U4GM helicopter rocket pod and TOW tips for easy multikills
If you have spent any time in an attack chopper, you know the rocket pods are where the real work gets done, especially when you are not messing around and want that Battlefield 6 Bot Lobby feel. At mid to long range, roughly four to eight hundred metres, most of your rockets land bang on the centre of the crosshair, so that is the sweet spot. Once you drift in too close, the spread opens up and half your salvo just draws pretty lines in the air. The big thing new pilots miss is how much your own movement drags the rockets around; dip the nose and the rockets ride high, pull the nose up and they drop low, so you either keep the helo as level as you can or start building that little mental offset every time you squeeze the trigger.
Learning To Read The Target
After a few hours in the cockpit, you realise you are not really aiming at enemies, you are aiming at where they are about to be. See a helicopter climbing hard and you do not shoot at the hull, you shoot a little above where the climb will carry it. Same story with infantry, especially anyone sprinting across open ground; you lead them to the side and tiny bit up because they tend to bunny hop, slide, or change pace right as you fire. A lot of players just hold the trigger and hope, but pacing your rockets works way better. Fire a short burst, watch where the trail lands, nudge your aim, fire again. For moving targets over five hundred metres away, one to two chopper widths of lead is usually enough, and you can tweak from there.
Getting Comfortable With The TOW
The TOW missile feels like a different weapon entirely, more like a sky sniper than a normal launcher. One habit that helps straight away is ignoring the centre crosshair once the missile is in the air. You focus on the glowing tail of the TOW instead and steer that dot. The missile dips straight after launch, so you start a touch low, let it drop, then gently ride it up onto the target. Any big, jerky inputs will throw it wide, so you move the stick in small taps, not slams. Once it is on the way, keep the chopper reasonably steady and do not overcorrect. The reload is long enough that you do not just sit there waiting; switch back to pods between shots, line up a strafe, then swap to the TOW again when it is ready.
Gunner Seat And Solo Tricks
If you end up in the gunner seat, especially with the newer zoom-lock systems, you can carry games on your own. The zoom sticks to the target even if the pilot is a bit twitchy, which means you can start tracking faster vehicles or distant infantry without fighting the airframe all the time. You still need to lead the autocannon, but it is forgiving and fires quickly enough that small corrections pay off. Most gunners clean up by focusing on infantry first, using splash to knock out anyone hiding behind rocks or crates, then turning on light vehicles. If you are flying solo, swapping between pilot and gunner at altitude is risky but incredibly strong; climb high, stabilise, switch to gunner for a quick burst, then jump back before the chopper drifts into a mountain.
Staying Alive Longer
The pilots who last more than a couple of minutes are the ones treating survival as part of their damage output, not an afterthought that cheap Battlefield 6 Bot Lobby players ignore. You control your life bar with throttle and nose angle; throttle sets whether you are climbing or dropping, nose angle decides how fast you streak across the map. Breaking missile locks is often just about slamming down behind cover, using hills, buildings, or even the curve of the map to get out of sight. You hold your flares until you hear or see the actual missile inbound, otherwise you burn them and get caught with nothing when it matters. Try to come in from the sides or behind, spend a couple of seconds dumping rockets or cannon fire, and then pull away hard. The longer you hover over angry ground players, the quicker you get turned into scrap.
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