View Full Version : Armor & You: Hit'em Where it Hurts.
cantina_fly
10-08-2006, 03:40 AM
EDIT1: Yeah Sticky!
Updated to include screen shots of the "Skywalker Vent" on the walkers. Thanks to Consollus for pointing this out. ;)
EDIT2: Verified and added APC rear weak spots found by Eagolye
***********
So I got bored with the Demo after about 3 hours. It's very one dimensional without unlocks. So I decided to do something productive with my time, downloaded the server files, and set up a dedicated server on my PC.
Spawned as Engineer, went Commander, and got one of each vehicle at a flag with a railgun to test them all against each other. This is what I found.
Most Damage:
Railgun
Engineer AT Missle
Tank Main Gun
Mech Rocket Pods
APC Grenade Launcher
Engineer vs Walker:
AT missle to the upper torso does 18 damage.
AT missle to anywhere on the legs is 35 damage.
AT missle to the rear lower torso (butt) does 55 damage.
AT missle to the underbelly "Skywalker Vent" sets the walker on fire in one shot.
1 Bullet = 1 Damage to these vents also.
Engineer vs APC:
AT missle to the front does 33 damage.
AT missle to the sides/rear/top all do 45 damage.
You can hit the wheels from the front and get the 45 damage also.
AT missle to the rear lower hull (see pics) does 58 damage.
Engineer vs Tank:
AT missle to the front armor does 25 damage.
AT missle to the front tracks does 37 damage.
AT missle to the side does 50 damage.
AT missle to the rear is an instant kill.
Vehicle vs Vehicle damages appear to be the same regardless of attack angle.
Tank vs Walker:
Tank does 20 damage to upper torso
Tank does 30 damage to legs
Tank does 50 damage to rear lower torso
Tank vs APC:
Same as Engineer vs APC
APC vs Anything:
Don't bother unless it's smoking. Each GL hit does ONE damage.
Walker vs Tank
Each rocket does 16 damage
Walker vs APC
Each rocket does 20 damage
Other things I have noted:
The AT missles, when lauched at close range, will hit closer to the bottom of the aiming recticle. At med-long range they home to the center as you'd expect. This will undoubtedly cause cries of "My missle went through the target." So keep it in mind.
The walker's rockets fire in a left-right-left pattern. You can increase their accuracy by putting your x-hair to the opposite side of the target. Example: I'm walking up on a tank. I aim at the right track and my first rocket hits center, quickly move aim to the left track and my next rocket hits center again. This is most helpfull when you are trying to hit a normal target at medium range, or a small target at short range.
*Update* 10-08-06
Consollus made me go back and look at the walkers again, and it turns out they do indeed have one HUGE weak spot on their underside. Not something you can toss a grenade in like everyone thought, but one you can empty a clip into and destroy an already damaged walker.
First the EU Riesig:
http://i69.photobucket.com/albums/i58/cantinafly/Riesig1.jpg
http://i69.photobucket.com/albums/i58/cantinafly/Riesig2.jpg
See where the bullet holes are on either side? That's where to aim. If you don't see any bullet holes appear, you aren't doing any damage. I emptied my SMG into one and knocked off 25 damage. Now the Bogatyr.
http://i69.photobucket.com/albums/i58/cantinafly/Bogatyr1.jpg
http://i69.photobucket.com/albums/i58/cantinafly/Bogatyr2.jpg
The Bogatyr's vent is MUCH harder to hit. You have to be standing almost right between the legs to hit it. A prone Enineer can actually hit the vents on the Riesig from a little ways off. Try this on the Bogatyr, and you'll end up hitting that protruding piece of armor behind it which registers as a front torso shot. So don't turn a 55 damage shot into an 18 damage one.
Keep in mind those shots are taken of an empty walker which sits lower to the ground. A moving enemy walker is going to sit higher and be much harder to hit. If you do manage to get close enough to pop an AT missle in that vent, well to quote POD... "BOOM!"
Be wery wery quiet. I'm hunting Battle Walkers. Heh... Heh... Heh... :laugh:
*Update* 10-12-06 (Copy & Pasted from Eagoyle's post on page 5.)
There is a sopt on the APCs that does 58 points of damage. It is a very small location on the rear of the vehicle.
Here is a pic for the location for the EU APC.
http://img155.imageshack.us/img155/3584/euapcgv0.jpg
And the PAC APC.
http://img145.imageshack.us/img145/5862/pacapcwk2.jpg
You need ot hit the angled part(EU) or the vents (PAC). If you accidently hit the above or below this, you will only do 45 damage.
Please (continue to) add your own tips. :)
Mr_Mondo
10-08-2006, 03:55 AM
good to know and thx taking the time
PuertoRecon
10-08-2006, 04:13 AM
Nice thread. Thanks for your time. :)
Pants224
10-08-2006, 04:20 AM
Thank you cantina, this is helpful!
Dangerdog
10-08-2006, 05:36 AM
AT missle to the rear is an instant kill.
stationary AT gun is an instant kill to the rear too.
Damn if that isn’t brutal, not even enough time to scratch your butt and go “what hit me?”
ReaperOfsouls
10-08-2006, 05:41 AM
Very Helpful, thanks for taking the time to make this.
Iliketofrolic666
10-08-2006, 05:43 AM
thanks, test out pods too. They take choppers out in 1 hit I wonder if they do the same for tanks and walkers
Sir. Tasty
10-08-2006, 10:25 AM
Thanks for the info m8
Shask
10-08-2006, 10:55 AM
Nice post.
Consollus
10-08-2006, 11:00 AM
Great, thanks for the info!
I've got another one:
Soldier VS Walker:
1 bullet fired at it's ventilations holes (underneath it) does 1 damage. VERY effective if you try it with a support gun!
Adval
10-08-2006, 01:23 PM
Thanks for the info, it will prove to be useful in the future. :)
cantina_fly
10-08-2006, 04:18 PM
Great, thanks for the info!
I've got another one:
Soldier VS Walker:
1 bullet fired at it's ventilations holes (underneath it) does 1 damage. VERY effective if you try it with a support gun!
Thanks man, verified and updated the original post. :cool:
Very helpful, going to write this down, thanks!
Stunning stuff, just the kind of interesting stuff we've come to appreciate from you :) Keep up the good work :D
BIFF EXPLODER
10-08-2006, 11:08 PM
good thread man two thumbs up for this :) the info about the vents is very helpfull
exXxtremeBoy
10-09-2006, 03:32 AM
w00t thx for the info
Vundu
10-09-2006, 10:43 AM
Very handy info, got some do's and dont's from it.
Bubas
10-09-2006, 12:26 PM
Nice one, keep it updated ;).
