Top 5 Tips that players forget !

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  • Author
    Posts
    • #16198
      Anonymous
      Inactive
      0

      Hello all,

      So you can point a gun at people, you can pull the trigger and things die. Sounds good right ? But here are 5 top things that people seem to forget about this game.

       

      Tip 1) The RPG – so it kills helies and explodes groups of men, but what else can it do ? Aside from the obvious back blast the RPG is primarily designed to deliver armored piercing projectiles. This means that not only will it pierce armor, but also some walls. Though the explosion will be on the outside of the wall the RPG round will fire shrapnel though the wall giving the chance to kill enemies behind walls with fragmentation.

       

      Tip 2) The ‘nade launcher – while it is an effective weapon for removing entrenched foes the ‘nade launcher does have a few downsides. If you were to run into some one for instance, it stops being a ‘nade launcher and becomes more of a slug shotgun. The minimum range needed for the round to explode is 14 meters. How ever this can be used to an advantage, as at extremely shallow angles you are able to “bounce” the round off walls (before the 14m arming distance). This can help to get nades that little bit further round that corner to that camper.

       

      Tip3) “sacrificing” – The act of throwing ones self on a grenade to minimize explosion damage to team mates. Believe it or not this actually works, you can use your body to block fragmentation of grenades – i found out on accident. …

       

      Tip 4) Ammo crates reduce the temperature of over heating barrels, no more cooking rats on the end of your barrels 😀 (haven’t confirmed if it replaces bent barrels though i imagine it would)

       

      Tip 5) Underestimating the power of suppression – i see this alot, people tend to only shoot when they actually see a person, which is fair enough really. This however is not always a good thing, suppressing areas where possible campers are, will normally encourage them to attempt to shoot back (in which case they are already suppressed giving you the advantage) or it will force them to stay in cover/ relocate giving your team time to move up or out flank. Suppression really is very undervalued inthis game. but against classes like flame throwers, snipers and MG’s its almost invaluable.

       

       

      I hope these little tips helped some of you out there, if not thanks for taking the time to read them anyway 🙂

    • #16200

      Love your post here 😎

    • #16212
      Tan Yau Rei
      Participant
      30

      Great post! I would add that one must always stay in his role:

      Rifleman: 

        Responsible for engaging in combat and capturing objectives. Allround unit.

      • Scout/Pointman: Responsible for placing pressure on opponents on the front line, preferably in close quarters combat. Going in like crazy and tag enemies.
      • Machine Gunner: Responsible for defending objectives and laying down suppression fire so other units can move forward.

      • Sniper/Marksman: Responsible for defending objectives and taking down enemies who are out of position.
      • Sapper/Combat Engineer: Responsible for destroying barricades and creation entry points for the team.
      • RPG/Grenadier: Responsible for clearing buildings and taking out enemies hiding behind cover.
      • Radioman: Responsible for providing the Commander with a radio to dial in support requests.
      • Commander: Responsible for leading the team.
      • Combat Pilot: Responsible for providing air support for the team.
      • Transport Pilot: Responsible for transporting teammates to landing zones for deployment.

      Many people do not play their role/class accordingly. It’s often the cause of defeat.

    • #16215

      nice layouts , i like it

    • #16219
      Anonymous
      Inactive
      0

      Yep some solid advise – though my intent here was to teach of the more interesting game mechanics that the game offers and the ways in which they can be used. For instance did you know you can still take back blast damage from RPG rounds while behind the Twig like walls (the ones with thatched roofs) as its counted as such a thin material, accordingly bullet dispersion post wall penetration is also lower than say hitting metal sheeting (which has a chance to block the shot completely).

    • #36991
      Anonymous
      Inactive
      0

      great post, the one about the frag grenade to reduce the damage I did not know it had that effect in the game, will tend to do that to save my squad mates next time

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