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Old 09-07-2007, 01:57 PM   #1
fuzzhead
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Default Quick APC Guide

APC's role will drastically change in v0.7 because of it no longer being a mobile spawn point, so I will make an extensive guide for APC's when v0.7 is released. However I feel that APC's are not used correctly nearly enough, so heres some tips on how to make APC's more effective and realistic on the battlefield.


APC CREW TIPS

- Never use an APC with only 1 Crewman. ALWAYS have a gunner and driver so you can maintain a defense even while on the move. If no one will gun with you, then park the APC near a friendly flag (so another can request crewman from it) and use something else so you dont waste a valuable resource.

- My prefered way of using an APC is in a locked 2 man squad, with name like 'APC1' APC2' etc. This way there is no other comm chatter getting in the way (besides commander) and you can focus with the task on hand, and that is: supporting your infantry.

- Driver of the APC should usually be the squadleader as he controls where the APC goes and how you approach situations. The gunner does not need as much experience as the driver, and its very easy to train a new player how to gun in an APC as long as your driver is skilled. Driving an APC (and staying alive) takes alot of practice and patience.

- Try to attach yourself to an infantry squad. Prefereably a 6 man infantry squad that seems to have their stuff together. Follow them around, try to open up some text chat with them, tell them you are there to support them. Even if they are far away from any battle or flag, follow them. Once you start doing this for 10-15 minutes, the squad leader will probably realise that your trying to help him. He may then begin trusting you, allowing you to transport his squad and use you as a spawn/rearm/request point. This is good as its the first steps to getting an oranised cohesive fighting force that relies on one another.

- Driver should place down attack commands on enemy spottings on the map, giving the gunner targets to shoot at.

- Make sure your gunner communicates with you (driver) often. If the gunner has no angle of fire, be sure he tells you immediately! As a driver you have to be aware that the gunner cannot target anything accurately while you are moving. To target accurately you have to be on stable flat ground and stationary, you cannot be rocking back and fourth or sliding down a hill.

APC DRIVING

- APC driving is about being extremely observant and cautious. You are a very valuable resource on the battlefield, being a request point, rearm point, spawn point and capable of carrying an entire squad plus crew. DO NOT risk your APC needlessly, or you will find no one wants to ride with you and you will die often. The APC is NOT a light tank, it is a support vehicle, that if used properly can launch extremely fast and deadly attacks on enemy, overwhelming the enemy and forcing them to come hunting for you. Use this to your advantage and know when to pull back and let your infantry deal with all the trigger happy AT gunners and C4 obsessed suicide men. They will often blindly run after your APC and your infantry can take them out with ease. Above all else realise that the APC is a delicate vehicle and cannot sustain heavy damage like a tank, caution is the order of the day to an APC driver.

- When driving and random blue guys spawn on your APC, they will often yell 'bail out!'. This means they want to get out of your vehicle, let them do it if its not a threat to your vehicle. If your in dangerous territory, ignore the blue guys and focus on keeping your vehicle alive. If you try to jump out of an APC while it is driving, you will die, therefore dont expect friendly units to get out of the vehicle while your on the move.

- When transporting troops, you must realize the difference between blue guys and real troops. The blue guys will spawn on you, and immediately start shooting the side guns, yelling bail out and just generally being dipshits. As soon as they hop out, they will attempt to request a sniper, then a marksman, and then shoot at your APC if none of these are avaliable. These blue guys you can prety much ignore as they are just about useless to your team. Dont bother giving them transport, rearm, or anything else, because they will NOT help you whatsoever and will probably get shot as soon as they are enagaged.

- Instead of transporting random blue guys, you must search for squad leaders and especially the squads that are staying together on the map. If you open CAPSLOCK screen, and click on a squads number, you will see the whole squad highlighted on the map. If they are all together, this is a good sign. If they are all spread out over the map, that means they are not a good squad and are not worth your time.

- When transporting a squad who you now trust and know are relying on you, ask for dropoff coordinates. If there is no time for that, drop them off far outside a CP. DO NOT try to drive directly to a CP, this is terrible tactics and will lead to your APC getting destroyed and the squad you carry getting killed. This will destroy any trust the squad has placed on you and will end your APC carrier very quickly, as no one wants to ride in the back of a crazy mans APC.

- APC's work best as an assault vehicle, hitting a position quickly and with extreme speed and deadliness. The longer you stay in an area, the greater the chance of getting an AT rocket or C4 to kill you. Also, the more enemy you kill, the threat of getting killed goes up exponentially because every enemy you kill will want to hunt you now. You must learn to realize when you have stayed still for too long. Always keep several fallback positions in mind and be prepared to fall back at a moments notice.

- When falling back use your SHIFT key, the APC's speed is one of its greatest assets, your able to quickly relocate before the enemy has a chance to target you with AT.

