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Battlefield 2 - Tactics and Missions Discussion Discussion about Battlefield 2 tactics, maps and missions.

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Old 02-17-2008, 08:35 AM   #16 (permalink)
 
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Staggered attacks

Quote:
Originally Posted by Augustus Gloop View Post
Stagger your squad's attacks to allow continuous firing on a target while some are healing wounded/reloading.

Totally agree there, thats what the cheesy zulu movie screenshot was supposed to be showing.

That particular formation was usefull in 19th Century because they had no automatic rifles but covering a squad mates weakness still applies to us now.
All out fighting means you all out die. If you can cover each other then you become as powerfull as 2 'zerg' squads. Very necessary for advancing upon a heavy defence

Quote:
Do not be predictable, keep the enemy guessing at where you will be next.
Yep agree, guerrilla tactics apply much more then traditional conventional warfare imo. We are playing a game still and I think its pretty chaotic, guerrilla warfare works much better (or at least more easily in pub games) then strictly regimented squads.
Bluffing and distraction is a great idea especially when the enemy you engage is a powerfull asset and influence on the battle. If a tank chases you for 5 minutes then you've done great especially if you were only a couple of troops


http://en.wikipedia.org/wiki/Guerilla
Quote:
The withdrawal phase is sometimes regarded as the most important part of a planned action, and to get entangled in a lengthy struggle with superior forces is usually fatal
Because it is a computer game we are all brave men and happy to attack but sometimes we'd win the game quicker breaking off, let them come to you, etc
Even a boxer will not only just swing his fists, holding back wins the fight!

http://www.cryhavoc.com/articles/skirmish.html

Quote:
A pack of wolves is an excellent analogy: Strike at the weak point, when they turn for face you, break off the engagement while your comrades strike at the newly created weak point.

Extreme flanking maneuvers is the best way to explain it. You can defeat a bigger enemy if instead of trying to swallow it whole (mob tactics, head on fight) you take many bites out of them first (multiple flanks, attack & withdraw, evade)

I keep thinking of a tank, you always want to be firing the RPG at its back so head on is never clever.

No screenshot or video sorry :/ but practical game info would be in PR it takes 7 RPG to kill a T90 but only 4 if you hit the rear armour

Last edited by Sabre_Tooth_Tigger; 02-17-2008 at 09:19 AM.
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Old 03-03-2008, 07:28 PM   #17 (permalink)
 
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Last edited by Sabre_Tooth_Tigger; 03-03-2008 at 07:43 PM.
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Old 04-14-2008, 06:41 AM   #18 (permalink)
 
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Thumbs up Let infantry clear the area in front of you while you hang back to cover

http://www.tacticalgamer.com/battlef...ps-tricks.html
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Old 04-21-2008, 08:53 PM   #19 (permalink)
 
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Re: 1 minute tactical tips



Credit to Rafterman for this, he makes a good point. The viewpoint in the bf2 engine for the soldier model is actually based at chest level (not the head as it should be).


Also on Kashan desert (on any map but this one especially due to long view distances) the top 10% of a mountain is see through at long distance.
I call it a glass top mountain, you should always have another mountain behind you not the sky
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Old 05-12-2008, 02:43 PM   #20 (permalink)
 
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Re: 1 minute tactical tips

good tips, they do come in handy, and they are easy to remember.
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Old 05-13-2008, 01:01 PM   #21 (permalink)
 
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Re: 1 minute tactical tips

Good, this thread is also my selfdefence of my sometimes unorthodox tactics, ie. gunner complains ' I cant see everything move into the middle of the road'



I tried the position above again recently and it wasnt so great due to the sides being overly exposed to the opposite side of the bridge there, point A. The Tow hummer can easily traverse the terrain there, in fact theres a road and its easy.


It seems best to switch the tank to the other side of the road, point C where the sides are less open and the enemy cannot so easily position themselves a shot on my flank, point B has no road, is bumpy and blocked by trees. I will have to update this shot, I live and learn!

