eddyeddyd
01-05-2007, 04:05 PM
First off i would like to say PRM > vanilla..obviously.
Because you die faster im PRM this means that suppression fire is more effective and flanking is more essential.
Suppression fire is when you constanly fire in order to keep an opponent behind their cover, the MEC has an advantage with this because the g3s are full auto.
the usmc should use spec ops or support.
even though you are full auto still fire in burst so that it is like being full auto but you still keep it accurate, this burst factor is why using 2 or morwe is best. a vehcile is EXTREMLY effective to suppres as the guns are fast firing an accurate.
when you suppress have at leats 2 player doing it.
recommended for MEC is a support and a g3(best nwhen no vehicle avaibale), 2 g3s,1 vehicle mounted gun(best).
USMC should use, support m16, 2 spec ops, vehicle
china...same thing essentially.
when suppressing have one fire first then the other fire when the first is half way through their clip, to keep a constant stream of fire.
once suppresion fire is down IMMEDIATLEY(this burns ammo fast m16s should use burst fire mode) begine to move the rest of the squad into a position where they can fire on the enemy without the enemy having there cover as an advantage(flanking) once you have destoryed the enemynotify your suppressors and then reaload ammo.
as a squad leader you should take the responsibility to be a rifleman and provide ammo to your squad, other can handle the medic and anti tank part.
Use anti tank rpgs or what have you to deal with not only tanks but also choppers, snipers, machine gunners and fixed positions in general.
a perfect example is strike at karkand 2 when the usmc atatckes across the river and mec troops take the high ground of those very tall buildings, often enough they have not noly snipers but support and g3 gunners which makes getting off the bridge difficult.
suppresion fire and smoke could be used to cross but that still leave half of your squad at the bridge throw a smoke near your position(usually you would throw smoke at them because the closer it is to them the less they can see but in this case they are elevated to that would be dumb) have an anti tank move out of the smoke for a second (this brief window of oppotunity to fire before being killed is what the anti tank is all about, with only a few moments to aim you wont be dead on so a rocket which causes splash damage is more forgiving than a bullet which only affects what it hits in other words you may miss by a little but you can still score a kill) and fire on the entrenched enemy, reload an repeat if needed.
4 is the magic number for a squad, medic, ammo, anti tank, support(or spec ops....someone whos job is to suppress)
but 5 is awsome because you can easily watch all angles of attack.
have 2 people watch the front because thats the frontling logically you need more the=an 1 guy watching that, someone watch left someone right and someone rear...simple.
vehicles when a squad memeber gets a vehicle thats the best thing in thw world(never mind hot pockets and rice is the BEST thing)
hmmvs and small 3 man vehicle( i4got what they r called) are ok for squad support but usually just transport, little armor and guns can suppress but apcs, tank, chopper are better.
when a squad assigns 2 of its memebrs to an apc(driver,gunner) you can have the infantry stick with it, which is scarier, an apc that you can hid from and pop out and hit with rockets or an apc that will suppress you then send infantry to purge you....
same with a tank except it is much better for taking out fixed positions beacuse of its cannon, to apc rockets should be saved for anti armor fights.
also with a tank you can tempoarily mount an addition squad member on the commander gun the tank can now suppress 2 differnt targets.
also tanks an apcs make good cover and you can use it to hide behind while it slowly drives to let you inch forward.
when a squad meber has a transport chopper put 2 members in one to fly and one to spot targets from the gun and the lay down support fire from the sky.
when in the smaller faster choppers have the pilot simply use voip to spot things he sees.
and obviously use them to flag hop, always drop the squad in an area where they have a tyerrain advantage.
when in the atatck chopper once again 2 squad memebers...obviously.
Dont have the chopper folo the squad then it will get shot down rather have the chopper aways from the fight and only come in for a quick gun run only a tnak or a fized target, spot the target or its general area so the chopper doens thave to look for ti and be vulnerable, this makes a great squad tool as its like having artillery 24/7 with no 30 wait.