BigFinger
10-09-2006, 01:56 PM
superb work very very informative....
any danger of telling us how many hitpoints each vehicle has ?
.
CRIMS0N_W0LF
10-09-2006, 02:17 PM
very useful info i already used it. I was near flag and a mech was capping it (enemy). I went under his legs and started shooting at vents (i was assult). He never moved instead he kept trying to find from where the damage is coming lol. I killed him and called me hacker for killing him with SCAR-11 xD
MistenTH
10-09-2006, 03:07 PM
TV missile to front of tank does 69 damage.
BIFF EXPLODER
10-09-2006, 04:51 PM
TV missile to front of tank does 69 damage.
and the tank gets all sexy with the sexy damage and no one will be able to resist its sexyness :p
btw is the "railgun" the engineer unlock rifle?
jackal22
10-09-2006, 06:29 PM
nice tip about the vents, thanks
BigFinger
10-09-2006, 06:46 PM
and the tank gets all sexy with the sexy damage and no one will be able to resist its sexyness :p
btw is the "railgun" the engineer unlock rifle?
lol nope railguns are the single barelled turrets.
.
Kasei
10-09-2006, 08:05 PM
The APC's and Tank's rear armour is the weakest. 1 or 2 shots to the butt and they go down.
cloakster
10-10-2006, 03:34 AM
very useful, thanks for taking your time with both threads. (cruching numbers and this). I think cantina should get something special for this.
古強者死神
10-10-2006, 03:53 AM
I know the more powerfull AT weapon the engineer unlocks will put a tank into burning status with 1 shot to the rear. So how is it that you say one AT missle will take them out when this is the weaker weapon?
Does that mean they made the tanks weaker in the demo vs the beta? or just made the AT missle stronger?
"Hit'em Where it Hurts."
Sweet! I didn't know you could do that in bf2142. Almost makes it worth throwing away $50 for. not even Postal 2 Share The Pain had that. What key sequence do I have to press to Hit'em Where it Hurts.
Protocol|Alpha
10-10-2006, 05:53 AM
Excelletn Read, thanks mand :)
jameslcross
10-10-2006, 11:49 AM
Wicked!
cantina_fly
10-10-2006, 01:07 PM
The Railgun (or Base Defense Gun) is the fixed AT weapon (the one that turns really slow and you have to right click to get an x-hair.) I ran out of time to test it's damage against the different targets, so that will be a future update.
I will likely make a second soldier at retail that goes straight for the Koenig H-AVR so I can test further. I think it will likely do the same damage as the AT missle. The two things that will make that gun a better choice are: Increased projectile speed, and no warning alarm for the vehicle. This means you will rarely have to worry about active defense. It also has a 1 second faster reload time, which you know can be crucial when you're dancing with a 65-ton behemoth.
Thanks for the note on the TV missle. If you wanted to test it against other targets/attack angles, I'll give you a piece of my cookie. :p
Attila
10-10-2006, 02:20 PM
Thanks for the Skywalker vents!
"1 shot killed my mec? wtf hack?"
Demize99
10-10-2006, 02:55 PM
You've missed a weak spot on the Walkers....
cantina_fly
10-10-2006, 03:00 PM
You've missed a weak spot on the Walkers....
:laugh: *shakes fist* Curse you! You know I'm going to have to fire up my server up when I get home and find this now don't you?
MathiasMagnas
10-10-2006, 10:52 PM
that information will be very helpful in the game, thanks!
steelfallenangel
10-11-2006, 12:51 AM
Very usefull I was just about to ask if there was one of these out there on the net
Are you gonna make another one once you have access to the AA rocket and the anti material rifle?
NatoBikeSquad
10-11-2006, 01:07 AM
If you shoot at the panels under the mech with your support weopon it would take almost a whole clip to take out the Mech. You would probally need to use some Emp grenades to get the time you need to destroy the mech. Also if you fire your support weopon until it overheats at the under panels or vents it would do about 20 damage to the mech.:ar15: :ar15: :)
cantina_fly
10-11-2006, 02:39 AM
Very usefull I was just about to ask if there was one of these out there on the net
Are you gonna make another one once you have access to the AA rocket and the anti material rifle?
I actually don't plan to play that much Engineer in retail, it's just by far the most usefull in the demo without any unlocks. I will get the Koenig, but I'll pass on the AA unlock.
In regards to Demize99's post... I spent a good hour going over the mechs again and if there is another weak spot, it's either something you have to toss a grenade in, or something so small, you'll only hit it by chance (like one shotting a tank in BF2.) I mean, I even went as far as to turn the mechs torso so I could shoot the ammo boxes for the MG's. More testing is needed.
kilroy0097
10-11-2006, 03:26 AM
Nice thread. That one walker has a serious disadvantage having such large vents in comparison to the other. And yes the APCs are kind of useless against anything that isn't buggy size or infantry. Good job! :D
Awesome thread! Great job!
Now all we need is a couple of practice dummies and we can figure out how much damage each weapon does. I'm willing to do it, so if anyone agrees on a server and a time add me to the 2142 buddy list: MyBallsHangLow
Knife1313
10-11-2006, 02:25 PM
very helpfull thread i was looking for those vents. ty
dbec1
10-11-2006, 03:57 PM
Thanks to your thread I took out a Bogatyr with 3 clips from the assault gun into the vent. I dont know if anyone else was shooting at it at the time, but I spawned behind it as he was just standing there spawnraping. It was great!
2Simple
10-11-2006, 04:20 PM
Wow, I never knew where you hit matters, well except the head of course. Thanks alot for the info :)
Tehb2
10-11-2006, 04:21 PM
This is great, although I cant say I would find myself under a walker with an AT missle, but you never know. :D
Should have added some info on the damage the APC mortars do.
And, forgot to add that decelerating straight down with the transport "flyer" is an instant kill :D
nimski
10-11-2006, 04:28 PM
Yeah, great guide but the APC can deal some damage in the right hands. Get in close and you can make a walker beg for mercy, no vehicle or vehicle turrent can keep pace with the APC EMP grenade.
Anzillu
10-11-2006, 04:40 PM
good info as a Support/Engineer only player this is very usefull indeed.
AsTrO
10-12-2006, 04:33 AM
Cantina wow mate admin status for you soon i'd imagine lol
Once again an outstanding and most helpfull post mate cheers!
AsTrO:evil:
Anzillu
10-12-2006, 04:44 PM
Man I just tried some of those hitspots in the demo and owned...in one round I killed 2 tanks, 3 apc's 4 air transports and 5 air attack units, thx a bunch for this cool thread ;)
Sethonan
10-12-2006, 09:33 PM
It's a WAR! A REAL WAR OUT THERE! MEEEEDIIIIC!
