Tips and Tactics

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Hubris
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Posts: 922
Joined: Wed Oct 06, 2010 10:21 pm
Location: Centurion, Gauteng

Tips and Tactics

Post by Hubris »

I came across these, I'm sure everyone is well versed but it makes good reading and it's nice to see it all in one place for once. The first three were designed for BC2 and mostly for rush mode; but the principles are sound I think. If everyone applies these and we work on our specific map strategies and skills, we will nom nom nom all day :D

The Art of Flanking:
http://www.gamereplays.org/badcompany2/portals.php?show=page&name=bc2-strategies-art-of-flanking

Crossfires:
http://www.gamereplays.org/badcompany2/portals.php?show=page&name=tip-bc2-strategies-crossfires

Guerrilla Tactics:
http://www.gamereplays.org/badcompany2/portals.php?show=page&name=bc2-strategies-totw-guerilla-tactics

Get really good BF3 stats here - http://bf3stats.com

Infantry 10 Commandments:
1. Attack to defend 2/3 or 3/4 mission critical choke points (i.e. the objectives) and deny the enemy any advantage.
2. Spread out and partner up to secure the perimeter by assigning sectors and gaining intel on enemy movements.
3. Draw the enemy to stand offs with sustained fire and flank (counter-flank) in order to create cross-fires when enemy commits, then fade to secure.
4. When defending or mounting an attack: communicate, concentrate fire and escalate the force before pushing in a lull (i.e. use explosives in an organised way).
5. Eliminate targets tactically and be aware of your friendly arcs of fire; maximize the number of angles you have on the enemy and kill medics first.
6. Support your squad mates, throw boxes at least every 15 secs when in a firefight, Medics scan for resses and use kit swopping intelligently to res Medics.
7. Fight as a unit, even slightly injured players need time to escape, heal and resupply; rotate fighting and resting/covering roles (i.e. one/two clips each).
8. If you didn't get the headshot, go back into cover and let your buddy finish him; it's a great way to share kills and stay alive when facing multiples.
9. Realise when you are being drawn into a stand off, don't run in gung-ho. Leave a buddy there to keep em occupied and flank them!
10. Watch each other's backs and always make an effort as a squad to get revives in - don't leave identifying them up to the Medics.


Maybe you've come across some good material, please post here for our viewing pleasure and I will maintain the first post :p sycho:
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User avatar
Hubris
Senior Member
Posts: 922
Joined: Wed Oct 06, 2010 10:21 pm
Location: Centurion, Gauteng

Re: Tips and Tactics

Post by Hubris »

Ok so I did a little "science" to check out the tanks and LAV perks. My victim was a heavy tank, shot from an LAV directly in front (barrel) about 15m away. Distance and hitting area stayed pretty much constant.

The Laser guided did 41% damage. (x1, medium fire rate without control). Good for Oman.
The ATGM launcher did 36% damage. (x1, medium fire rate with control). Good for Terran Highway.
The AP rounds did 30% damage. (x6, high fire rate with main cannon). Good for Bazaar and other tight maps.

For some context, a rocket did 22% and 48% from behind. So I'd say it's fairly safe to assume there's a x2 relationship between hitting the front/back.

Interestingly, when I fired the full salvo of 6 from the main cannon and then followed with the special perk they all did around 52% damage. So, what is the best option generally? I think the AP rounds were the winner. You fire almost non-stop by cycling weapons and spam troops with direct impact AP. It's not as effective as splash damage, but I find if you soften them up with the cannon, direct impacts do the trick quite nicely.

It's also clear a rocket or two from even the side (especially killing a spanner) at the right time will turn a tank battle. Very interestingly, when I fired a rocket at the LAV from the back and front it did 39% damage both times. So, the LAV is intended to be a tip of the spear thing, but it's very vulnerable without expert spanner work and awareness of incoming fire. We have to become pro on seat placement, switching and turret aiming when disembarking armour so as to protect ourselves best.

Notice the 17% difference in armour quality between the tank and LAV when it came to a rocket. It's significant given that two well placed salvo's of common weapons should finish a tank. One could say you can hop out a tank to repair later than in an LAV, but I think if given the chance, hop out immediately after the enemy tank has shot it's main weapon. This will avoid any splash damage and give you a chance in case you got out the wrong side. It will open you up to the chance of rocket strikes.

I'll probably do some more tank research this evening after practice to nail down 3 key tank loadouts and roles. This dank is lengthy yo, welcome to help a brudda out! :slobber:
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User avatar
Hubris
Senior Member
Posts: 922
Joined: Wed Oct 06, 2010 10:21 pm
Location: Centurion, Gauteng

Re: Tips and Tactics

Post by Hubris »

Finally got around to doing some armour research... I didn't focus much on the perks, mainly because I think their purposes and usage is a much clearer than the LAV's.

I was in an ABRAMS shooting a T90 as before, directly on the barrel. It seemed that the armour on a tank is simply divided into front, side and rear. My findings as below:

1 shot fron the front dealt 24% damage.
1 shot from the side dealt 30% damage.
1 shot from the rear dealt 61% damage (wowzers).

It looked to me like the damage was evenly applied over multiple shots and to blow the tank up, without any spanner work, it took:

5 rounds from the front.
3 rounds from the side.
2 rounds from the back.

I will update this at some stage with the perks as well.
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