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Yep, they're not just there to look cool. They WORK. They also work differently based on the weapon you are using.
The suppressed M14 and M16 are great, but if you fire too close to a large group of enemies, you will still "compromise" yourself and your team. I don't know the exact number of feet or meters, but I'd say if they're within pistol range, they're gonna hear your suppressed rifle shot and be on the alert.
The suppressed SMGs seem to do a good job of keeping your shooting discreet, though again, id say if they are within grenade throwing range, your single shots going into VC #1 are going to alert #2 and #3.
The suppressed pistols are a go-to for keeping your extreme prejudice on the down-low. Though I do have to point out that there still seems to be a bit of a bug with keeping pistols with suppressors as attachments...attached. More than once I've pulled a suppressed M1911 and tried to eliminate a lone VC only to hear a loud gunshot echo through the woods, only to look down at my weapon and see my suppressor has disappeared. The workaround, when you build your kit, put the suppressor in your pack. On spawn, attach it and switch back to your primary.
The other solution and the most effective in my opinion is to carry the HD(S) pistol on any and all kits you wish to stay silent with. Its a mean little integrally-suppressed .22 target pistol that has enough punch to drop enemies with little more than a "plick, plick" noise drowned out by the scream of a crumpling commie. You can shoot from almost point blank range and kill VC #1 and leave VC #2 wondering why his buddy decided to take a nap. Its also great for taking out AA gunners and mortar crews to disable the threat from the weapon without triggering a massive firefight.
I do not recommend the Welrod, as its "bolt action" style of manual chambering makes a follow up shot clumsy and slow. AA gunners and mortar crews have a slight "armor" effect when seated in the gunner seat, so if you try to shoot the gunner with a Welrod, he'll have that thing swung around and firing at you before you can eject your empty case. Use the HD(S). Controlled pair at anything you shoot at to be sure you kill it.
Like I said before, the thermite grenades (AN/THC M-14 INC no idea what the difference is between the red can and the white/purple can variants in the game is as they work the same) are highly useful. They can be used to destroy an AA gun from a distance, both killing the gunner and destroying the gun without a sound. Not only that but once you destroy an AA gun or mortar, any associated troops that spawned with it will despawn. If you blow a gun up, they may get alerted and fire at you before despawning, starting a massive fight you didn't want.
If you lay demo, ALWAYS set at least a 40 second timer as a deadman switch, so even if you and your team are killed, you at least got the gun. If you're not about to be compromised or getting shot at, put a nice long fuse on that breaching charge (lighter than the satchel and just about as effective, you can carry more of them)
You can load your pack up with "toe popper" mines as well. They are light and numerous. In reality they should seriously injure anybody who steps on them, but currently all they do is make a bang. It does let you know you're being trailed however. Trip flares work well too, however once you get too far away, you may not hear or see the flare going off.
I do like the claymores, though they are heavy and eat into your pack's load. If everybody in your group has one, you can leave them facing your direction of travel as you break contact and keep large groups at bay until you can reconsolidate a few hundred meters back.
Lastly, F-1 tripwire traps are great. They are fairly light and can be periodically placed on your route. They will kill anybody on your trail or at the very least alert you to somebody following you.
4. Breaking contact
I already hit on it, but to finalize my point. If you get shot at, go loud or get compromised in any way- give the pilots something to do and give yourselves some immersion. Call for an extract. Head back to your LZ in a fighting retreat and get picked up. You can re-insert on the far side of the AO and start fresh. No need to stay on the ground and start a massive firefight. Once the enemy are alert, you're unlikely to kill them off and be able to resume a stealthy movement to your next objective.
I suggest at least one of your weapons be suppressed, and if you are not carrying a silent weapon, be sure you have comms with whoever you are with who does. Try not to go loud until you are either compromised, or ready to go loud on your own terms. I carry the HD(S) on every kit that has a "loud" primary weapon, and carry a Hi-Power or 1911 on anything with a silenced primary. If you do use the HD(S), I recommend LOTS of magazines, as the general need to fire two shots to kill means you will burn through magazines fast.
If you do break contact, let those machine guns rip. Toss grenades at the reload. Make sure you are actively bounding backwards while somebody else is shooting. If you don't know what an "Australian Peel" is or the Vietnam era V-break is, look them up. Try them with your buddies. You stand a better chance of surviving to extract if you keep the fire up and keep moving. Otherwise you'll get surrounded by enemy troops and pinpointed by enemy mortars.