Eagoyle
10-13-2006, 12:07 AM
There is a sopt on the APCs that does 58 points of damage. It is a very small location on the rear of the vehicle.
Here is a pic for the location for the EU APC.
http://img155.imageshack.us/img155/3584/euapcgv0.jpg
And the PAC APC.
http://img145.imageshack.us/img145/5862/pacapcwk2.jpg
I believe that you need ot hit the angled part(EU) or the vents (PAC). If you accidently hit the above or below this, you will only do 45 damage.
cantina_fly
10-13-2006, 02:22 AM
Great find. :cool:
I verified it and updated the original post.
Striker
10-13-2006, 06:51 PM
very nice.. Since i play engineer alot, this is excellent - and now this is a sticky ;)
This is one of the most informative posts I've seen, infact I saved it on my USB Drive for refrence if needed. I also suggest you add pod damage to it, those things definately do damage and are a lot more fun to cause it with.
AxMiLLi
10-15-2006, 03:25 AM
Did you try the kneecaps? I heard it was a pain in the *** when you got shot there.
I-Kodiak-I
10-15-2006, 08:15 AM
<3 thanx for this guide, awesome stuff mate :D
yehaaa7
10-15-2006, 08:45 AM
VERY GOOD POST!!
and if i could note something: shoting with a tank on battlewalker aiming between the ''head'' and the ''stomach'' will give more than 50 damage.
gespo89
10-15-2006, 09:42 PM
I was busy looking for the fabled other weak spot on the walkers. No success in that respect(unless this is it) but I found another spot that I didn't see mentioned.
On the page it says on engineer vs. walker: 35 anywhere to the legs.
On the T-39 Bogatyr, I found this vent in the legs does 55, not 35. I couldn't find an equivalent for the other walker though.
http://i88.photobucket.com/albums/k186/gespo89/vent1.jpg
One more thing. When I was testing, one time when I was using the walker after testing a few spots the actualy torso/head of the walker seemed to fall fowards into the ground kina. I could still use it but I couldn't get the head aimed back up. Maybe the walker fell over completely and I just didn't notice or something. Maybe it was a bug. But if not there might be another interesting spot..... Unfortunately I was too dumb to take a screenshot and I haven't been able to replicate it.
EDIT: This is what happened actually, somone else made a video here (http://www.youtube.com/watch?v=NlVqRvc-jKU):
Capital88
10-16-2006, 04:10 AM
Very cool stuff.
Has anyone tested the other two tank spots that are the most vulnerable IRL. I remember in BF2, the only 1 shot kill spots on the M1 was the C-ring and the belly (contrary to popular belief). I shot a Tiger in the belly as it came up over a berm and it took it out immediately. Couldn't tell if it was full health or not at the time though.
Also, the C-ring is the joint between the turret and the chassis. IRL that is a one-shot kill but of course, very hard to get.
Any experimenting these two spots?
Hi guys, I've been following this thread for a while, good stuff.
Regarding the T-39 Bogatyr vent in the legs, if you shot them in this vent with a rifle would it do 1 point of damage per shot, just like the underbelly vents. And is this vent visible from a foot soldiers point of view?
Just thinking you could get a bunch of guys shooting the walker in this vent from hidden prone positions and take it down.
Cheers,
Sigd
gespo89
10-16-2006, 07:38 PM
Hi guys, I've been following this thread for a while, good stuff.
Regarding the T-39 Bogatyr vent in the legs, if you shot them in this vent with a rifle would it do 1 point of damage per shot, just like the underbelly vents. And is this vent visible from a foot soldiers point of view?
Just thinking you could get a bunch of guys shooting the walker in this vent from hidden prone positions and take it down.
Cheers,
Sigd
I didn't try shooting it with bullets there but I doubt it will work. I'll try it and edit this post with the results.
EDIT: Nope, didn't work.
Windows2007
10-17-2006, 02:57 AM
High! I have a question regarding Armor and the RDX demopacks.
In Battlefield 1942, Battlefield Vietnam, and Battlefield 2, one demo pack (expack, TNT, C4, etc) was needed to destroy jeep type vehicles, while 2 were needed to destroy APCs and tanks. Placement of the demo packs was not important, as long as the demo packs were touching the vehicle.
So how do the RDX packs work? I know they can't be used in the demo, but I hope that by looking at the code, some of you wizards could figure it out. I hope they kept the same system, which would mean that 2 packs on a Walker's leg would be enough to take it out. (I can't imagine how I would be able to throw the packs onto the friggin vent.)
St.Sasquatch
10-18-2006, 10:00 PM
i think 2. i used my camo to get up on a tank and placed 2 rdx on it. it blew cuite well. same with the walker.. and a jeep only stand one. i dunno, beta and game is much difference.
MeHoo
10-20-2006, 07:18 PM
Please do a test with the Pilum/Koenig or whatever its called. The engineer cannon unlock.
Thank you ahead of time.
this info was simply amazing.
Bio_Terra
10-21-2006, 10:05 AM
ok i did a test with the AV rifle here are the results compared to the standard rocket, surprisingly the rifle was worse in some aspects i always thought it was supposed to do more damgage -.-
Engineer vs Walker:
AT missle to the upper torso does 18 damage. rifle - 16
AT missle to anywhere on the legs is 35 damage. rifle - 37
AT missle to the rear lower torso (butt) does 55 damage. rifle - 62
AT missle to the underbelly "Skywalker Vent" sets the walker on fire in one shot. rifle also instant kill
1 Bullet = 1 Damage to these vents also.
Engineer vs APC:
AT missle to the front does 33 damage.rifle - 25
AT missle to the sides/rear/top all do 45 damage. rifle - 54
You can hit the wheels from the front and get the 45 damage also. rifle - 54
AT missle to the rear lower hull (see pics) does 58 damage. rifle - 66
Engineer vs Tank:
AT missle to the front armor does 25 damage. rifle - 20
AT missle to the front tracks does 37 damage. rifle - 50
AT missle to the side does 50 damage. rifle - 47
AT missle to the rear is an instant kill. rifle also instant kill
so as we can see the rifle is worse against front armor but better against most others.
Beerman
10-22-2006, 12:39 AM
I can never remember the APC one lol.
NatoBikeSquad
10-23-2006, 02:47 AM
ok i did a test with the AV rifle here are the results compared to the standard rocket, surprisingly the rifle was worse in some aspects i always thought it was supposed to do more damgage -.-
Thanks, I was wondering one someone would this weapon.
Vreki
10-23-2006, 10:10 AM
Does the Air Transport have any known weak spots?
