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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 05-21-2008, 03:05 PM   #76 (permalink)
 
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Re: Support Kit Guide

As for mirage, you regain ammo at a rate and when it runs out, theres a bar when you hold it that goes down slowly which is just like when you throw it. I believe it works for both teams and the boxes come back, you just have to deploy it again.
Guys I have read some of the posts, not all because I just do not have the time, but from my experience, support kits mainly do not throw down ammo which contrary to some peoples belief is their main priority aside from lobbing grenades and emp-ing. Some people believe it is to kill, especially with the shotgun, however it cannot heal itself so it is much better to stay back with the squad. How is emp-locking hard? The emp range is ridiculous and generally vehicles stay in one space for a little bit of time at least. This allows any snipers with rdx a free kill, easy kill. There is basically no need to shoot as a support, not that you cannot, but you will be a lot more effective if you take out squads and corridors with grenades. You will see health crates everywhere but ammo not so much. If you can set down a crate and the assaults just rocket potential areas where infantry will come it is extremely beneficial to your team. Pretty much, you funnel the other team in a different direction and get tons of free kills from people going for the revive. Hopefully, I responded to some things people were saying and did not just go way off topic, kind of tired and the words were blurring together.
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Old 05-21-2008, 03:45 PM   #77 (permalink)
 
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Re: Support Kit Guide

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How is emp-locking hard? The emp range is ridiculous and generally vehicles stay in one space for a little bit of time at least. This allows any snipers with rdx a free kill, easy kill.
Usually armor has defenders that will cap a recon running in, also if the range is long then it is hard to keep a constant emp lock on the target and vehicles can be hit by a close emp grenade but still able to move a little and as in the case of the PAC tank if it is on a hill it will roll down the hill. If a flag is defended properly with motions armor that moves up will die fast or not be able to move. So usually most engagements are done at mid to log range for infantry VS armor, at that kind of range it is usually very hard to maintain lock.



Personally I don’t think I have seen more than 10-20 emp locks ever work that killed the armor that would not have died otherwise. Not saying it does not happen 50 times a round just that I never see it ... ever.

Usually emp lock with a positive out come only happens when armor is in an area that is controlled by the enemy from having a lot more infantry. Usually I will get tagged with an emp and call it out to my squad who then make it their priority to kill the person doing it. I am often hit by a Pilum or 2 while emped but if I were not emped in many of those cases I would of been hit anyways because there’s only so many directions you can watch.

I compare that to say a sentry gun I recently started using them a fair amount, I have died a bit over 300 times to them and killed (in a couple months of play) around 170 people, had I been using it from the start I think that would be a few times higher than it is now. I think 300 kills versus a very slim chance to kill armor is a no brainer for me.

Mabey its me, I may just suck totaly with EMP gernades and not notices others EMP lock.
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Old 05-21-2008, 03:57 PM   #78 (permalink)
 
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Re: Support Kit Guide

You know EMP grenades don't just work on vehicles.
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Old 05-21-2008, 04:05 PM   #79 (permalink)
 
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Re: Support Kit Guide

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Originally Posted by Thesleeper01 View Post
Usually armor has defenders that will cap a recon running in, also if the range is long then it is hard to keep a constant emp lock on the target and vehicles can be hit by a close emp grenade but still able to move a little and as in the case of the PAC tank if it is on a hill it will roll down the hill. If a flag is defended properly with motions armor that moves up will die fast or not be able to move. So usually most engagements are done at mid to log range for infantry VS armor, at that kind of range it is usually very hard to maintain lock.



Personally I don’t think I have seen more than 10-20 emp locks ever work that killed the armor that would not have died otherwise. Not saying it does not happen 50 times a round just that I never see it ... ever.

Usually emp lock with a positive out come only happens when armor is in an area that is controlled by the enemy from having a lot more infantry. Usually I will get tagged with an emp and call it out to my squad who then make it their priority to kill the person doing it. I am often hit by a Pilum or 2 while emped but if I were not emped in many of those cases I would of been hit anyways because there’s only so many directions you can watch.

