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Discussion: Battlefield 2142 / Battlefield 2142 - Tactics and Missions Discussion - Six-man APC squads? - I've been wondering? Why are most of the APC squads that I see locked at
  1. #1

    Deterhek's Avatar

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    Six-man APC squads?

    I've been wondering? Why are most of the APC squads that I see locked at two people? I think it would be more effective with a six-man squad.
    Many people only think of the APC as a mobile gun platform here at TG. The only people who are absolutely NEEDED in an APC squad are the driver and bringer of arcing death, I understand that. I also see that if/when the APC is destroyed then there are only two tickets lost. However, many people forget that the APC was not designed as a mobile death-dealing station. That is what tanks and battlewalkers are for. The APC however, was meant as a means to transport large amounts of soldiers in a safe and effective manner.
    Here is my idea for an ideal six-man APC squad:

    Driver: Engy (Motion Mines/ EMP Mines)
    Mortar-Gunner: Engy (PDS/ Motion Mine Bait)
    Passenger 1: SL, Assault Medic (Defib/Rockets), Accipiter OR Otus
    Passenger 2: Support (IDS/ EMP Nades)
    Passenger 3: Assault Medic (Defib/rockets)
    Passenger 4: Assault Medic (Defib/Smoke Nade)
    Ideally this is what would happen:

    The Mortar-Gunner and Driver would be the full time APC crew:
    -Repairing the APC
    -Mining roads to hamper enemy armor
    -Popping out of APC to attack enemy armor with Pilum/default guns
    -Driver may have SAAW to counter air attacks or another anti-armor weapon.
    -Putting PDS on APC to detect enemy armor

    The 4 passengers would be the flag capping, building-storming team:

    -Support puts IDS on APC to detect enemy infantry nearby
    -Support has EMP nades equipped when entering the APC, so if needed he can pop out and EMP any enemy armor attacking if driver misses EMP launcher shot.
    -One SM has Smoke nades so he can pop out and block view of enemy infantry/armor.
    -SM doesn't come out of APC until absolutely needed.
    -SL has accipiter so if anyone spots enemy infantry the drone automatically attack without anyone needing to get out.
    -SL has Otus to spot enemy armor/infantry nearby (combined with IDS and PDS this would show generally everything nearby.

    Give me feedback. Is this a good idea?

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  3. #2


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    Re: Six-man APC squads?

    I think the Infantry squad would quickly be separated from the APC on most maps. On infantry maps, the squad would probably be better served with two extra combatants while the APC would continue to give support but from a 2man squad. On armor maps, you'd probably be better served by bringing more armor along.

    Nothing is stopping (and I know this does happen upon occasion) of a squad leader hopping along in a APC and then using it to deploy to a flag for a squad bomb. I've seen sniper squads also hop into f3 to use the pods to get to higher grounds.

    I think what would be more tactically advantageous is if the APC squad and the other squad leaders used the APC's deliverance capacity to put squads into the best spots more often. A buggy is often times what's used for that but pods can go over things that buggies might not always be able to.

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    FLIPmode's Avatar

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    Re: Six-man APC squads?

    2 people, one very rare occasions 3, are more than enough to run what is considered to be an APC squad. 1 is a support with IDS and EMP grenades and other is is engineer with PDS and motion mine bait. The third could be an additional engineer but that's it.

    Everything else is wasted manpower. The smoke grenade's smoke spread is very small and dissipates very fast. The assault medics are better integraded into dedicated infantry squads with the APC supporting them from medium/far distance.

    The APC mortars and driver MG are more than enough to deal with infantry and if tank/walker shows up it is best to haul butt out and let the engineers in infantry squads or commander orbital/emp strike combo deal with the armor while the APC emps from afar to neutralize the armor from destroying the apc/killing the engineers who would be trying to kill the tank/walker.

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    Re: Six-man APC squads?

    The problem with the APC as a personnel carrier in BF2142 is the pace of 2142 as well as the fact there's no need for personnel carrier w/beacons and spawning on SL. Compare that to PR where dedicated heli and APC squads work exceptionally well. The pace of PR allows for the request for and actual need of transport. BF2142's APC is more an IFV.

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    Re: Six-man APC squads?

    Quote Originally Posted by Greyed View Post
    BF2142's APC is more an IFV.
    IFV's still provide transport. Only difference between an IFV is that the IFV stays to provide direct fire support because it's capable of. Unlike the APCs, which are basically Battle Taxis.



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    Re: Six-man APC squads?

    Right. BF2142's APC often stays to provide fire support. It can provide transport as well, but really the primary role within the pace of 2142 is infantry fire support more than infantry transport. Not a perfect analogue for an IFV but if people stop thinking of it as an "Armored Personnel Carrier" and more as an "Infantry Fighting Vehicle" the focus on what the vehicle does (as opposed to what it is also capable of doing) becomes clearer.

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    Re: Six-man APC squads?