MeHoo
10-23-2006, 04:39 PM
I should have read this... damn
i already unlocked it. noticed no improvements really at all.
thanks for this but too late =[
i walked under a walker and shot the vent with this gun and it did not in fact blow up or light on fire.. any ideas? i know for a fact according to my eyes i did hit that vent.
im really not impressed with this gun now. shoulda went assault.
i dig the cannon more than the rockets simply because if you die it still hits, and i cant count how many times the rockets just "disappear" after i get canned, but i see no strngth improvements...
i was expecting this massively powerful, incredibly difficult to aim, slowly reloading beast.. instead i got jipped i feel.
just out of curiosity, how are you testing this? you starting up a signle player game or something? i wasnt aware unlocks worked then.
Dingdong
10-23-2006, 04:46 PM
Nicely done very good:D
Eagoyle
10-23-2006, 04:53 PM
The rifle has it's advantages. It actually reloads faster than the rockets, it doesn't set off the vehicles warning system, the exhaust trail is significantly less, and it does more damage to the weaker rear armor (which is where you should be hitting them anyways).
This is much more of a "stealth AT gun."
Eagoyle
MeHoo
10-23-2006, 05:05 PM
yea but its still not the beast i envisoned.. one hit to the rear of a tank does not blow it up from all of my tests.
im wondering if im just barely missing these vents.
xRandoMx
10-23-2006, 09:21 PM
Its just another one of those unlocks that can be more powerful, but to get that power takes a bit of work.
I use it because I don't leave my you know what swinging in the wind any longer than I have to each time I shoot it.
AKauhanen
10-23-2006, 11:21 PM
The Koenig (unlocked AT-gun) is weaker and A LOT slower than what I invisioned, also hearing that it actually does less damage to enemy vehicles from the front is a disappointment. I thought as well that this gun would be horribly inaccurate if your standing up and it would be almost mandatory to get prone to fire this gun with at least relatively good accuracy, but then the plus side would be that the "bullet" would go as fast as the stationary AT-guns "bullet" and do good damage. The gun doesn't lock and follow the target nor can you alter it's route with your mouse after you have fired it. It is a weak upgrade compared to what the other classes have. Like others have said the benefit in this weapon is the second and a half of no lock alarm. I have only played with this gun for a couple of hours, but at the moment it feels like the whole upgrade tree is a waste of unlocks. Well, ok the defuser what was the first unlock in the tree isn't a waste, but at the moment all the other 3 feel like it.
KnifeInTheHead
10-24-2006, 07:50 AM
thanks, test out pods too. They take choppers out in 1 hit I wonder if they do the same for tanks and walkers
I had the most awesome kill the other day. There was an enemy transport flying in, and I was in one of the rear seats of an APC. I ejected my pod and managed to hit a moving full, transport midair. Best killspam ever :)
Unfocused
10-24-2006, 12:38 PM
Ha, great thread, knowing those soft spots on the walkers is very useful.
Yesterday I was near a flag when I walker (with about half of his health left) came in and started capping it. I was assault and there were no stationary weapons nearby, so it looked as if I would not be able to take it down. I took my chance however, ran up to him, stood between his legs and sprayed most of my assault rifle clip into his balls (well, vents). He got immobilized (with electricity etc. going through him, I think that happens when the health is in the red), but I managed to escape from under him, before he fell down and blew up.
Felt kickass :D
Blast2hell
10-24-2006, 03:57 PM
the pilum rocks IMO. I'm constantly one shotting the rear of tanks. Well if they have no damage yet, it just puts them in flames, which gives the riders a moment to hop out and eat your machine gun if you were nearby.
wheel shots on APC's are the best I can usually do, espeically since it's pretty easy from the front.
And walkers are leg shots all day, walker drivers tend to stand still too much and get eaten for that.
Course motion mines ftw.
The-Overlord-ehT
10-25-2006, 12:10 PM
obviously nothing is going to survive if I'm on the server is it?
WAHAHA
Kapukluk
10-26-2006, 01:24 AM
Wow, great info there.
marvin
10-26-2006, 01:14 PM
nice info dude!!!!thx!!!
Twich
10-29-2006, 05:32 PM
Not sure about the full game, but in the demo I did some tests with the APC. I had the mortars do 3-7 damage on tanks and other APCs. All 3 of them can also take out a car, but do very little damage vs. aircraft. I also did some tests with the pods. I launched from the titan in a pod, and the most damage I did was around 30 while landing on a Nekomata. The pods can one-hit aircraft, if you hit them at the right angle. Also, cars are one-hits.
Great thread, by the way.
-Twich O.-
dumbo
10-30-2006, 04:40 PM
Great info in this thread.. but does anyone know if airtransports have weak spots? (I find it common to catch an air transport landing at close range, but I've never found a 'sweet spot'.. )
(Undecided)
10-31-2006, 04:25 AM
It would be helpful if you could test the damage inflicted by launch pods on vehicles. ;)
cantina_fly
10-31-2006, 12:52 PM
It would be helpful if you could test the damage inflicted by launch pods on vehicles. ;)
I did actually look at pod damage and concluded it's highly variable. The way the game physics work is modeled after the real world. So the further you fall from, the more damage you do. That means the titan pods tend to do the most damage, while APC pods out of "titan launch" range do relatively little.
I tend to use my pods to land on roofs or other areas not accessable from the ground. If a vehicle is smoking, I'd consider landing on it, but it hasn't come up yet.
gundamfan
11-01-2006, 02:29 AM
I blew up a copter once, and got a kill for it. That was fun, but I got mowed down by another enemy near the chopper after I got out of the pod.
mac|Fodder
11-02-2006, 03:13 AM
loved the guide, played yesterday and ran under a walker with the SCAR, 2 clips either side (guy didn't move whilst pasting vehicles solo) and yay!
i enjoy the bulletholes inflicted the most...feels nice and meaty to see the work getting done :)
i know it's dumb, but without a tank around at a silo i like, as assault, to just get in there and do some damage to walkers...gojiro be damned!!!
UberStrWarsFan
11-02-2006, 03:31 AM
I used a Baur and it only took 15 rounds, when the sucker went up I thought I was dead and went to get a drink. When I come back there I am, standing in the middle of walker wreckage!
jasnth
11-02-2006, 05:23 AM
got a question on armor, when firing in zoom shot mode, the tracer shot tends to disappear after a certain distance even though i can still see the target, is that a bug?
Vreki
11-02-2006, 08:36 AM
Great info in this thread.. but does anyone know if airtransports have weak spots? (I find it common to catch an air transport landing at close range, but I've never found a 'sweet spot'.. )
I havenīt been able to do a controlled experiment, but I had great success with shooting the H-AVR at the passenger door. Seems to be a one-shot kill, at least when they are landed.
Dribble
11-06-2006, 09:56 AM
Thanks for the info, that will be very useful.