I compare that to say a sentry gun I recently started using them a fair amount, I have died a bit over 300 times to them and killed (in a couple months of play) around 170 people, had I been using it from the start I think that would be a few times higher than it is now. I think 300 kills versus a very slim chance to kill armor is a no brainer for me.

Mabey its me, I may just suck totaly with EMP gernades and not notices others EMP lock.
Well, I totally agree about not seeing many Emp Locks around lately. Most of the reason is there is only like 25% Support per team and how many of those are actual TG players, who aren't just lonewolfing and such. I would suggest reading Lyra's Emp Grenade guide (Link in my first post), but generally it is very simple, fast, and unless there are a lot of infantry around, you will be safe.

-Drop a Supply Box behind cover
-2 Lob Emp Grenades over the cover at the vehicle (large spalsh damage)

But, the difficult thing about it is that usually the Support needs to disengage the enemy, which is a hard thing to do for a lot of players, be aware of the vehicle, and also they need to think really quick about cover, location, and distance etc.
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Old 05-21-2008, 04:42 PM   #80 (permalink)
 
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Re: Support Kit Guide

Thanks Bomber, one more Question though lol just thought of it, how many Ammo Packs do you get in the kit(the support) or is it unlimited or anything?

EDIT: Thanks Bomber again for the Info below, I didn't feel like wasting another slot by saying thanks.
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Old 05-21-2008, 04:55 PM   #81 (permalink)
 
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Re: Support Kit Guide

sleeper, I am talking about mainly infantry maps, camp gibraltar and the one with church, southtown, and roadblock where the walker generally pushes too far, if some1 emp'd it ne sniper with rdx could suicide themselves by smashing left-click taking out the walker and it is almost instantaneous so infantry would have a hard time bringing them down. The only reason you see snipers taken down time after time trying to rdx a walker is because it usually moves back(unless the sniper is trying to lone wolf the walker)
I believe the lack of emp locks contributes to the lack of bringing emp grenades/trying to lock it because I agree, I have not seen emp locks used that much but then again I have not emps even thrown that much.
Freeboter puts in a good point, if someone hits a squad with an emp, shooting is much more difficult with your crosshair spazzing.
Azura what do you mean by disengage the enemy?
Mirage I dont know what the timing is but you do have unlimited. After you throw one down, there is kinda a "respawn" time for the box, its pretty quick tho, id say at most 10 secs at least right after you throw it.
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Old 05-21-2008, 05:51 PM   #82 (permalink)
 
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Re: Support Kit Guide

Equally annoying is having to EMP-lock a walker forever because nobody is working on the follow-up. Granted, that doesn't happen much in TG servers, but I've had it happen to me before and it's really annoying.

I don't find the sentry to be particularly useful at all. A well-placed sentry will get at most 2 or 3 kills until it is destroyed, and takes about 2 seconds to actually start damaging the enemy. Not only is EMP an effective anti-armor weapon, it can significantly decrease an infantryman's combat effectiveness, even after a revive. It also makes a decent spotting tool, able to hit enemies behind obstacles, for a follow-up frag.
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Old 05-21-2008, 07:28 PM   #83 (permalink)
 
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Re: Support Kit Guide

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Equally annoying is having to EMP-lock a walker forever because nobody is working on the follow-up. Granted, that doesn't happen much in TG servers, but I've had it happen to me before and it's really annoying.
I have to agree with this one. After throwing the 9th or 10th emp grenade I wish I had global voip to say "Will someone please come kill this walker over here!"

