The Talon SAM emplacement
CONFIRMEDVehicles & Fire SupportAquaFPS, Gigabeef, iMaTT, LiteralWedgeOfCheese, TacticalNed, Soulgrot; RadioGLHF adds firing, reload and kill figuressupport, builderpatch risk medium
The Talon SAM is the last buildable, needs the Large Hammer, and requires no aiming at all. The missiles lock themselves. AquaFPS compares it to "playing Duck Hunt with aimbot".
▾Step by step
- Build a FOB under the enemy's predictable flight path from their base to the map centre. The map is large and helicopters are the only good way in, so they fly a straight line you can intercept.
- Place the FOB at one edge of its build radius and the SAM at the other, so enemies who find the SAM do not immediately find your FOB.
- Site the launcher where it has clear sky. Trees, buildings, pylons and pillars cancel the lock. The edge of a forest overlooking their airway, not directly beneath it, is the ideal spot.
- Do not place it too high. A mountain top or an out-of-zone tower may not be able to depress onto low-flying helicopters.
- Lock, wait a beat for the pilot to burn flares on hearing the tone, then fire.
- Hold the fire button for about 2.5 seconds; the missile does not launch on a tap. Reload before you try to lock the next target.
- When enemy pilots start routing around you, build a second launcher further back for a new firing angle. RadioGLHF did this when an apartment block started masking his first one.
- Arrange a resupply runner before you start.
Numbers
801 supply for the Talon in the last beta test, inside a fresh FOB's built-in 1,250 supply, so you need bring no building supply at all. FOB cost $2,500 [BETA]; Season 1 raised it to $7,500 [S1]. AquaFPS's shot count ran from 57 down to 10 before a resupply run. RadioGLHF: larger helicopters take 2 missiles, and 2 pallets of ammo supplies reloaded roughly 70 missile shots [BETA]. Imagine Baggins measured one sustained burst of the AA gun consuming about 250 of 2,200 FOB ammo supplies, and notes the AA gun also works well against Urals as a ground weapon. Payouts [BETA]: iMaTT read $8,000 for one loaded helicopter and $14,500 for another off the screen. Gigabeef says one downed helicopter pays for the FOB plus materials, and two or three also cover the Ural and the hammer. AquaFPS's argument is the multi-kill: a transport is a clown car of six, seven or more players and one missile can produce close to an eight-kill payout. You are credited with an assist just for having a rocket in the air when the helicopter goes down, so many payouts never require a hit. Helicopters de-render at roughly 1,000 m (uncertain); the game's maximum view distance is 1 km at the highest setting. RadioGLHF repeats the pallet figure in his portable AA tower video (same channel): fill a Ural with two ammo pallets for about 70 Talon rockets [BETA], and only switch to large ammo crates, which you unload by hand, if you expect to survive long enough to fire about 150.
Why it works
A solid lock often makes the occupants bail out before the missile even lands (RadioGLHF), which scatters enemy players into positions they did not choose, so the lock pays even when the kill does not.
Where it falls apart
The SAM operator is defenceless. AquaFPS was killed on his by a man with a revolver. The launcher has no self-defence, the operator is stationary, distracted and often tabbed out. Fortify around it or bring someone to watch your back. Expect organised revenge after two or three kills. The escalation goes small arms, then mortars, then artillery. AquaFPS was eventually killed by enemy counter-battery fire on a known hill position. iMaTT's innovation is to build the SAM inside a building rather than on a roof, because relentless mortar and artillery fire on exposed roof positions is what kills SAM operators. He trades range and field of view for survivability and survives far longer. He also warns that firing at something too close, or into a surface in front of you, can kill the operator. A remote unguarded FOB is a gift if it falls. Enemies who reach it take the SAM with it and shoot your own helicopters down with it. And helicopters de-render at roughly 1,000 m (uncertain), which caps the whole strategy: RadioGLHF adds that a hit helicopter that gets out of render distance usually survives and pays nothing, and that some helicopters escape after a hit anyway (see the glitches list).
refs: RNt9B5cB5a0-02, RNt9B5cB5a0-03, RNt9B5cB5a0-05, RNt9B5cB5a0-07, RNt9B5cB5a0-12, RNt9B5cB5a0-13, RNt9B5cB5a0-15, RNt9B5cB5a0-16, RNt9B5cB5a0-17, RNt9B5cB5a0-18, RcJjcjSc730-19, RcJjcjSc730-20, RcJjcjSc730-22, RcJjcjSc730-23, RcJjcjSc730-24, RcJjcjSc730-25, RcJjcjSc730-26, RcJjcjSc730-27, HkruVf6lIs8-12, HkruVf6lIs8-13, HkruVf6lIs8-14, HkruVf6lIs8-16, HkruVf6lIs8-17, tLf_OoOJsGw-08, tLf_OoOJsGw-12, 1y5uNoJ7ciA-34, 7gr8hwvS3xU-16, 4E30BgJq52A-26, 5CsJz4KC9dQ-61, 5CsJz4KC9dQ-62, BrTNezWMpuk-43, M0dhrSMKfLs-39, gPNtdv9e5lM-17, gPNtdv9e5lM-20, gPNtdv9e5lM-25, gPNtdv9e5lM-26, gPNtdv9e5lM-28, gPNtdv9e5lM-30, 3AU8RyTWpMI-03