While in a EU (treaded) tank I was fighting a PAC tank from an elevated position. I had taken no damage, and I was facing him. He got a one shot instant kill on me (grrr) - I'm pretty sure he must have got a belly shot, might be worth testing.
Blast2hell
11-08-2006, 02:36 PM
I havenīt been able to do a controlled experiment, but I had great success with shooting the H-AVR at the passenger door. Seems to be a one-shot kill, at least when they are landed.
They seem to go from full health to flames if you shoot the transport in the rear under the tail.
hirschce
11-08-2006, 03:58 PM
aka, up his *** :P
LECHIP
11-13-2006, 12:25 PM
got a question on armor, when firing in zoom shot mode, the tracer shot tends to disappear after a certain distance even though i can still see the target, is that a bug?
Not really, its just a matter of view distance, think about tanks, you can still hit something farther than you can see the bullet, basically, look for the crosshair marker that shows hit.
Anyways, in low/med caliber weapons, in you cant see the tracer the bullet has probably lost too much stopping power to do any substantial damage.
Cheers mate, look for point blanck shots (just jokin).:p
firescout555
11-13-2006, 01:21 PM
nice tread, btw i got a question for you; how do you tip a walker??? i have being tipped once and can't find the cause...
but the funny thing is, when i use a tank and ram the walker, all while shooting, i tipped the walker to the side. i still can't find the cause of how the walker tip...
Coren
11-13-2006, 03:33 PM
Do all bullets to the vents do equal dmg? Or is it based on the bullet's actual damage? IE, I use a BAUR, and a friend uses a voss. My bullets typically do a lot more than his, but I only get 20 shots per clip. He gets 40 shots, but does less. Am I still only doing 1 dmg per shot, same as him?
Jeremy
11-13-2006, 05:20 PM
Great stuff!
cantina_fly
11-13-2006, 05:36 PM
@ FireScout
The only way I've been able to "tip" the walker so far is by walking off a piece of terrain. Haven't had it happen in battle yet. It might be possible if you were to step up on the front of the EU tank while it was moving, it looks to be low enough. Pure speculation on my part.
@ Coren
1 bullet = 1 damage** So the Voss does ~40 damage from a full clip, while the Baur would do ~20. It's less then that actually because eventually deviation will make you miss, even at that short range.
** The sniper rifle actually does 1.5 damage/shot to the vents as someone pointed out to me, but if you're putting sniper shots into the vent... lets just call theses people "Tactically Challenged" ;)
LECHIP
11-13-2006, 08:31 PM
Walker starts tipping when goes into some heavy dmg, so if you see a smoking walker you can try to ram it and see if it falls.
firescout555
11-14-2006, 02:03 AM
@ FireScout
The only way I've been able to "tip" the walker so far is by walking off a piece of terrain. Haven't had it happen in battle yet. It might be possible if you were to step up on the front of the EU tank while it was moving, it looks to be low enough. Pure speculation on my part.
is the terrain a steep drop??? i tried walking off a cliff at minsk and i pretty much didn't tip off...
Coren
11-14-2006, 03:08 AM
@ Coren
1 bullet = 1 damage** So the Voss does ~40 damage from a full clip, while the Baur would do ~20. It's less then that actually because eventually deviation will make you miss, even at that short range.
** The sniper rifle actually does 1.5 damage/shot to the vents as someone pointed out to me, but if you're putting sniper shots into the vent... lets just call theses people "Tactically Challenged" ;)
Thanks for the quick answer, even though it wasn't the one I was hoping for. I'm kinda bummed about it really; I'm always the crazy one that empties 3 clips into the underside of a walker, just to have it step on me. It sucks to know now that I'm only doing about 50% of it's hp. /sigh
On the bright side, motion mines are fun. If only they could catch those pesky FAVs.
fr3gu
11-14-2006, 12:08 PM
Cantina_fly: How about the vent at the front of the Bogatyr? I'm pretty sure I got shot there yesterday while playing and it was a instant-fire shot.
http://i113.photobucket.com/albums/n239/fr3gu/bogatyr_soft_spot.jpg
Sorry for the huge pic but I'm using paint at work and don't have much time.
Drevor
11-14-2006, 12:36 PM
do anti air/ground stations have weakspots? ... I didnt really test it but it seams they are armored at the front
do titan air/ground guns have weakspots?... I seem to cause the same dmg no matter where I hit
do consoles have a weakspot? ... they seem to blow up pretty quick when even without a AT/rdx ... could one of the bullets have hit the "magic spot?"
does the core have a weakspot? ... doesnt seem to matter where you hit... does it?
firescout555
11-15-2006, 12:50 AM
do consoles have a weakspot? ... they seem to blow up pretty quick when even without a AT/rdx ... could one of the bullets have hit the "magic spot?"
does the core have a weakspot? ... doesnt seem to matter where you hit... does it?
maybe i will help with some of the titans assualt question:
the consoles took me about 2 clips of the EU support guns to bring it down
as for the core,Aim for the coloured section(blue/red), that way it will register a hit instead of nothing
try this experiment, use a pistol, zoom in and fire at different section of the core to see if the hits have being registered or not. the reason why you should use a pistol is that it is difficult to see the semi circle when a hit is register when you use other guns(the white part of the core is blocking out the white colour semi circle). when zoomed, the hit register will be marked at the iron sights of the pistol, making it easier for your experiment...
kenof2142
11-15-2006, 01:28 AM
I'm also curious how many motion mines it takes to take out armor...and also rdx.
TheMeanGreen
11-15-2006, 10:19 AM
I'm also curious how many motion mines it takes to take out armor...and also rdx.
To take out a tank or walker it takes 3rdx packs.
motion mines Iīll leave that question to some one else.
//TMG
AboveAndBeyond
11-15-2006, 12:11 PM
The ground AA guns are weak on the side in regards to killing the occupant. One headshot from a sniper rifles through the side of an AA gun will silence the birdgun; same for the railgun too. Many times, I have covered for my squad as it was trying to land a transport chopper full of reinforcements. When a silo area with hostiles hears a inbound helo, I just know I will get a shot at an AA gunner.
SonicPixel
11-15-2006, 10:50 PM
In general:
1 motion mine to destroy a FAV.
2 motion mines to destroy a tank/apc (sometimes 3).
3 motion mines to destroy a walker (sometimes 2).
These numbers are based on an optimal hit by the mine on the vehicle and my personal experience. This is not a scientific analysis. I have found that I tend to "waste" mines when I put down 4 or 5. I've started throwing down 2 at a time spaced 5-7 meters apart so that they approach from two directions when a vehicle enters a kill zone.
