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1. Don't hide behind the vehicles. They are the target of the RPGs, you can't see if an enemy is directly West of them, and you get taken out if they get hit.
2. If possible, make use of cover just in front of the vehicles if you don't have a scope. This is best when there are no buildings immediately West of the middle of the convoy. If you have a scope, consider anchoring on one of the ends using the rubble behind (East) of the convoy (just inside the boundary line, which you can skirt in and out of if it means getting to a good position).
3. Keep the LMG and GL on opposite sides of the convoy. Ideally this minimizes repositioning and losing both heavy weapons at the same time in one bad moment. If both are gone, spam grenades rather than relying on rifles, but in any case make sure you are away from the direction it is coming from (unless you are down to one vehicle, in which case one player can sacrifice themself to trigger an early denotation).
4. Send both Ready and Assist to Mortars if they appear. However, you can often dislocate the mortar crew with the GL, so if the mission is close to ending (Sniper team indicates they are OTM), just use the GL instead of sending an away Team.
If you are down to three members, either GL or LMG has to stay behind. If you have free choice, I typically have the LMG go (even though they don't have a flashlight on their primary) since the scope allows the GL player to engage hostiles at a distance to avoid incap.
5. When your team is split North and South, be sure to call out which side the enemies start appearing on. They will often try to run North South or vice-versa along the far West side, with many RPG pushing through the center after getting about halfway North or South.
Phase Line Henry can be incredibly easy, but it is the mission that seems to be most heavily impacted by environment RNG. If you get a large complex just West of the convoy, you might as well restart.
Last game had a building generate behind the map limit and we could get on the roof to light up hostiles, RPGs still targeted the vehicles and killed 3 of them rather quickly, which surprised me, mortars were a thing but i killed all the guys on their roof with my MG, what got us killed was a car that came down a alley way too quickly with walls covering its approach so nobody could shoot it, and whoever was in front of the alley got killed by RPGs, i still think it needs tweaking as things happen too fast and the convoy vehicles are just way too weak, and like you said, RNG seem to be a big factor.
Everybody ive meet with experience with the game hate this mission and for good reason, we usually all agree to skip it.
No way would 4 Infantrymen be responsible for guarding and "escorting" 3 Armored vehicles and 2 hummers. The "Convoy" is missing the FULL COMPLEMENT of Infantrymen that are assigned to those armored vehicles. Basically the mission is missing 48 other players.
Not to mention that the "sniper team" that is supposed to be providing over-watch is the most WORTHLESS team I've ever seen. They aren't providing ANY fire support at all, and their SPOTREP and/or SALUTE reports are completely useless. I'm annoyed that we even have to go save their worthless asses in the Apartments mission.
If the sniper team isn't allowed (which is BS as we did engage mosques and entered many of them) to engage the shooter in the Minaret then why are they even setup on the roof within line of site of the Minaret in the first place? Why isn't the sniper team eliminating the snipers AND the mortar teams with precision fire? It's just a game, and not even close to being real. It only "looks" real.
OP. I like the pfp. Good taste in waifu.
Its one of those ew people, just ignore him, hes just trying to get into an argument.
Additionally, it's worth noting that there's a balancing act when considering automated gameplay elements designed to help the player. We're very cautious about making these too strong (like we previously did with directed AAV fire), but there's always room for improvement here. Thanks.