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Weclcome to Reality: Please drive carefully

Posted: 2007-09-04 13:29
by Heliocentric
Apcs, tanks are able to run silent when 1 manned. Not a big deal, but with my xfi and sound set to ultra (plus the new sound tweaks) I can hear most anything that makes noise before i see it. Yet a camping solo tank/apc is a lethal weapon because it is silent. But i'm noticing even more lethal when not strictly "solo". I make a squad, get in a apc and get myself comfortable hull down on a central but occupied (by friendlies) area. My squadmakes spawn on my apc, and generally when requested hop out, sure this shakes my sights all to hell, but whatever :)

Over voip i request engineers and heavy at and riflemen, once i'm ready to move on i hop out, request an officer kit, deploy the rally (as i wasnt actualy near a flag, merely overwatching a flag at range) then pick up my crewman kit again. Then quickly everyone hops inside and we mobilise to another nonflag hardpoint. My squadmates will diffuse around and if possible i'll request a rifleman to take highground and do spotting duties.

Eventually i'll hear heavy at lock, and depending on my riflemen and the calibre of my cover i'll be fine. All the while 2 or so engineers and great cover have the apc outclassing mobile tanks and apcs, whether 2 manned or 1 manned.

But, all the while, even when there are 2 of us driving the apc? when i park up. I'd ask the driver to get out or leave the gunner and get out and wrench the apc or just give another foot trooper or do spotting, as sure a super mobile apc can be effective and get behind enemy lines, but all too often behind those lines there is something you dont want to find, carefuly hidden AT mines, a camping Hat gunner or just a careful camping apc. In PR infantry combat is about being careful, maybe even cowardly by normal game standards. Yet as soon as a player gets 5 inches of steel around them then rush about into the melee and lose their vehicle. Heres to freakin cowardly pilot and drivers, you might not get as many kills, but you win the game.

Posted: 2007-09-04 13:39
by ZaZZo
Hmm. And what can you laern from that?

Posted: 2007-09-04 13:50
by MrD
I think what Helio is trying to say is the message has to go out that apc's are valuable respawn points and must be protected at all costs, not used as charging steeds!

They fit well with their purpose of delivering troops into the fight and then being able to have some sort of defensive fire when they pull back from enemy directed fire.

Posted: 2007-09-04 14:58
by Heliocentric
even a tank... i mean, if a squad leader drive a tank, it s a spawn point, even if only for a squad. and a Damn lethal spawn point it is.

Helicopters, wasted considered useless, yet applied with some care and patience?

I think thats what i'm talking about, patience.

When you move, move with brutal force and intensity or upmost sealth, but their aint nothing wrong with being still sometimes, eh?

Posted: 2007-09-04 15:59
by Rudd
ur right, caution saves tickets

Posted: 2007-09-04 17:17
by Duke
sorry helio but im still yet to understand the point of this thread. Just about asset preservation?

Posted: 2007-09-04 17:35
by fuzzhead
When using APC's I prefer created an APC squad and locking it at 2 or 3 players. Attach yourself to an infantry squad and basically follow behind them, giving them backup. If you get a lock, bug out and wait for the infantry to kill the HAT gunner.

Posted: 2007-09-04 19:09
by LtSoucy
HUH? this means.

Posted: 2007-09-04 19:39
by Heliocentric
fuzzhead gets it... its essentialy about combined arms. Just because tanks can go off by themselves and ignore small arms threats doesnt mean they are doing their side a favour by doing so.

an "armor squad" is fine in kashan but anywhere else? that armor should be working with the plebs, not up in the bloody hills.

Posted: 2007-09-04 19:45
by Dunehunter
Seconded. At one point in .5, I had a PLA tank on Sunset city, and my driver had been taking out (made the mistake of hoppping out for repairs), and even though the Market is usually not a good place to try to keep a tank alive in, I survived for nearly 10 minutes with one infantry squad keeping the C4ing engies off me, allowing the rest of the team to push the rest of them back, since we kept nearly half their team occupied.

Posted: 2007-09-04 19:48
by Reddish Red
Ah Now I get it, Yeah Usually i try and get a Member of my Sqaud to take APC and use it as Cover/Suppresing Fire. Its fun, also i also get angry at tanks camping the hills, a bit annoying sometimes :-x

Posted: 2007-09-04 20:58
by S.P.C-[Reality]-
[R-DEV]fuzzhead wrote:When using APC's I prefer created an APC squad and locking it at 2 or 3 players. Attach yourself to an infantry squad and basically follow behind them, giving them backup. If you get a lock, bug out and wait for the infantry to kill the HAT gunner.
whenever i get a HAT lock on me, even tho i fall back as soon as possible, he kills me :| . besides if i survive the HAT and ask my team mates to take him out, it would take them ages to even find the damned guy. still i totally agree with your APC squade idea :razz: