Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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Shirosakura Jan 11, 2018 @ 7:57am
Tips for commander AA ability
Title. Thanks!
Originally posted by Girthquake:
For Anti-Air, it's mostly best to hold onto it for the Spooky. I believe after you call it for the spooky, you have enough time to call it once more (For any helicopters, recon place, or if you're lucky an F4 Phantom) before the US Commander will have access to another Spooky.

On the flipside, a US Commander can call in the Spooky, and as you call in AntiAir, they retract the Spooky gunship before it opens fire, getting a reduction in the time they have to wait before they can call it again. It's about 7 minutes for a Spooky normally, feigning one and calling it back drops the cooldown timer to about 3 minutes. Not many commanders do this so you don't have to worry about it often, and it isn't always beneficial, but it can still happen.

My advice is to just hold AA until the Spooky is up, teammates will complain if you have it on CD while a Spooky is firing, even if you stopped a Napalm by using it earlier.
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dunadan Jan 11, 2018 @ 8:03am 
First AA of the game should be saved for spooky. Then you should have time to use it one more time before the spooky reloads. It's better to save AA than waste it trying to catch napalm.

it's all there is to it really. Quite often commanders will use recon first before using napalm to see if AA is up. If you think you have time wait toward the end of their recon plane before calling AA.

Just remember to always have AA available for when their spooky can be called in though.
Last edited by dunadan; Jan 11, 2018 @ 8:08am
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Girthquake Jan 11, 2018 @ 8:14am 
For Anti-Air, it's mostly best to hold onto it for the Spooky. I believe after you call it for the spooky, you have enough time to call it once more (For any helicopters, recon place, or if you're lucky an F4 Phantom) before the US Commander will have access to another Spooky.

On the flipside, a US Commander can call in the Spooky, and as you call in AntiAir, they retract the Spooky gunship before it opens fire, getting a reduction in the time they have to wait before they can call it again. It's about 7 minutes for a Spooky normally, feigning one and calling it back drops the cooldown timer to about 3 minutes. Not many commanders do this so you don't have to worry about it often, and it isn't always beneficial, but it can still happen.

My advice is to just hold AA until the Spooky is up, teammates will complain if you have it on CD while a Spooky is firing, even if you stopped a Napalm by using it earlier.
Shirosakura Jan 11, 2018 @ 7:09pm 
Thanks for the tips!
Rei Jan 11, 2018 @ 7:12pm 
Wait until the spooky starts firing. Once it fires, if he cancels it he'll have a 7 minute wait. Another use is if their commander just used spooky and artillery, you can usually assume he'll call napalm next so try and predict it if possible.
droggen Jan 11, 2018 @ 9:49pm 
Originally posted by Rootin Tootin Putin:
Wait until the spooky starts firing. Once it fires, if he cancels it he'll have a 7 minute wait. Another use is if their commander just used spooky and artillery, you can usually assume he'll call napalm next so try and predict it if possible.

This I've seen many NVA commanders waste AA on fake spooks always good to let it get at least one solvo off before you call AA to make sure it's the real deal.
Ham Sup Lou Jan 11, 2018 @ 10:03pm 
Back up plan:

So if you do end up wasting AA on a fake spooky or ended up using it on something else by mistake, you can still shoot it down with a DSHK!

https://www.youtube.com/watch?v=SgnjtcYWmLE
Ham Sup Lou Jan 11, 2018 @ 10:10pm 
Originally posted by KI84:

Back up plan:

So if you do end up wasting AA on a fake spooky or ended up using it on something else by mistake, you can still shoot it down with a DSHK!

https://www.youtube.com/watch?v=SgnjtcYWmLE
Shirosakura Jan 11, 2018 @ 11:04pm 
Why are you replying to yourself?
Trygger Jan 12, 2018 @ 3:53am 
You can even hit the Spooky with an RPG. You gotta be a ♥♥♥♥♥♥♥ NASA genius to figure out the lead considering how far away it is compared to helicopters. (Which I STILL have major trouble hitting with rockets)

I think you can even shoot down Spooky with small arms fire, but again it'll be very hard, even recon planes are difficult to calculate lead with.

The best way I know of to shoot them down outside of SAM's is with the mounted machineguns. Often I spend the entire round just dedicating myself to shoot down recon planes and helicopters as soon as they appear with the AA guns. Nobody really even bothers to fire at recon planes for some reason, and it can seriously help your team and annoy the enemy commander when his recon planes and even spooky's keep getting shot down.

Hell I even once made a F4 Phantom (Napalm Plane) smoke, once.
Last edited by Trygger; Jan 12, 2018 @ 3:55am
ETucc Jan 12, 2018 @ 4:53am 
If you're playing a Supremacy game type, you want to have AA active at all times. The lower choppers fly, the easier it is for RPG's and DSHK machine guns to take them out. Plus, some matches I get more kills with AA than artillery barrage.

Even on Territories, Australians don't get a Spooky so you can call it whenever you want. I try and do it in between their recon planes so they don't know it is active. AA lasts for exactly one minute.
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Date Posted: Jan 11, 2018 @ 7:57am
Posts: 10