On maps like Camp Gibralter I've started using them almost like a smoke grenades. Throw a few at heavy defensive positions around toll and it makes breaking thru a bit easier. It's hard to shoot straight when your vision is all fuzzy.
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Old 05-21-2008, 11:37 PM   #84 (permalink)
 
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Re: Support Kit Guide

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Equally annoying is having to EMP-lock a walker forever because nobody is working on the follow-up. Granted, that doesn't happen much in TG servers, but I've had it happen to me before and it's really annoying.
This isn't uncommon if you're on a map like Belgrade and their armor comes to engage your infantry-heavy squad. You likely don't have an engineer and Belgrade's railguns are very avoidable. If, as it should have, the armor came with infantry support, your squad is likely working very hard at keeping you alive, so they can't exactly go stand under it and fire at the vents. If you're going to EMP armor, you should be under cover from the walker and potential infantry support. This means staying away from rocketable areas too.
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Old 05-22-2008, 02:50 AM   #85 (permalink)
 
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Re: Support Kit Guide

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sleeper, I am talking about mainly infantry maps, camp gibraltar and the one with church, southtown, and roadblock where the walker generally pushes too far, if some1 emp'd it ne sniper with rdx could suicide themselves by smashing left-click taking out the walker and it is almost instantaneous so infantry would have a hard time bringing them down.
That is mostly true but more than likely a walker that pushes in should die to the motion mines that can be set up ahead of time when your not getting shot at. Baring that if you don't have a support with emp what would happen to the walker normaly? Usualy the 3-4 eng's that are around and or the rail guns would take it out in short order.

Versus a good pilot an emp is a god send if you can get it on them though it is usualy harder to do. For the most part you have that 25% wandering around with an unlock that is usualy not as good as some of the other ones most times. If 25% of the population of a server can not lock a walker down then how much is needed? With that many engineers walker steps just into sight then walker explodes few seconds later. Or think of the amount of carnage that that many sentry guns would cause.
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Old 05-22-2008, 10:49 AM   #86 (permalink)
 
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Re: Support Kit Guide

True that, however, I just like and want emp grenades for my squad because they are an extra precaution in case the team you are on is lacking in engie's. Pretty much it comes down to safety versus a few kills (sentry).
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Old 05-22-2008, 08:15 PM   #87 (permalink)
 
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Re: Support Kit Guide

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True that, however, I just like and want emp grenades for my squad because they are an extra precaution in case the team you are on is lacking in engie's. Pretty much it comes down to safety versus a few kills (sentry).
That is a great reason to have them. All I am saying is that the EMP gernade *MAY* not be as good as some are thinking. It is something I have been watching now for a few months.
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Old 05-24-2008, 03:32 AM   #88 (permalink)
 
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Re: Support Kit Guide

Most of the time when I EMP lock, all I do is delay the vehicle and then some nubin knifes me in the ass, and the vehicle just goes on its merry way.

I suppose I DELAYED it but that's a hollow victory, at best.

Probably over half the time, my EMP locking a vehicle has zero positive outcome on the situation. Either I lock it and I'm killed by some random joker, or I just sit there throwing grenades for five minutes and THEN a random joker kills me.

EMP grenades vs. infantry can be brutally effective (number one reason to use the Ganz: IRON SIGHT - EMP doesn't hurt your aim at all), but it takes quite a while to pull an EMP grenade out, throw it, and switch back to your primary weapon. Also it's really easy to misthrow them.
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Old 05-24-2008, 11:35 AM   #89 (permalink)
 
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Re: Support Kit Guide

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Most of the time when I EMP lock, all I do is delay the vehicle and then some nubin knifes me in the ass, and the vehicle just goes on its merry way.
That is what usualy happens to me or the nades land close but because I was behind cover they only hit it once because the tank or walker is moveing fast and is out of range before I can adjust my aim.

What may work is haveing a combo support and eng on toll defending, one toss of an emp nade and the FAV slows enough for the mines to get them, supply, IDS & IPS all together lets you defend well. Throw in an assult and you would have a good defense team.
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Old 05-28-2008, 02:47 AM   #90 (permalink)
 
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Re: Support Kit Guide

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Support player moves quickly and basically cleans up the area. Like a dog and very hungry, they will mow down the enemies
yep. the support weapons have the best "kill potential" before reloading. a machine gunner can probably nail 3 guys before even overheating. when he does, the assault can probably come back in and cover him\her while their gun cools down.

and i agree with you completly on the emp grenade, it can be used on any type of enemy, and its very annoying to infantry. the only think an emp'd soldier can do is basically throw grenades.
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