I'm SonicPixel | Anti-Vehicle Engineer with (63APX) in 22CW.
tactic356
11-16-2006, 12:11 AM
what do assualt rockets do on the sweet spot? i thought they were a little underpowered to be used vs walkers and apcs (even though they are really good vs people)
SonicPixel
11-16-2006, 01:22 AM
what do assualt rockets do on the sweet spot? i thought they were a little underpowered to be used vs walkers and apcs (even though they are really good vs people)
I would not recommend using Assault Rockets on the "sweet spot". You'd be in danger-close range at that point. They generate a lot of splash damage and you'll most likely get caught in it--if you actually managed to arm the rocket. I'm not sure of the numbers, but they have an effective minimum range: meaning that they might be duds if you're too close.
They were designed as anti-personnel weapons and that's what they are good at killing.
EDIT: These comments were for the Walker, not the APC. Although, I wouldn't waste my time shooting at an APC with rifle rockets.
tactic356
11-16-2006, 07:26 PM
you could probally get a nice shot at apc back. dunno how it would do though
Numb3r_47
11-19-2006, 09:10 AM
Thanks alot! This has really helped me out! :D
Coren
11-19-2006, 03:55 PM
From anywhere but the front "heavily armored" part of a tank/apc/walker, a focket will do something like 1 dmg. I've dumped about 20 shots onto the top of an apc, ended up w/ some *** AT guy getting a free one-shot kill and I got 0 assists. Usually when I find a walker that just won't die, I'll run under it and empty as many clips into his vents as I can, then when I die, come back AT and finish him. Don't bother trying fockets, as you can't hit the vent with them at under 20m (meaning you're shooting grenades straight in there, and they'll do the same dmg as a bullet, but 10x as slow).
On 2nd thought though, would a shotgun be useful? I know the clark does dmg per piece of buckshot... meaning if you hit a vent with the round from pointblank, you should get most of it up there, and the same should hold true for the under-barrel assault shotty. I may have to go do my own testing on this.
edit: the underbarrel rockets do around 4-5 dmg each to the walker vents, as do the shotgun shells. The problem is that in the time it takes to dump 1 clip (3) of either of those, you could put an entire clip of something else up there for 20-40 dmg. The RDX packs take 3 to kill a walker, 2 for a tank, apc, or ground defense, and 1 for FAV. I couldn't tell if there was a difference (unless you literally put the RDX on the tank's main gun, it took 4). Seemed to be no difference n where you put the RDX on the core, but it did seem that the eng AT gun seemed to do just as much dmg, albeit a bit slower. 3 RDX took out a console, and didn't matter where I put it (glass, center, left, right, etc). I forgot ot check focket pkrocket damage on APCs, but oh well.
Glacial
11-19-2006, 08:18 PM
I play engineer most of the time and this thread is a great help. Now that I have motion mines I put 2-3 on either side of an avenue of approach (hidden behind something) with an EMP mine about 5m past it. That usually ensures I activate the motion mines and then the EMP mine stops the vehicle for an easy kill. Doing this at the crest of a hill is great since the vehicle will not see anything until it is too late.
DeZaStR
12-01-2006, 08:44 AM
Has anyone experimented with the railgun against armor? I'm curious if the damage would be the same as an AT Missile or not.
(Undecided)
12-03-2006, 04:04 AM
^^
While your at it, does the Pilum have different damages? I heard head-on it's the same but I have also heard it is more effective against the weak points on tanks.
Glacial
12-05-2006, 11:28 PM
The Pilum is a one shot kill against the back of a tank so it is much better than missiles. Since there is no splash damage from the Pilum I have run around to the back of a stopped tank and shot from about 2m away for an easy kill. Front armor takes 3 hits for both missiles and Pilum.
jasonhanjk
12-06-2006, 07:04 AM
Pilum I tried once 1 shot kill into the walker vent. If it doesn't blow, whip out your SMG.
SCE_Aimiel
12-06-2006, 05:48 PM
thanks, test out pods too. They take choppers out in 1 hit I wonder if they do the same for tanks and walkersI've been destroyed in a tank (can't remember how low my tank was on health when struck) and I've also killed 'podders' that landed on me while in a tank by moving towards them just as they land. The physics is this: the moving object carries more energy. I've destroyed opponenets in a jeep crash by simply applying boost just before the crash. The faster the better.
Swamper
12-20-2006, 03:01 PM
could u add airvehicles too? or is dmg same allover those vehicles
farmergiles
12-21-2006, 07:09 PM
Mostly good, except for the walker bits - never seen them taken down in one hit without air strike or ramming.
Buttoneer
12-22-2006, 02:01 PM
Mostly good, except for the walker bits - never seen them taken down in one hit without air strike or ramming.
Seen it and done it. If you can't do it then you're hitting the wrong place. If you can't do it even on an empty no-pressure local server, then you should take the game back to the shop and go and buy a copy of The Sims.
directx10
12-22-2006, 02:36 PM
i don't know if this has been said but does,t AT round to the top of an APC set it on fire, i do that on berlin, when i get on the building roofs, to take out the APC's a lot
Minmaster
12-25-2006, 08:44 PM
has anyone done a test to see how much the SAAW AA does against vehicles, stationary guns, etc?
Recon
01-03-2007, 07:23 PM
Awesome info! I'm sure this would be useful for starters in battlefield 2142! thanks for your time showing us these tips!
Veovis_111
01-04-2007, 03:43 PM
Vehicle vs Vehicle damages appear to be the same regardless of attack angle.
I'm confused. Does this mean that for a "same vehicle battle" (i.e. tank vs tank) the weak spots don't apply?
Eagoyle
01-04-2007, 05:40 PM
No this means the angle that the projectile hits, not the location that it hits. In BF1942, if you had got hit perpendicular to one of your sides, you took mare damage than if you got hit at an angle.
Eagoyle
Aegis001
01-04-2007, 06:16 PM
On this the rounds are about the size of a tank anyway :rolleyes:
jcafaro10
01-06-2007, 07:54 PM
nice thread, wud like to know more about gunships/air transports
Thanks for the walker tips, its a little trick to run up to one without them seeing u/stepping on u, but I have gotten a few
f0xHOUND3
01-10-2007, 12:52 AM
Thanks!
Buttoneer
01-10-2007, 10:33 PM
Mostly good, except for the walker bits - never seen them taken down in one hit without air strike or ramming.
Mister giles. How about this video? (http://youtube.com/watch?v=TaJtyVjxFV4) It's not fake and does prove the point.
Swamper
01-14-2007, 12:56 AM
i one shotted a eu gunship by shooting it in the rear where the engine vent is,straight down the vent and it went boom without burning
dunno if it was damaged already ill try some more
Kraxis
01-14-2007, 01:15 AM
i one shotted a eu gunship by shooting it in the rear where the engine vent is,straight down the vent and it went boom without burning
dunno if it was damaged already ill try some more
Gunships die to one shot if it is the tank or primary engineer weapons shooting.
