission allows. It's better to off set your fire mission by how ever many tiles needed. You can set a maximum of 12 tiles off set from the signal in the cardinal direction (North, East, South, West).

NOTE: You are only able to see the signals with the camera in the open or under a glass ceiling. Your camera will be obstructed if it's under a metal ceiling or underground. If it's under a metal ceiling, you'll still be able to execute the fire mission and see the damage you caused when the fire mission is under way. But if it's underground, you won't be able to see anything or fire at all, yet still be able to Execute it without firing a single shot.


Once you're happy with your off sets and the fire mission you've selected, Execute your Fire Mission and Activate your Cameras to watch the dropship unleash FURY against anything standing in its way. After the fire mission is completed, you'll return to a sub-orbital route that'll allow you to commence another fire mission, provided you have the ammo and the time.

Dropship Upgrades

The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. These systems are available in the repair bay at the south-east of the hangar, with ammo for the weapons to be found at the north and east of the hangar as well.

Simply climb into a powerloader (click-drag yourself onto it, or right click -> enter powerloader), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (minirockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there's already expended ammo inside, just take it out with an empty clamp. Finally, note that engine upgrades can only be installed after opening the engine port cover with an empty clamp to expose the insides.


Attachable Weapon and Utility Systems

If you want to pimp your ride, the USCM's got nothing but the best and most dangerous armaments.

Attachable Weapon System: Description:
Rocket Pod.png
Standard-Issue Rocket Pod
"If it ain't broke, don't fix it". A time-tested delivery system that's been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.
Ammunition:
Widowmaker Rocket.png
AIM-224
'Widowmaker'
One of the larger rockets, the Widowmaker is packed with high grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.
Keeper Rocket.png
GBU-67
'Keeper II'
A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP rocket. While a direct hit obliterates armored foes, don't expect it to be useful against large groups of hostiles due to its small area of effect.
Banshee Rocket.png
AGM-227
'Banshee'
The Banshee will scream "Welcome to Vietnam" for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.
Napalm Rocket.png
XN-99
'Napalm'
The XN-99 'Napalm' is an incendiary rocket used to engulf areas in giant fireballs. Not much can survive the ensuing firestorm. Can not be fired during a Fire Mission.
Fatty Rocket.png
SM-17
'Fatty'
The SM-17 'Fatty' is a special ordnance rocket. Nicknamed 'Fatty' for its slow velocity and large payload, which splits into a large cluster of devastation preceded by a single centered hit. Can not be fired during a Fire Mission.
Minirocket Pod.png
Standard-Issue Mini-Rocket Pod
Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy.
Ammunition:
Minirocket Stack.png
Minirocket Stack
A pack of 6 laser guided minirockets.
Minirocket incin Stack.png
Incendiary Minirocket Stack
A pack of 6 laser guided incendiary minirockets.
GAU.png
GAU-21 'Rattler' 30mm Cannon
Military men and women know best that the best solution for when brute force doesn't work, is to apply even more excessive amounts of brute force. The 'Rattler' system delivers bursts of 30mm high-explosive rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.

This weapons system can be fired while in Transport mode.

Ammunition:
30mm Ammo.png
30mm Ammo Crate
A crate containing 200 30mm high-explosive rounds. Fired in bursts of 20.
30mm Highvelocity Ammo.png
High-Velocity 30mm Ammo Crate
A crate containing 400 30mm high-velocity rounds. Fired in bursts of 40.
Laser.png
Laser Beam Gun
The Laser Beam Gun has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations.

This weapons system can be fired while in Transport mode.

Ammunition:
Laser Ammo.png
High-capacity laser battery
A high-capacity laser battery used to power laser beam weapons.
Sentry Deployable.png
Sentry Deployment System
This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired, refuelled, and reloaded just like standard Sentry Guns.
Machinegun Deployable.png
Machinegun Deployment System
This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship, providing a solid barrier against anyone sneaking in from the backyard. Loaded with 1500 rounds and given an enhanced scope for extra range, just make sure you don't try to shoot past friendlies as this does not have IFF targeting.
Med Evac System.png
Med-Evac System
A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.

Usage:

  • Listen out over squad comms and medical comms for a squad medic requesting a med-evac.
  • Launch in Flyby mode.
  • Acquire lift targets through the dropship weapons and utilities console.
  • Once a target has been found go to the med-evac system at the back and click on it to winch up the injured marine.