- If you ever hear the warning red light, immediately bug out and go to one of your fallback positions. This is HAT targetting you and chances are its already too late. In the slim chance that the HAT was a badshot or accidentally targeted you too early, you may survive and this is a good time to asses the situation. If you know the HAT gunners position, do not go within 500 meters of his position. If you have infantry supporting you, call in his coordinates and hope he gets destroyed. The best course of action is lying low, and letting the HAT gunner get bored to find a new target. Often he will be foolish and get killed by infantry, allowing you to roam freely once again. The worst thing you can do if a HAT is nearby is stay still or ignore him, as you will almost positively get killed quickly as your an easy kill.

- Your APC is equipped with unlimited smoke rounds (as of v0.6). By pressing X you will pop smoke around your APC, giving you some protection when retreating, or giving your infantry a useful smoke screen. Be sure to time your smoke launch appropriately as it takes about 10 seconds to reload the smoke.

- Whenever you reverse, you should ALWAYS press and hold the right mouse button a second or two beforehand and during. This is a warning beep telling any infantry behind you that you are backing up. ALot of times infantry will congragate around the back of your APC, requesting kits and rearming or using you as cover. Keep this in mind as the players will be quick to punish you if you reverse over them, even if you are being HAT targetted and its essential for you to reverse, the infantry dont know this..
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Last edited by fuzzhead; 09-07-2007 at 02:58 PM..
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Old 09-07-2007, 02:00 PM   #2
fuzzhead
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APC GUNNING

- You have 3 weapons as an APC gunner:
*AP rounds - effective against light and medium vehicles, mostly used against enemy APCs.
*HEAT rounds - effective against light vehicles and infantry, has a large splash damage effect so you can target infantry inside buildings and behind cover.
*Coaxial MG - effective against infantry at range.

- Most of the time driving with HEAT loaded makes sense, as infantry are your primary threats. Be sure to use HEAT to maximum effect. It gets a bit of practice to get good with it, but you can kill infantry in just about any cover by hitting the right areas. Hitting rooftops, etc will bring splash damage onto the infantry, as well as supressing them very well. Anywhere a suspected enemy target may be, put HEAT rounds in that area to clear it. However make sure you observe the map for friendlies and do not use HEAT around friendly positions. HEAT rounds are deadly against infantry inside houses/bunkers.

- APC has a zoom feature, pressing X will give you 2 levels of zoom, this useful for scanning far away buildings and targetting enemy at range.

- Target priorities depend on the map, but usually top priority is placed on AT troops, then APCs, then regular infantry. If your engaged by a tank, ALWAYS retreat! Never try to take on a tank in an APC, you will almost always loose unless you sneak up behind one, and even then you have a big chance of loosing.

- If your infantry squad keeps spotting an enemy sniper, make it your mission to take him out. You dont have to worry about the sniper targetting you at all, so you have the ideal weapon to kill him with (HEAT rounds). The squad will thank you alot and trust you alot if you take out a sniper who has been keeping them pinned.

- AP rounds work slightly better then HEAT at taking out jeeps, however if you already have HEAT loaded its fine to target a jeep with it as it will most likely kill all the men inside the vehicle.

- AP/HEAT rounds do very little damage to a commander deployed bunker, so instead of targetting the bunker, target the troops spawning in and around the bunker using HEAT, and let your infantry work on destoying the bunker.
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Last edited by fuzzhead; 09-07-2007 at 02:18 PM..
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Old 09-07-2007, 02:07 PM   #3
[R-MOD]Mongolian_dude
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If your APC has gone critical(on fire), while friendly troops are on board, the best way to allow people to survive the situation is to simply stop and get out.
Friendlies cant jump from moving vehicles and will surely die trying, so give them a chance as a way of saying "sorry i lost the teams APC".
Who knows, you mat get lucky and be able to repair enough to GTFO of there.

...mongol...

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Old 09-07-2007, 02:19 PM   #4
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Quote:
Originally Posted by [R-DEV]fuzzhead View Post
APC GUNNING
- Most of the time driving with HEAT loaded makes sense, as infantry are your primary threats.
-
-However, during the early stages of the round, having SABOT/ AP rounds ready may be wise, as you can guarantee the presence of enemy vehicles, such as APCs like yourself. The Coax is always there anyway to dealo with pesky infantry.

-While combating an enemy APC, try to get the 1st shots in, primarily aiming for the Side and more so the REAR armour. Remember that the LAV-25(USMC APC) has the slowest rate of fire so direct assault against an MEC or PLA APC is going to end swiftly, in their favour.

-As a driver, the bes strategy against a main battle tan is to DRIVE AWAY. You dont stand a chance and the 120mm gun that a Tank boasts will turn you into a sorry smoking wreck.
-As a gunner, refrain from giving your position away to the enemy Armour. If the 'shit hits the fan', HE rounds can prove more effective that AP. If you aim for the turret of the enemy Armour, you may be able to blind the gunner temporarily for long enough for the driver the GTFO of there.

-Helicopters will fear your 20mm.
Well delivered HE rounds will make light of even the toughest Helicopter armours. Although i wouldn't suggest taking offensive action against an enemy attack chopper, defending from an incoming on, boasting 1-hit-kill TV guided missiles is strongly advised. Aim for open positions on helicopters as you may be able to kill the crew/passengers first.

...mongol...

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Old 09-07-2007, 03:20 PM   #5
[R-DEV]dbzao
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Quote:
Originally Posted by [R-DEV]fuzzhead View Post
- AP/HEAT rounds do very little damage to a commander deployed bunker, so instead of targetting the bunker, target the troops spawning in and around the bunker using HEAT, and let your infantry work on destoying the bunker.
I'm pretty sure this is not true. It takes about 30 shots to destroy a bunker. It should anyways... I remember testing it.
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Old 09-10-2007, 09:43 AM   #6
[ABA]Littledragon
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lol send in an engineer and a pile of c4 lol

Some good tips for correct use of an APC - make or break time in a match


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Old 09-11-2007, 02:29 PM   #7
fuzzhead
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about bunkers: the problem is unless you kill the troops surrounding a bunker, they can usually repair the damages faster than you can deal out the damage (because cannon overheats after about 25 rounds)
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Old 10-08-2007, 08:30 AM   #8
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Thought i put in a few tips i find usefull

- When in stationary defensive position, have your gunner primarily secure your six, as you have clear view out the front.
- Avoid being too stationary, a constantly moving object is much more difficult pinpointing.
- Avoid open terrain when you can move in cover. Never halt unless you have cover in close proximity. That way you're not necessarily f*ckd when hearing the *beep beep beep*, and at most times you can take hostile by far mor surprise. Always beware of the HAT.
- When close to a known or believed hotzone, stay behind your infantary while they move into engagement. Then move up yourself and support them.
- Crewman without VOIP is soon a dead crewman without VOIP. Never let a mute gun your ride.

2-man squads for APC is by far the best solution, as long as you have at least one other squad to cling on to on large maps. On tighter maps you most often end up supporting a general front. But never take the APC far away from any action just to camp out a hilltop for the 5 cheap kills before the HAT finds you, eg. western hills of EJOd. Those hills are for tanks and/or tank-busters, the APC belongs with the troops in the city.
Btw, i find it better having AP/sabot loaded at all times, and switching to HEAT when needed. But i dont think either is a more or less "correct" way.
I am really excited as to how the APC' role will change in the near future. Having the APCs ditched in the periphery as a spawn is actually one of the best strategic uses of it on many maps, but it is the opposite as to how it should be used and really destructive to gameplay.

With the APC current function as spawnpoint, keep it back. Wherever it goes, the blue mob follows... and you'll end up with un-defended flags.
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Last edited by hx.bjoffe; 10-08-2007 at 09:40 AM.. Reason: editing of course
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Old 10-08-2007, 08:24 PM   #9
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I'm not much of an APC guy, but i will very often get the highest score on an al basrah round and 30+ kills using ONLY jihad bikes (not all the kills were apcs but i'm pretty sure i killed every apc i came into contact with)

Jihad bikes are highly effective they are a very slim target especially when they are speeding towards you. you, on the other hand, are a huge target, a direct impact from the sides or back will kill you instantly.

the key to deter a jihad bike is all about location.

Location
  • jihad bikes can't travel over bumpy terrain, you can
  • water will stop a bike dead in it's tracks, you can usually get through shallow water if you're fast (or in an anphib)
  • if you can corner yourself in so only your front is exposed then, not only are you concealed, but you're front is the only exposed part, giving you much greater protection.
  • group apcs together. when 2 or more apcs set up an overwatch pattern they can be almost unstoppable, immune to anti-tank attacks and can deter jihad bikers.

Worst case scenario

1. you see him speeding towards you, the very first thing you need to do is hit "2" this will switch to HEAT rounds, they are excellent for the exposed infantry on the dirtbike and have a good splash effect.

2. engage driver with machine gun, try your best to get some rounds into him and get him bleeding.

3. by now your HEAT rounds should be loaded, open up on the target.

good luck, hope this helps.


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Old 10-22-2007, 02:51 PM   #10
Biggaayal
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Quote:
Originally Posted by [R-DEV]fuzzhead View Post
about bunkers: the problem is unless you kill the troops surrounding a bunker, they can usually repair the damages faster than you can deal out the damage (because cannon overheats after about 25 rounds)
Well in my experience, I would estimate 80% of the cases an apc gets sight of my bunker, it goes down. Only if your team is very smart and has AT near the bunker, can they take it out. If the apc keeps firing on the bunker, this prevents grabbing an AT from that bunker.

Usually though, all commander structures are totally abandoned and can be taken out by a lone-wolfing spec-ops noob as he can even recharge his slams on a semi-destroyed bunker.

Oh and nice guide, some things I hadn't thought of in here.
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Last edited by Biggaayal; 10-22-2007 at 03:00 PM..
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