ChristJustice
01-20-2007, 08:06 AM
Great post
Mazee
01-26-2007, 07:33 AM
Thanks! Was very helpful to me! =)
Wizrdwarts
02-02-2007, 12:13 AM
Instead of looking for bullet holes on the vents, just see if you get the hit indicator (the circle around the crosshairs) when you fire.
And a direct hit to the cockpit on a jet will take out the pilot but leave the rest of the jet relatively unharmed.
Vreki
03-09-2007, 08:46 AM
So, does anybody have Goliath info?
Are there any known weak spots?
Rick Astley
03-09-2007, 05:28 PM
Well, of course you have todestroy the regen pads. Then you need to hit it with Pilum or RDX on the bottom of the Goliath, just crawl under it and shoot/ plant your thingies.
So the belly is it's weakspot!
Diamond621
03-10-2007, 09:15 AM
Goliath Info:
The Goliath is a lumbering beast on the battlefield with few weaknesses.
The Goliath's hull is extremely strong (roughly twice the damage mitigation of an APC, for instance). Its primary means of defense, however, is regenerative shielding, which constantly repairs the craft's damage at rates listed below, making it nearly immune to anything except 5 to 7 Engineers working in unison when its shielding is operational. Repairing the Goliath thru conventional means (an Engineer's blowtorch or supply crate, namely) is extremely slow going, working at about a quarter of the normal repair rate for other vehicles.
The regenerative shielding is generated by 7 "consoles" on the exterior of the vehicle. They glow blue when the vehicle is operational. The regenerative shielding automatically repairs damage the Goliath takes at a rate directly proportional to the number of regeneration matrices (consoles, if you will) on the exterior that are operational. Once a matrix is destroyed, it cannot be repaired.
With all 7 regeneration matrices active, the vehicle automatically repairs 13.5 points of damage every second (100% of its normal rate).
With 6 active, the vehicle repairs 10.8 damage per second (80% of its normal rate).
With 5, the value is a flat 9 points per second (pps) (66% of its normal rate).
With 4: 6.75 pps (50% of its normal rate) .
With 3: 4.5 pps (33% of its normal rate) .
With only 2: 2.7 pps (20% of its normal rate) .
And with 1 regeneration matrix left: 1.35 pps (10% of its normal rate) .
With 0 matrices active, the vehicle does not regenerate health, and can only be repaired (slowly) by conventional means. It is extremely vulnerable.
As you can see, the effect of destroying consoles is cumulative: the craft will still be nearly unstoppable if 6 of the 7 consoles are active, but will become less and less able to keep up with damage as additional consoles are destroyed.
There are two of these matrices on each side of the Goliath:
http://img206.imageshack.us/img206/9017/bf2142pace2007031003352hu5.th.jpg (http://img206.imageshack.us/my.php?image=bf2142pace2007031003352hu5.jpg)
Two on the rear:
http://img148.imageshack.us/img148/4531/bf2142pace2007031003361zh2.th.jpg (http://img148.imageshack.us/my.php?image=bf2142pace2007031003361zh2.jpg)
and one on the vehicle's forward dorsal armor plate:
http://img112.imageshack.us/img112/7918/bf2142pace2007031003360ln0.th.jpg (http://img112.imageshack.us/my.php?image=bf2142pace2007031003360ln0.jpg)
These shielding consoles can be destroyed by armor-grade weapons fire - Engineers' rockets and Pilum, a single RDX pack, Battle Walker missiles, tank shells, and Railgun shells. The consoles are invulnerable to small arms fire.
Damage which is not regenerated by the shielding remains as active hull damage to the Goliath, with the following values:
Engineer Rockets (PAC and EU): 20 dmg vs every vehicle hardpoint
Pilum H-AVR: 27 dmg vs every vehicle hardpoint.
RDX Demo Pack: 13 damage vs every vehicle hardpoint except the underside and treads at 16 dmg (for quick reference, 7 simultaneously-detonated demolition packs are required to destroy a Goliath, excluding other damage).
Fixed Railgun: 30 dmg to all vehicle hardpoints.
Hope this is helpful. Good hunting, everyone.
Note that other than the two points on the hull marginally weak to RDX (relatively speaking, the Goliath is still well protected from it), I was unable to discern any real weaknesses or soft spots in the hull, though I admit my study was not as intensive as it could've been. I reserve the right to fill any weak points in that are discovered, though! :P By no means is this information not subject to change should new data arise.
Vreki
03-10-2007, 03:57 PM
Very helpful, thank you :)
So four simultaneously Pilum shot will wipe it out.
Diamond621
03-10-2007, 08:09 PM
Very helpful, thank you :)
So four simultaneously Pilum shot will wipe it out.
Not frequently, because four truly SIMULTANEOUS shots are not really tactically possible in this game. At maximum shielding level, it only takes exactly two seconds for the Goliath to repair the damage caused by a single Pilum shell (to be precise, the vehicle regenerates at a staggering rate of a point of damage every 0.148 seconds). The milliseconds between impact of the multiple Pilum rounds would be enough for it to regenerate enough health to survive the encounter.
However, in the miraculous event that four Pilum rounds hit the vehicle mathematically simultaneously, i.e. with ZERO delay, then yes, the vehicle would be destroyed. The odds of this happening, even with coordination and planning, are negligible, however.
Buttoneer
03-12-2007, 05:07 PM
Apparently there is...but I don't know it. There must be a movie on youtube by now dammit...!
Hachimoto is an easy one-shot from a pilum in any direction. In fact the occupants are an easy kill from a PK rocket, APM, sniper rifle etc. They're very exposed if they don't keep moving.
Diamond621
03-13-2007, 09:07 PM
Hachimoto is an easy one-shot from a pilum in any direction. In fact the occupants are an easy kill from a PK rocket, APM, sniper rifle etc. They're very exposed if they don't keep moving.
Indeed. The key to success in a Type 36 is to always remain mobile. A stationary Hachimoto soon translates to a dead operator. Do not try to play both roles in this craft (FAV-esque) - ALWAYS proceed with a gunner, or if you do not have a gunner, confine yourself to infantry suppression from the driver position. Trying to dual-role this craft means remaining stationary for unacceptably long periods of time - you will soon find yourself dead by the hand of any competent player using any kit.
The Hachimoto is essentially a powerful FAV with anti-vehicle capability and enhanced hull plating. Unlike the FAV it is invulnerable to small arms fire, but can still be taken out by the same single armor-grade round. In addition, the driver and gunner are extremely exposed to any means of fire, but only from perpendicular angles.
