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Old 07-05-2009, 01:21 AM   #21
Rudd
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Default Re: How to use the .86 RPG

The RPG is pretty damn accurate at 7 seconds.

You can just wait 4-5 and you still have a reasonable change of hitting something or suppressing an enemy at the least.

The max settle time is for minimal deviation, not necessarily acceptable deviation.


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Old 07-05-2009, 01:24 AM   #22
gclark03

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Default Re: How to use the .86 RPG

It's a trend in this mod that I dislike, but the DEVs know what they're doing here.

Since we agree that the settle time isn't going anywhere, do we also agree that the only solution is to come to terms with it through practice?
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Old 07-05-2009, 02:19 AM   #23
Trooper909

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Default Re: How to use the .86 RPG

i write a allmost the same post about this and i got told to stop being a noob.

so stop being a noob i guess.

thats not my veiws at all but thats the way it is here

surprized some1 has not changed the name of your thread to some silly name that dont realate to what your saying yet.happend to me
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Old 07-05-2009, 02:36 AM   #24
[MPN]Slouch2

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Default Re: How to use the .86 RPG

Quote:
Originally Posted by gclark03 View Post
Seriously, nobody stands still for 7 seconds in an active battlefield.
People stay in firing positions for a lot longer than 7 seconds all the time. Have a look at any video from a battle in Iraq or Afghanistan, you'll see soldiers taking up positions and staying there for long periods of time.


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Old 07-05-2009, 06:41 AM   #25
Rudd
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Default Re: How to use the .86 RPG

Quote:
Originally Posted by Trooper909 View Post

surprized some1 has not changed the name of your thread to some silly name that dont realate to what your saying yet.happend to me
you really need to let things go....


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Old 07-05-2009, 09:07 AM   #26
[R-DEV]Dunehunter
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Default Re: How to use the .86 RPG

Trooper, if you have issues with moderating, take it up with the moderator or with me through pms.

Also, the run 'n gun you see in games/movies is not equal to what happens in real-life. Has anyone linked the video of the insurgent firing an RPG into a wall at close range instead of into a coalition target by the way?


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Old 07-05-2009, 09:11 AM   #27
Robert-The-Bruce
Default Re: How to use the .86 RPG

Quote:
Originally Posted by [R-MOD]dunehunter View Post
Has anyone linked the video of the insurgent firing an RPG into a wall at close range instead of into a coalition target by the way?
Would you be so kind?
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Old 07-05-2009, 09:16 AM   #28
[R-CON]Tomato-Rifle
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Default Re: How to use the .86 RPG

Quote:
Originally Posted by [R-MOD]dunehunter View Post
Trooper, if you have issues with moderating, take it up with the moderator or with me through pms.

Also, the run 'n gun you see in games/movies is not equal to what happens in real-life. Has anyone linked the video of the insurgent firing an RPG into a wall at close range instead of into a coalition target by the way?


YouTube Video


http://www.youtube.com/watch?v=SfXldMDEj-0


:P


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Old 07-05-2009, 09:30 AM   #29
[MPN]Slouch2

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Default Re: How to use the .86 RPG

I think that video proves the Developers did the right thing in reducing the RPG splash damage. It looks like no-one was killed or injured in that screw up, if you go through it frame by frame the firer is still standing upright during the blast and there are no screams of pain or wailing. In fact, the cameraman laughs.


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Old 07-05-2009, 09:52 AM   #30
Runningman

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Default Re: How to use the .86 RPG

We have been quite lucky with the previous releases with the RPG-7, because we had 2 different warheads for the price of one, AT and HE.
Now if you read [MPN]Slouch2's link on the previous page especially the section about ammunition you will see that the .86 RPG is now exclusively an Anti-Tank weapon and is only effective against infantry if you hit him square in the face, which should hold true as if I have read this correctly the AT is really just a big copper slug and any blast or fragments are really just a side effect of the armour piercing design as the video above demonstrates very well, unless of course our friendly neighbourhood DEV's add a HE ammo slot to the RPG But that sort of talk is for the suggestion thread so I will leave that train of thought alone for now.

As for how I've seen RPG's being used effectively in .86, its all about the teamwork, 1 man with a RPG is a dangerous thing, 2 or 3 men with RPG's are lethal.
Volley fire is your friend, if you have multiple RPG's in your squad, have your SL put down markers, talk with your squad mates ask them to spot for you or if they are willing they can distract your target, all the while as Dr2B Ruud said stay crouched/hidden and get the deviation down and most importantly coordinate your fire with the other RPG guys. Its all about getting as much RPG rounds flying before they get a chance to react. And this is even more effective with mumble as you can also volley your shots with the blue guys too... I know this is sometimes difficult to achieve in public play but its the best way I've seen of taking down or at least driving off armour.
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Last edited by Runningman; 07-05-2009 at 10:09 AM..
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