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Stuck an MTLB on Fool's Road into a conveniently placed hole because I decided I was gonna take an offroad path. I would've felt better eating a mine rather than struggle trying to prone-jump it out of the hole in vain.
mtlb slides... break and turn is easier than just trying to tokyo drift it...
dont always keep the engine on... driving and turning it off and coasting can sometimes give you a slight advantage.. and certainly turn the engine off if you are sitting in one position.. but dont sit in one position for long unless you have 360 degree view...
use the height of the guns to your advantage... use cover to protect the body of the vehicle and fire over the top of cover...
Obviously, both driver and gunner need to be highly skilled and in synch.
More importantly is your infantry support. Without infantry support you and your driver are the biggest target loud and obvious to everyone in sight. You are about to get HAT and LAT's until you are dead.
The infantry needs to scout and disable threats ahead of time, primarily other vehichles, explosives, and emplacements (anything similar to a rpg, lat, hat, etc).
This leads to a very simple but effective moving order. Sl and optics men with lat first followed by the rest of the squad. This is done starting usually from a secure position (a hilltop looking at fotress with a valley in between you and the enemy hiding at (for example) fortress.
As sl youd lead your men up to fotress, behind you scouting are some of your men and your vehicle. When you make contact withdraw to behind the crest of the ridge where your rear guard and stryker/btr is waiting and scouting and covering. Youd spread out and fortify and send the vehicle up to the valley and behind some buildings, multiple buildings so enemy fire and explosives cant hurt you, your park so your gunners very heavy piece of explosive machinery is clearly above the cover, while the body of the vehicle is completely safe and covered. You would destroy them from there. As sl you on the hill to the back left of the btr/stryker are providing support, eliminating rpgs and squad leaders and people, and most importantly now making sure the enemy does not break out of the enclosure you have forced them into. Any attempts to do so need to be met with excruciatingly rapid and accurate retaliation and stop them in their tracks, so that they stop trying turn around and go the other way in a panicked rush right into your btr/stryker.
Ideally, your team has blocked the other 2 sides of the point, and one squad is on the back cap.
Drain them until they lose, do not take the point unless they succesfully break out, then once they are gone rapidly take the point.
Doing this you can expect an entire squad to only have 1 death, usually the medic. The game turns into a much more fun and rewardign experience, with a kill count similar to a more realistic skirmish in modern times.
--------------------------------------------------------------------------------highway---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------squad2--------------------------------------------------------------------------------------------------------------------------------------------------------squad 1-------------------------------------------------------------------------------------------------------
------------------------------------------fortress----------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------
---------------------road-------------------------------------------------------------------------------------------------------------------hill-----------------------------------------------------------hill-----------------------------------------------------------------road--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------road-------------------------------------------cover-----------------------------------------------------------------------road--------------------------------cover----------------------------------------------------------------------------------road----------------------rally-----building-------------------------------------------------------------------------------------------building--building---------building----cover---------------------------------------------------------------------------------------------------------btr/stryker-------------------------------------------hill-----------------------------------------hill--------------------------------------------------------------------------------squad-----fob/hab--------------------------------------------------------------------------------------------------------------------------------------------------
either right or left side works depending on natural terrain (cant get steam formatting to put the stryker btr on the right side ,the image is basically flipped from the text I described to you but the locations of friendly squads are accurate).
They even switched places to confuse the enemy if one of the Strykers got hit to share the damage.
It was almost like watching the ambush from the movie "Clear and present danger" only with a much better outcome for the strykers even under fire.
This level of discipline will be difficult to achieve with 4 random players though but I guess it can be done if you get lucky.
A great way to clear any area is have both apcs fire into thebuilding left to right and right to left / first story and second story. can and will save your team tickets and infantrymen's in game lives. Make sure to remember most everyone is crouched or prone behind cover whenever they know you are around. I've seen full sets of 2 squads ssneak around a heavy apc within 5 feet of it andget away unnoticed.
Bullets from your apc go through almost all cover in this game, do the job the ground troops cannot and level those buildings and cover the enemy are possibly hiding in. (until the abrams is put in game, or other things like air support for instance)
(Don't split your fire between the 2 targets, destroy the deadliest one first, then fire your first salvo of fire onto the 2nd heavy apc target).
destroying enemy rpgs, lat's, and hat's during this time is critical, use movement and cover to disable the enmy apc and infantry fro mgetting a clear shot at you. (open fields while gaining distance = bad its a clear shot for the enemy unless they suck or you can really hike it out of there. A forest is better 100m past the clearing).
When the abrams and other similar to main battle tank heavyvehicles are put in game have them take on the enemy heavy armor while using your own apcs for discrete anti rpg work.
1. Focus on other vehicles first.
2. Use buildings/terrian for cover.
3. Stay behind friendly troops for support. Offer support and tranpsort to troops.
4. Two vehicles working together is better than one.
5. Always go back and repair after even taking a single rocket.
6. Stay off road's on mine maps.
7. Any thing that's not a 30 Mil shouldn't take on a 30 Mil head on.
8. Always save some ammo for the trip home.
9. Drivers need to learn how to drive backwards with the minimap like a boss.
10. Always have an exit plan ready. Don't just roll up shooting. Know your exit!
11. Sometimes the long way is the right way.
12. Roles: Driver is commander. The vehicle being in a safe postion while firing is more important than your Gunner getting a few more kills. It's important you don't expose yourself and send your vehicle back for repair before you need too. More time on scene means more kills. Gunner should only focus on killing and on a 360 axis. Driver moves under there own discretion. That way when poo hits the fan the Gunner can know he's able to fully focus on shooting back trusting the driver will pull out when the time comes. Eitherway always work together and plan roles prior to contact.
There are exceptions to the rules but they are far and few. I pretty much follow these to the T and I almost never lose a vechile. When it happens I'm not even upset cause it's like "finally someone did it".
Sources have survived whole rounds in a single vehicle countless times. Average between 20-30 kills not including 10's of vehilces depending on the map. My record myself is 38 kills and 44 KO's in 45 mintues after a team swap for a particular vehicle. 1000 Steam hours logged and was a Kick Starter backer. Most of this I picked up in my days of running Arma 2-3 servers. My tips transend into other games.
http://steamcommunity.com/sharedfiles/filedetails/?id=1175962751
My best gunner had 53 kills again not including vehicles and we didn't die. Sadly no screeny for that gent.
13. The last tip don't be afraid to tell other Squad leaders and or your own that driving your Vehicle head long into the enemy is not a good idea and you WONT do it. I have seen so many vehicles blown becuase of some back seater. If your driving it your in command of it!