Keep moving, and you will likely have a great deal of success in it.
TigerRei
03-18-2007, 07:50 AM
Unlike the FAV it is invulnerable to small arms fire...
Lets make sure though, that it is quite exposed to fire hitting the gunner and driver. I have to say though that PAC are smart. They dont use vulnerable windows, instead they use tv screens against armor plate :P
Jivemonkey
03-26-2007, 09:27 PM
The Hachimoto is sweet when used properly, just so happens that few use it in such a fashion. With people who aim for the roadkills with it, just jump to the side quickly and shoot them with a regular gun, takes them out quickly. Plus, when you kill the driver or the gunner with bullets (or by any other means), if they remained in the vehicle, a revive is not possible, allowing you to sweep in and quickly snatch the vehicle up for yourself.
I did a test with the Pilum H-AVR (Engineer AT unlock):
http://i9.photobucket.com/albums/a91/Key125/Walker.jpg
Green areas are where it did the least amount of damage. The Redder the hue, the more vulnerable the area.
For the Walker the leg joints and the back of the middle section are the places to aim for. Wherever you see a warning triangle really.
And I did the same for the tank:
http://i9.photobucket.com/albums/a91/Key125/Tank.jpg
Using the Pilum H-AR on the green areas will take 20 points of damage off. Yellow areas will take 50 points and red areas are an instant kill.
When in front, aim for the treads, and from the side aim for the area just behind the turret.
Diamond621
03-31-2007, 09:24 PM
Lets make sure though, that it is quite exposed to fire hitting the gunner and driver. I have to say though that PAC are smart. They dont use vulnerable windows, instead they use tv screens against armor plate :P
Certainly true, but the point is that the armor of the vehicle itself is invulnerable to small-arms fire. Someone with an LMG could destroy an FAV. Not so with the Type 36 - an anti-armor grade round is required to destroy it (to say nothing of killing the occupants, which is preferable in most cases involving either vehicle).
Dutch
04-01-2007, 03:46 AM
K3Y,
Thanks for the visual aid..Nice work
seoulspirit
04-03-2007, 10:59 AM
i got this from prima guide for bf2142 page 34(if any1 wants to cross referance)
"speeding vehicles take the most damage, as the mines often detonate behind the vehicle, where the armor is weakest. [EX:]A health tank taking 15-25 hit points if it crawls forward and allows the mine to detonate in front of [the] thick armor. If [it's] moving at [maximum] speed, the damage can be two to three times greater![:eek:]
AsaultMaster
04-07-2007, 09:20 PM
Hey, could you put motion mines on the back of a FAV, then you could drive by an enemy tank, and they would start to track the tank? It would be cheap like Jihad jeeping, but it would be effective. Then you could use sprint to get away. the tank would never know what hit them. Or you could do it with an APC and get many many free kills.
BIGkingDONG
04-20-2007, 07:33 AM
I did a test with the Pilum H-AVR (Engineer AT unlock):
http://i9.photobucket.com/albums/a91/Key125/Walker.jpg
Green areas are where it did the least amount of damage. The Redder the hue, the more vulnerable the area.
For the Walker the leg joints and the back of the middle section are the places to aim for. Wherever you see a warning triangle really.
And I did the same for the tank:
http://i9.photobucket.com/albums/a91/Key125/Tank.jpg
Using the Pilum H-AR on the green areas will take 20 points of damage off. Yellow areas will take 50 points and red areas are an instant kill.
When in front, aim for the treads, and from the side aim for the area just behind the turret.
need images like this for the APC , GUNSHIP , Air Transport , FAVs , Type 36 Hachimoto & A-3 Goliath .
PLZ ! ! ! ! lol
.hack//ADAM
04-22-2007, 05:38 AM
They seem to go from full health to flames if you shoot the transport in the rear under the tail.
I think one time I shot at a landed one with my assault rifle and it made bullet holes in the cockpit, like the walker vents. Since PB is being a bastard again, I can't confirm. Can somebody check for me?
seoulspirit
04-28-2007, 10:19 PM
im guessing this has already been posted but a simple APM mine can take out the driver/passanger/both people in an open vehicle (car/hachimoto)
need images like this for the APC , GUNSHIP , Air Transport , FAVs , Type 36 Hachimoto & A-3 Goliath .
PLZ ! ! ! ! lol
The first Walker I did was actually wrong so heres the updated one:
Walker EU:
http://i9.photobucket.com/albums/a91/Key125/WalkerEUFront.jpg
Walker PAC:
http://i9.photobucket.com/albums/a91/Key125/WalkerFront.jpghttp://i9.photobucket.com/albums/a91/Key125/WalkerBack.jpg
APC PAC:
http://i9.photobucket.com/albums/a91/Key125/APCFront.jpghttp://i9.photobucket.com/albums/a91/Key125/APC.jpg
FAVs Gunships Hachimotos and Air Transports are pretty much self explanatory ... hit them with a Pilum anywhere and they die... although Air Transports take about 2 hits.
RYKUU
05-21-2007, 08:15 AM
coll tips this is the type of thing we need mor around here.
BIGkingDONG
05-21-2007, 06:20 PM
The first Walker I did was actually wrong so heres the updated one:
FAVs Gunships Hachimotos and Air Transports are pretty much self explanatory ... hit them with a Pilum anywhere and they die... although Air Transports take about 2 hits.
thank you . these well be very helpfull
CounterFlak
05-27-2007, 11:16 AM
The ground AA guns are weak on the side in regards to killing the occupant. One headshot from a sniper rifles through the side of an AA gun will silence the birdgun; same for the railgun too. Many times, I have covered for my squad as it was trying to land a transport chopper full of reinforcements. When a silo area with hostiles hears a inbound helo, I just know I will get a shot at an AA gunner.
SOrry if someone has metioned this, I can't be bothered reading thorugh the whole post at 9:15. But ou can get easy knifes if you crouch by the side "Windows" of the turrets. SO easy to get their tags this way. Even easier if you don't walk infront of them with your knife ;)
SgtBlackice
11-27-2007, 10:43 AM
Thanks lots for the post, really helped my game rank
BandoIruka
02-25-2008, 01:40 PM
Hey, could you put motion mines on the back of a FAV, then you could drive by an enemy tank, and they would start to track the tank? It would be cheap like Jihad jeeping, but it would be effective. Then you could use sprint to get away. the tank would never know what hit them. Or you could do it with an APC and get many many free kills.
nope, they will just bounce off the FAV when you try to throw your motion mines in the back.
Gouwd
03-13-2008, 04:20 PM
nice one
jake___
03-14-2008, 01:23 AM
Way to revive a dead thread guys. :rolleyes:
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.