Note that the winch system has a cooldown of 1 minute between each use and only a pilot can use it.

Attachable Electronics

Want to improve the accuracy of your weapon systems? Or perhaps you'd rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you've only got 2 electronic slots when Detective Gadget'ing up your ship with these fancy gubbinz:

Attachable Electronic System: Description:
Spotlight.png
Spotlight
A high-powered spotlight with a protective glass casing ensures you'll always have an illuminated landing zone, plus a bit extra.
Targeting System.png
Targeting System
An advanced system that's much better at tracking laser-guided beacons than the standard equipment the drop-ships come with, essential for drop-ships planning on making accurate rocket strikes or a few GAU strafing runs.
Laser detector.png
Laser Detector System
Advance camera system that allows the operator to observe the target area of a painted laser target on the ground, can assist the operator to determine if a laser target is worth firing upon.
Landing detector.png
Landing Zone Detector System
Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground. Only works while in flight, not while docked.

Attachable Engine Upgrades

Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here's a couple solutions to your problems. Using two of the same engine upgrades will not enhance your dropship. Two different engine upgrades will work however. (Double cooling systems or double fuel enhancers won't be more efficient, only one is counted for this purpose)

Attachable Electronic System: Description:
Cooling System.png
Cooling System
A more efficient cooling system then the default one. Attach this in your engines and you'll see a huge decrease in engine cooldown times, ensuring you'll be ready to take-off at the drop of a hat, even if you just landed.
Fuel Enhancer.png
Fuel Enhancer
Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. Additionally on flyby, it extends the amount of time you have for undertaking fire missions as well as using the medevac system.

Dropship Part Fabricator

Dropship part fabricator.png

The dropship part fabricator is the primary way for you to get better equipment than what you start with, or to replace ammunition that you've completely run out of. It works by a point system, with one point being earned every two seconds. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.

Equipment Cost in points Amount of time required to generate that many points
Sentry deployment system 500 17 minutes
Machinegun deployment system 300 10 minutes
Fuel enhancer 800 27 minutes
Cooling system 800 27 minutes
Spotlight 300 10 minutes
Targeting system 800 27 minutes
Laser detector 400 13 minutes
LZ detector 400 13 minutes
GAU-21 30mm cannon 400 13 minutes
Rocket pod 600 20 minutes
Minirocket pod 600 20 minutes
Laser beam gun 500 17 minutes
Ammo Cost in points Amount of time required to generate that many points
High-Velocity 30mm ammo crate 400 13 minutes
30mm ammo crate 200 7 minutes
High-Capacity laser battery 100 10 minutes
AIM-224 'Widowmaker' 300 10 minutes
AGM-227 'Banshee' 300 10 minutes
GBU-67 'Keeper II' 300 10 minutes
SM-17 'Fatty' 450 15 minutes
XN-99 'Napalm' 500 17 minutes
Incendiary mini rocket stack 500 17 minutes
Mini rocket stack 300 10 minutes

Communication

It's all well and good to know how your dropship works, but at the end of the day you're also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible. You can also listen to marine squads' channel by activating the headset then click "engage".

Command channel (:v)

As the PO, you'll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.

Medical channel (:m)

If you have injured on your dropship, it's a good idea to inform doctors on the Almayer that injured are coming up. In the case your dropship gets invaded, you might have patients in critical condition who need to be attended to, in this case using the channel is a good idea to have medics come by and heal them.

Requisitions channel (:u)

Requisitions will often load crates onto the transport dropship, with you responsible for announcing that you have supplies to distribute once you've landed. For that reason, cooperating with the requisitions staff beforehand is a good idea.

Engineering channel (:e)

Should savages batter and beat your dropship, the engineering department will need to be informed so that they can make repairs. As well, it's a good idea to have them load your dropship with attachments in the first place, owing to their superior skill in the use of a powerloader.

Your Skillset

PO skill set.png

To find out about how the skill system works head over to the skills system page.

Tips

  • Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad's frequency when you've just arrived and are about to depart. You want to be efficient with your trips as much as possible.
  • A special benefit to being a Pilot Officer is that you're allowed to boss around marines while they're on your shuttle. Don't tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM's ship and thus the Commanding Officer's ship).
  • Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.
  • If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you're on the Almayer.
  • If you want to run CAS support as transport, consider using the fuel efficiency module if the points for it is available. More time in the air is good if you want to maximise your chances of being airborne when a CAS request comes through.

Guides