Lesson there I guess is always think of your enemies position as well as your own, there'll always learn to compensate for anything you come up with so dont make it too easy.
We ended up dead in 1 tow shot having taken a lat allready I think, definitly a doh! moment as instead taking the hit to the front strong armour my attempt at some clever position gave them easy access to the weaker side armour :/




This angle on the chinese tank is a 1 shot kill
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Old 05-30-2008, 09:04 AM   #22 (permalink)
 
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Re: 1 minute tactical tips



Chinese guy looks down an avenue on Sunset city while using good improvised cover. As you can see in the screenshot this (vital) position was under heavy fire and I was shot and killed a second later.

Another point with taking cover by proning is that you need to watch your legs. Its easy to sneakily hide away and stick your legs right through a wall.
There is no proper clipping for the bf2 models on head or legs when prone but the hitboxes are intact even while passing through a wall

So if you prone, never do it right next to a wall. In the shot above he is a good distance away from the building wall so is fine on this point

Ideally good cover should minimise the line of sight in all directions except the view down the barrel of the gun. This also applies (even more) to vehicles
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Old 06-14-2008, 08:24 PM   #23 (permalink)
 
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Your squad as a blob

The blob tactic is gaining popularity in sport now too

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Old 06-25-2008, 08:01 PM   #24 (permalink)
 
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Turbo Time :D

Simple tip, the vehicle turbo or shift key in PR is a last resort and lasts barely a second so should only be tapped briefly just before you would slip back down



Look for buttress type structures to a steep hill in order to have the best hope of climbing it
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Old 06-28-2008, 11:23 PM   #25 (permalink)
 
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prone trigger delay

I keep making this mistake so Im writing it down as a reminder even though its very simple.

We all know the game has no lag when changing from a running stance to prone, you can fire immediately while doing this and receive the accuracy bonus.

The opposite, changing from prone to standing actually incurs a delay and you may not fire for like half a second.

If you do use cover alot, proning behind a wall or whatever then remember to crouch before standing so as to be ready to take your shot as soon as possible.
Otherwise you end up standing like a lame duck staring at the machinegunner/apc coming right for you, clicking your dud trigger
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Old 07-01-2008, 04:56 PM   #26 (permalink)
 
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Post Re: 1 minute tactical tips

A few simple pointers to make your squad an effective asset for the team:

Keep your squad together.
Easy to forget once you are contiously fighting enemies, but when sticking together it is much easier to outnumber the enemy and setting your rally points.
  • Keep your move marker updated. Once you passed a move marker make a new one to avoid SMs who just respawned moving into the wrong direction.
  • Check the map and remember the stranglers or runaways to regroup by VOIP.
  • Arrange pickups for SMs spawning at the wrong point and always pick them up when you are able to.
  • Create new rally points on the fly when moving. If contact is made make sure that your RP is not in a bad position otherwise reposition immediately before your SMs are too engaged in the firefight.

Mark enemies with the attack marker.
Makes it very easy to get multiple guns pointing at a single target. Marking the enemy has priority over trying to take the kill yourself! The squad is your weapon after all.

Follow the order of capturing flags
Seems so easy, but it is also easy to get distracted and forget it.
  • Keep yourself updated on the status of flags: watch for ingame chat/text about flags changing. Check your map.
  • Withdraw when the flag you tried to capture is suddenly out of play and there is not an effective defending force at the next vulnerable flag. Being in place on a flag out of play in case the flag is recaptured is not as important as preventing the domino effect of losing flag after flag. And tell your SMs that the current position is useless.

Build commander assets
Having a bunker or firebase around is more valuable than. And get your SMs to use their shovels. When you expect to be building an asset always try to gather them around you beforehand. It can be tough to get them shoveling once distracted.