Because you die faster im PRM this means that suppression fire is more effective and flanking is more essential.
Suppression fire is when you constanly fire in order to keep an opponent behind their cover, the MEC has an advantage with this because the g3s are full auto.
the usmc should use spec ops or support.
even though you are full auto still fire in burst so that it is like being full auto but you still keep it accurate, this burst factor is why using 2 or morwe is best. a vehcile is EXTREMLY effective to suppres as the guns are fast firing an accurate.
when you suppress have at leats 2 player doing it.
recommended for MEC is a support and a g3(best nwhen no vehicle avaibale), 2 g3s,1 vehicle mounted gun(best).
USMC should use, support m16, 2 spec ops, vehicle
china...same thing essentially.
when suppressing have one fire first then the other fire when the first is half way through their clip, to keep a constant stream of fire.
once suppresion fire is down IMMEDIATLEY(this burns ammo fast m16s should use burst fire mode) begine to move the rest of the squad into a position where they can fire on the enemy without the enemy having there cover as an advantage(flanking) once you have destoryed the enemynotify your suppressors and then reaload ammo.
as a squad leader you should take the responsibility to be a rifleman and provide ammo to your squad, other can handle the medic and anti tank part.
Use anti tank rpgs or what have you to deal with not only tanks but also choppers, snipers, machine gunners and fixed positions in general.
a perfect example is strike at karkand 2 when the usmc atatckes across the river and mec troops take the high ground of those very tall buildings, often enough they have not noly snipers but support and g3 gunners which makes getting off the bridge difficult.
suppresion fire and smoke could be used to cross but that still leave half of your squad at the bridge throw a smoke near your position(usually you would throw smoke at them because the closer it is to them the less they can see but in this case they are elevated to that would be dumb) have an anti tank move out of the smoke for a second (this brief window of oppotunity to fire before being killed is what the anti tank is all about, with only a few moments to aim you wont be dead on so a rocket which causes splash damage is more forgiving than a bullet which only affects what it hits in other words you may miss by a little but you can still score a kill) and fire on the entrenched enemy, reload an repeat if needed.
4 is the magic number for a squad, medic, ammo, anti tank, support(or spec ops....someone whos job is to suppress)
but 5 is awsome because you can easily watch all angles of attack.
have 2 people watch the front because thats the frontling logically you need more the=an 1 guy watching that, someone watch left someone right and someone rear...simple.
vehicles when a squad memeber gets a vehicle thats the best thing in thw world(never mind hot pockets and rice is the BEST thing)
hmmvs and small 3 man vehicle( i4got what they r called) are ok for squad support but usually just transport, little armor and guns can suppress but apcs, tank, chopper are better.
when a squad assigns 2 of its memebrs to an apc(driver,gunner) you can have the infantry stick with it, which is scarier, an apc that you can hid from and pop out and hit with rockets or an apc that will suppress you then send infantry to purge you....
same with a tank except it is much better for taking out fixed positions beacuse of its cannon, to apc rockets should be saved for anti armor fights.
also with a tank you can tempoarily mount an addition squad member on the commander gun the tank can now suppress 2 differnt targets.
also tanks an apcs make good cover and you can use it to hide behind while it slowly drives to let you inch forward.
when a squad meber has a transport chopper put 2 members in one to fly and one to spot targets from the gun and the lay down support fire from the sky.
when in the smaller faster choppers have the pilot simply use voip to spot things he sees.
and obviously use them to flag hop, always drop the squad in an area where they have a tyerrain advantage.
when in the atatck chopper once again 2 squad memebers...obviously.
Dont have the chopper folo the squad then it will get shot down rather have the chopper aways from the fight and only come in for a quick gun run only a tnak or a fized target, spot the target or its general area so the chopper doens thave to look for ti and be vulnerable, this makes a great squad tool as its like having artillery 24/7 with no 30 wait.