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Old 05-20-2006, 11:38 PM   #1
the.ultimate.maverick
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Default NEED TUTORIALS

Hey I'm writing my own (fairly expansive PRMM intro guide).

I'm fine for infantry but I'm not an expert on vehicles!

So i'm here begging for tutorials/notes on Tanks/Choppers/jets etc!

Either post them here, IM me or PM me!

I need
Jet Tactics/changes in PRMM
Tank Changes in PRMM
APC Changes in PRMM
SOBJ written up
Anatomy of an ambush


thanks!
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Last edited by the.ultimate.maverick; 05-21-2006 at 01:12 AM..
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Old 05-20-2006, 11:40 PM   #2
Happy
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Wolf has written a good one on helos in the tutorial section.

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Old 05-20-2006, 11:41 PM   #3
the.ultimate.maverick
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We can't see it...well i can't at least!
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Old 05-20-2006, 11:42 PM   #4
Happy
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Written by wolfmaster

HELICOPTER AIR COMBAT

Main changes from vanilla BF2:
Helicopters have been made more vulnerable to all sorts of projectile fire, their loadouts were changed to match their real life counterparts. And of course there is the introduction of our very first own model, the MH-6 Littlebird.

PRMM tactics for helicopters in general:
• You and your helicopter have been made more vulnerable to enemy (and friendly) fire. There is no more surviving 3 AA missiles. This calls for a change of tactics. The key is not to linger. Hover around too long and you’re a sitting duck.
• Usually it is a good idea not to fly too high up, since you will be in plain view from practically anywhere, and you won’t have a chance to break a radar lock by moving behind a building. Be aware though that, especially on city maps, going too low also brings disadvantages. You will lose the overview of the battle and (flying an attack helicopter) your birds-eye view at targets, making it harder to effectively eliminate the opposition. Also, it will be easier for soldiers with handheld weapons to cause you some damage. Find an altitude which provides a good compromise between the advantages and disadvantages. Which altitude this is depends on the map and the situation. (Attack helicopters usually higher up than transport helicopters.)
• Something else to keep in mind is the removal of the damage indicator. This leaves you without any means of checking your damage untill the warning sound goes, making it a good idea to return to base ASAP after being hit (especially when you’re up against AA missiles).
• Beware: Only the Special Forces class has a parachute in the current build of PRMM. This means two things. First, if you’re planning to jump out of the helicopter over an enemy base be sure to pick this kit. Second, if you are the pilot of the Blackhawk or the Littlebird remember that not all, if any, of your passengers will have a parachute. You will have to land the helicopter to allow everyone to jump out. Again, the increased damage is important. Do not land in the middle of a well populated enemy base. It will get both you and your passengers killed.
• Then, there is the matter of changed payloads. All helicopters now carry their realistic loadouts. Especially the pilot of the USMC attack chopper will have to spend his ammo wisely. If possible, go for the assisting role. Let your gunner take out the ground targets with his gun and guided missiles, while you provide a steady fire platform. So no twisting and turning, but keep it still. Reserve your own missiles for air targets. Though this tactic will work, be sure not to linger around too long as stated before, as you will undoubtably start drawing some unwanted attention.


THE MH-6 LITTLEBIRD


The Littlebird is the first vehicle by the PR mod team that made it into the game. Therefore, it's worthy of its own chapter.

A small and agile helicopter as the MH
However, it is also one of the most vulnerable air vehicles. It can easily be brought down by a well aimed rocket or tank shell. During testing this vulnerability proved too great, and to counter that a change was made so that anti-air missiles no longer lock on the Littlebird.

SPECIFIC TACTICS FOR THE LITTLEBIRD PILOT
• The MH-6 Littlebird is the smallest air vehicle available in PRMM 0.2, and can therefore land in places other helicopters can’t get to. (On rooftops, in streets etc. etc.) With a bit of luck you can even land it on other vehicles, but that’s not a good combat tactic. As a pilot you must keep this ability to land in the middle of things in mind, to drop off your load as close to the target area as possible.
• Also, remember the Littlebird’s vulnerability. Fly low if you can. If you do, it will be harder to accurately aim missiles at you. (Imagine a plane going, say, 400 km/h flying at an altitude of 1000 metres. The plane will slowly pass through your field of vision.
Now imagine the same plane at the same speed flying just 10 metres above you. It appears to go much faster, right?)
A lower altitude also gives you more cover, which is very useful since everyone on board the Littlebird (especially those sitting outside) are very vulnereble to all hand-held weapons, especially machineguns and sniper rifles.
• The Littlebird is a great vehicle, but it’s no use sitting in the middle of nowhere. Unless you are transporting your entire own squad to assault a location in force, it may be a good idea to fly back and forth between bases, picking up and dropping off people all the time. Then you will really be helping your team! (Note: this also goes for other transport helicopters.)

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Old 05-20-2006, 11:45 PM   #5
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ADVANCE! ATTACK! ASSAULT! - The Guide to working with IFV's and APC's.

Working together in strength, a pair of infantry fighting vehicals can deliver two squads of fighting men into the thick of an attack quickly and in relative safty and support them with their own weapons.

Duties of the lead APC / IFV.
If your vehical is leading the advance to contact the enemy you must:
1: Protect the troops behind you from surprise attack by provideing information and warning of enemy positions.
2: Look out for obsticles that may be used for limited cover when you cover the troops advance.
3: Defeat enemy forces before they fire AT weapons at your squad vehicals.
4: Once contact is made you must develop the situation rapidly, the enemy are aware that you are there so aircraft and heavy armour will want to help them.

Assaulting a position.

1: The IFV's get into an overwatch position were they can cover as much area as possable.
2: Troops dismount and assault the position.
3: If enemy tanks are in the way of the troop's AT troops, aircraft or a freindly tank should be called up unless the APC's have mounted anti-tank weapons.
4: Once the area is cleared, the troops must serch for AT mines, seperated troops and other such threat's -- Once the squad leaders are happy then the squad vehicals come in to pick them up and advance to the next position.

Dismounting operations.

When the troops dismount, the IFV's cover the area with their mounted weapons. Troops dismount in situations below:
1: To fight in woodlands or built up areas that restrict the movement of the IFV's.
2: When the IFV's are blocked by anti-tank weapons.
3: To assault a position or clear an area.
4: To move on a different route wile the IFV's circle an area provideing cover werever possable.
5: To deploy anti-tank weapons.
6: To clear mines ect.



Tank use, Vehical formations, Troop formations and Controled Convoy tuts to follow.
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Old 05-20-2006, 11:48 PM   #6
trogdor1289

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Good job on the tutorials you guys. Am working on a class by class tutorial.
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Old 05-20-2006, 11:51 PM   #7
the.ultimate.maverick
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Me too - post up here and i'll integrate (with Kudos)
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Old 05-20-2006, 11:51 PM   #8
trogdor1289

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ok.
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Old 05-20-2006, 11:52 PM   #9
Deuce6

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Actually that's a proper wedge. ^
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Old 05-20-2006, 11:53 PM   #10
Deuce6

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ack, actually, the assistant squad leader in the pic...that's actually a team leader, same with the squad leader.....the real PL (patrol leader, whoever it may be) is in the middle of the two wedges.
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