Of course there is more to squad leading, but if you can kill quickly by using attack markers with the whole squad nearby and always being on a flag that needs to defended or attacked you can hardly go wrong.
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Old 07-03-2008, 10:16 PM   #27 (permalink)
 
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Re: 1 minute tactical tips

no matter how hard you try, a sniper/marksmen will not be able to penetrate armor and kill the driver, or you won't be able to fire a shot down the turret and have it miracuously (sp?) then kill the gunner/cause a explosion with the shell that is inside being ready to fire.
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Old 07-05-2008, 09:47 PM   #28 (permalink)
 
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Re: 1 minute tactical tips

This is a good firing position for any distance weapon over village on the Qinling map:






This is a good place because due west is the lake. Flat, clear and no assault will likely come across. Any traffic from the village itself will most likely pass through the bridge choke point right in front of you. Its not on any major route to or from a flag, people coming from mine to village may come close I guess.

If you need to reach this point its fairly easy, the lake itself is underused and the shore line if driven on provides safe and quick access and with no threat from the water you travel much more safely with your 'back against the wall'




I find its a good general rule with any distance or scoped weapon that its best use is by keeping the foreground as clear or friendly as possible.
So the above example would be a good place for sniper too or even tanks though they will stand out more and have more effort to find good 'hull down' positions














Table of damage figures for each gun/caliber

http://spreadsheets.google.com/pub?k...elRt_Xl9WyW6VA




Code:
              Limb	Body	Head	Poor Armour	Good Armour
Skorpion       15.4	23.8	210	15.4	          14
SKS/AK         46.2	71.4	630	63	          42
G3             55	85	750	75	          50
SAW/M16/AK101  39.6	61.2	540	46.8    	  36
Quote:
Originally Posted by [R-CON]nedlands1

Sabre: A headshot with a pistol is lethal on the proviso that the target isn't too far away. It is my understanding that the body armour material only applies to the torso area.

If you look in one column of the spreadsheet you will see a # of Shots to Wound section (opps I saw that you noticed). It implies that one shot, with the round fired from a G3A3, to an armoured torso, will cause wounding (ie bleeding).

The rounds have a damage drop off based on range. I shall illustrate this with an example. Here is the bit of code which governs the damage of the 5.56x45mm rounds that the full sized rifles use.

Code:

ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 200
ObjectTemplate.DistToMinDamage 1000

The first line is the base damage from which the rest of the damage calculations are based upon. The second line is the multiplier for the damage at the distance which minimum damage is done and beyond. In this case the damage would be 14.4 at 1000m+. The third line is the distance the damage starts to drop off. The final line is the distance where the damage reaches the minimum value. I am under the impression that the damage drops of linearly from the "DistToStartLoseDamage" range to the "ObjectTemplate.DistToMinDamage".


A list of bugs, some obscure explanations you may not know of:

http://guide.realitymod.com/index.php?title=Bugs

Last edited by Sabre_Tooth_Tigger; 07-06-2008 at 01:10 AM.
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Old 07-07-2008, 11:27 AM   #29 (permalink)
 
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Re: 1 minute tactical tips

When attacking on EJOD 16, on the USMC side its wise to be a SL or rifleman acog, or non-acog, make your way to west city, get up the ladder to the top of the hotel, and wait.

usually 3 man teams will come to the east side of the road, and they are easy to take out with 1 grenade. Try positioning it so it either lands next to them or bounces off the wall, or fence....if they are smart the will have a medic in the rear, take out the medic first, or if you want to be risky wait till he revives someone, take out the medic then the next player.

Also watch the ladder, and watch out for bunny hoppers.......

using a tactic like this can easily earn you at least 6 kills and 6 or more points lost for them.

Watch for nades from the front of the building and if u have an acog, it is easy to pick off players in the kill zone at gardens.
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Old 07-10-2008, 10:51 AM   #30 (permalink)
 
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Re: 1 minute tactical tips

The link to the Damage spreadsheet above got screwed for some reason, trying again:

PR Bullet damage spreadsheet





http://en.wikipedia.org/wiki/Hull-down

Last edited by Sabre_Tooth_Tigger; 07-10-2008 at 03:59 PM.
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