5. CAS and Radio Support
I'm not going to presume to tell pilots "ThEyRe DoInG iT wRoNg", because I've played with some seriously **** hot CAS players before. Some can put a bomb right on the bush you want before the sentence is out of your mouth.
What I wish to highlight, is that IF you are in a server that is attempting to keep quiet, if you are a Hog pilot, or a Cobra driver- don't just hover over the guys trying to LRRPLARP on the ground. If you are playing stealth, you are listening for enemy voices. They are directional and can help keep your team out of contact with large groups or patrols until you are ready to engage. Furthermore, if you are trying to enter the AO and start shooting the place up, not only are you risking getting shot down by AA guns, but you're stirring up the AI into a heightened state of alertness.
I suggest as a good CAS pilot whether fixed or rotor wing, to enter a close holding pattern and constantly update your map with a marker where friendlies are. If you keep that visible rally point marker on their position, when they announce they're breaking contact- you have an accurate marker placed to start your CAS runs. If you're "BORED", don't just start indiscriminately bombing the jungle.
Honestly my beef is just with the pilots who want to take their choppers along on foot patrol with you and instead of listening to the jungle all you hear is "whoop, whoop, whoop, whoop, whoop, whoop" overhead.
Lastly, my SUGGESTION, not my INSISTENCE is to only use Radio Support when you have eyes on the objective. I do this and my buddies do this for immersion. Its too easy to "just call a daisy cutter on the HQ" while you're flying to the AO. Pathetic. Where's the fun in that?
BUT, you get on a ridgeline and see the HQ below you....now you can check its location on the map and set up a call for fire, pull a 360 security perimeter and wait for the steel to drop- man, that is fun. Also, if you have eyes on what you are trying to destroy, you can correct the fire. If you have teammates on the physical mortar systems back at the LZ, you can enjoy the fun of a proper manual call for fire and use your binoculars and map to correct. It feels awesome when you have a competent level of communication and fire discipline to pull this off. I think thats my old Cav Scout roots coming out there...
So in summary.
Booze Rooster's Rules of Discreet Destruction:
1. Stay in the shadows.
2. Stay quiet, shoot suppressed.
3. Stay together.
4. Keep up good communication among yourselves on the ground and with air.
5. Only kill enemies who are a direct threat until you are ready to go loud.
6. Check your Six.
7. Set long fuses, don't be around when they go off.
8. If you're compromised, lay down the scunnion with a blanket of fire and grenades, then beat feet back 100m and call for any support you can. Extract and reinsert on the far side of the AO. If you manage to break contact, deviate from your original course and continue.
9. Rotate out pointmen and squad leads between AO's. The more people who have a crack at this stuff will have a blast.
I hope this was at least something to consider on your next night of Mike Force. If you wish to join me or my friends who enjoy doing this in a proper MACV-SOG style, feel free to add me on Steam and we'll hop in a low pop server and have a blast.
I did have some guy come up to me in a game last night and tell me he read my entire "How To Play Mike Force" novel I posted on here a few months back. That was cool to hear somebody read it and wanted to hang with the group!
Get 3 fellas with the proper mindset, the 4th will be the squirrel from Ice Age...
yeah. one of my buddies is "that guy". You know, the one who needs to be in the Heavy Hog and can't do anything but rocket strikes and rearm. Scrubbed about three AA guns in a row on me after I shot the gunner and I hear a chopper coming. Boom, boom, boom, boom, boom. Check the map. AA gun gone. Wow. Cool. Fun. But if he gets shot down, he doesn't try to survive on the ground with a pistol and an MRE. He just respawns. What a pleb.
Finally found the notification for this
Been hanging out in the Task Force Ronin server. Those are the guys who taught me this stuff. Their server is a little altered from vanilla. Enemies are a tad more assertive. Actively tracking you etc. Objective markers are accurate to a few hundred meters instead of being an exact mark so air cant just wipe everything out. Feel free to join us!
is it a public server or invitation only?
no worries i found it! I will have a look.
Public. Best to join through the launcher and automatically set up needed mods and addons. I know for sure they use the soundscape mod. Much better bass to the explosions, gunfire, helo engines etc. They have a few new scripts too with more realistic grenade shrapnel and sound effects.
how rigid is that server? I saw there are classes on there, like rifleman, grenadier etc. So I guess it means i can only select appropriate gear to use. On the server where I play, I usually play as Spike team member, and make a good use of silenced smgs. Though I have some ANZAC builds (grenadiers, silenced smg etc).
Thanks for taking the time out of your busy day to remind me I don't give a ♥♥♥♥ about what you think.