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05-15-2008, 03:30 PM #1
SAAW tips
The SAAW is fairly underrated from what I have seen. Most squads would rather have an engineer carry a Pilum. I think that ha ing a SAAW can be very useful under the right circumstances. Would anyone like to offer up some tips so that more people can use SAAWs effectively?
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05-15-2008, 03:45 PM #2
Re: SAAW tips
We have a wiki page on how to use the SAAW effectively. I just can't for the life of me remember the link. Gloop put it together with my input. I'm sure that when he sees this thread he'll provide the link.
EDIT: Found it.
http://www.tacticalgamer.com/wiki/in...tchell_SAAW_86










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05-15-2008, 03:56 PM #3
Re: SAAW tips
The SAAW is a good weapon to bring in certain situations, I agree.
Some instances that it would be useful in are:- If you were involved in a squad utilizing the Transport to move everyone where they need to be and you want an active deterrent to hunting Gunships
- On defense at a flag/silo/titan that you want to deny Gunships or Transports ready access to
As far as tips are concerned, you want to try to take the enemy pilots by surprise so that they don't have a lot of time to react to their audio warnings inside the cockpit. Ultimately the closer the ship is to you when you lock and fire, the better.
Try to take your shots when the aerial vehicles are flying directly toward you or away from you. The AAMs fired from a SAAW fly the most direct path on the way to their target maneuvering accordingly. It is possible for an airship to out-maneuver a missile due to the weapon's lower speed and average maneuverability. (A gunship being more agile and a transport being a pig wallowing in mud) This ties directly into locking and firing on a vehicle closer to you as it affords the pilot less time to attempt evasive maneuvers.
Generally speaking, you won't be blasting Gunships or Transports to Narnia at a 100% success rate with the SAAW. It's better used as a ward against those evil flying interlopers that wish bodily harm on your person and members of your squad. Use it as such and the weapon has served its purpose. A flaming pile of wreckage falling from the sky is just gravy on the proverbial poutine.
Donate Blood. Ask for a gun and a bucket.




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05-15-2008, 03:57 PM #4
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05-19-2008, 04:26 PM #5
Re: SAAW tips
people in the 3rd told me on friday may 17 that SAAW was the best anti infantry weapon
lol
GO MANCHESTER UNITED ALL THE WAY!
HAIL CRISTIANO RONALDO
in game name= TG Shifty.P
2nd in the US with bianchi lmg for most kills
7th in the world with Bianchi LMG for most kills
K/D of 31/1 with bianchi
LYra=stop aimbotting shifty
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05-19-2008, 04:33 PM #6
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05-19-2008, 04:34 PM #7
Re: SAAW tips
The SAAW also makes short work of FAVs.











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05-19-2008, 04:53 PM #8
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05-20-2008, 06:55 PM #9
Re: SAAW tips
I thought that SAWS flew in a funny hit the ground arc (unless you aim high) if it was not locked on to air craft.
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05-20-2008, 07:09 PM #10
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05-21-2008, 05:30 PM #11
Re: SAAW tips
The SAAW does very little damage to things that aren't equipped with jet engines. I wouldn't use it against a Tank unless someone else is already shooting at it (or will soon).
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05-28-2008, 02:39 AM #12
- Join Date
- Dec 2007
- Posts
- 31
Re: SAAW tips
SAAW owns infantry. its the fastest non-bullet projectile and kills an FAV in 2 hits. it does roughly 12% damage per bullet to tanks, apcs, walkers. the saaw also has a tiny bit of splash damage.
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06-03-2008, 05:07 PM #13
- Join Date
- May 2008
- Posts
- 35
Re: SAAW tips
the "defending cow"
take the cow (the transport in titan mode)
put 3 guys in it
1 pilot = supply-boy
2 SAAW = share same side of the cow, either positions 5 and 7 either 4 and 6
have the cow positioned on tops of your vehicles, at a medium-high altitude
unsuspecting gunships will soon appear,
wait 3-4 seconds with one of the SAAW's locked
(they will prolly engage shields)
after the 3-4 seconds have the SAAWs fired
the way we do it is define a "first SAAW" and a second one, as soon as the first shoots the first missile, the second does too
the missiles follow the gunship for about 12 seconds, only very experienced flighers can avoid 1+2+1 missiles for 12+ seconds, WHICH means that those 2 guys in the gunship wasted at least 20 seconds time in which they could have killed 3-7 of your mates
then u can swap the saaw-boys on the 2 and 3, and do some ground damage, or swap them back to the fire positions to do some repairs.
this tactic is excellent, even if you cut 3 fighters from the budget, you gain several advantages
- get fear in the enemy lines (both gunship-ers and infantry)
- clean the skies for a very long while
- provide a spawn point for the rest of the crew
- stop or slow down tickets bleedings (if the case)
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