    Thanks for clearing the idea. The only problem I find with the APC being only two-man but moving a squad around is that there would only be 4 spots left. Two SMs would be left behind.
    Also, on armor maps what is the use of the APC? Generally there is enough "true" armor to go around and attack other infantry/armor, and the APC really only is dangerous to infantry, so isn't it more useful as a transport medium? Besides, on armor maps usually a good chunk of the enemy force is engineer, so an APC is just wasting its time and exposing its crew to greater danger. The only real way I see it being use well is by transporting infantry and doing fast squad bombs to flags nearby, trying to stay away from the main action. Otherwise armor would just tear it up.
    Although, some flags are only cap-able by infatry, so APCs could be used to just camp/defend a flag from enemy infantry.

    Playing BF2142 as:

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    -{SXGr}- x^DeTeR

    I'm always open for tips, tutorials and training in the gunship while online, just ask :)


    Currently taking a break from MW2, but when I play its as:

    eXileD// DeTeR


    Even if you don't consider that I only have 7 days played in the gunship I'm one of the best pilots in the game

    I will always accept a 1v1, friendly or not


    MW2 Objective Player + BF2142 Gunship Pro

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  15. #8

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    Re: Six-man APC squads?

    Okay, APC on armour maps is an invaluable piece of armour, and, for me, works best as either solo or double in it. As you say, it is very effective as anti infantry (which there are many to be found even on more armour intensive maps) but the APC is also extremely effective as anti armour.

    First, it is quick and agile and will out manouevre walkers and tanks. It is more sturdy than a tank and will always require at least 2 shots (tank, pilum etc) to take out, so you have good chance to get away even if you take damage and also manage to avoid bits of the map which glue themselves to you.

    For me, the biggest plus about this vehicle is it ability EMP enemy armour and gunships. If you run solo APC, you can approach a tank, maybe take a shot or two, EMP it, drive behind it, jump out, and Pilum it from behind for instant death, jump back in APC and if driver bails, well, eat rain of death. This is very effective tactic and with two people in APC you can sync your shots to kill armour from distance, both tanks and APCs. Walkers often take a bit more work but with your faster vehicle and EMP you can take these out too.

    The APC provides excellent suppressive fire on armour maps, and many flags do not give defending players much armour (think of dry lake on 64 player suez). The other 4-5 guys defending that are going to be on the ground. The APC can make very light work of these whilst squaring up to the tank so it can only get front shots and bombing the infantry with ease. When they spawn in and go for you again, you can rinse and repeat.

    Another point, if you EMP an enemy piece of armour and they use their shield after your EMP has hit them, the shield will NOT work and your shots will go through it. You can use this tactic to help your other pieces of armour take it out with ease as it is undefended and cannot move.

    For me, the APC is in no way a 6-man transport vehicle. If you are moving from one place to another, you want your SL in a buggy or catching a lift on his own, with the squad ready to squadbomb on him at the opportune moment. Of course, you can use the APC as a transport, particularly when you have just grabbed a flag and want to move elsewhere, but I don't really think there is an argument to see this thing as solely for 6man transportation.

    If there is only one APC available, you want a dedicated squad that uses it as a killing machine, not transportation. For me, it should be run with either one, two or at the very very most, three people inside it. If a squad needs to get somewhere with it (such as using the pods on Belgrade), you only need the SL to be in at and when he gets away from it, then the squad spawns in. Generally, like the 6 man rofl, it is too many tickets to lose when the armour dies if it's full.
    |TG-SC|Flik.


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  17. #9

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    Re: Six-man APC squads?

    Flik explained it in great detail. Just a quick addendum, if you want to see how the personification of what Flik is talking about, play a round with the rks on Verdun or Shuhia, snag the BR and observe them. They often run a 2-man APC on those maps and will take down all comers.

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    Re: Six-man APC squads?

    I know Flik wrecks with the APC... my only problem with it is that it doesn't have a huge gun on the front of it... It's true I like the tank better, but as Flik said, there is no better tool for infantry destruction than the APC. In fact, on armor maps the number of revives is usually much lower than on predominantly infantry maps... there's a fair chance your kills aren't going to be revived. And when you can tear away ticket chunks 2-5 at a time with a single volley, that's one heck of a fighting machine. I remember Flik, Mixa and I were in a squad together and Flik was solo APC-ing while Mixa and I were ROFLing in the air above, and our ROFL ended the round with 15 less kills than Flik in his APC, even though all three of us had been really sticking it to the enemy, with the ROFL keeping a flag totally clear the whole round.



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    Re: Six-man APC squads?

    Yes, the one thing I like about APC's is that the second gunner brings instant death, not critically wounded like some other vehicles.
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    Re: Six-man APC squads?

    Coordination between Infantry and APC squads on TeamSpeak would be more effective, IMHO.
    He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.

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    Deterhek's Avatar

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    Re: Six-man APC squads?

    Yes, that would be a must I think.
    I have another idea: say there is an APC squad on Suez 64p, and there is a 4-man locked Gunship squad. If PAC managed to cap Inner and Refugee, both of the EU's gunships wouldn't be able to spawn, hence the gunship squad would become useless. If the APC squad ferried around the Gunship squad doing odd jobs (i.e. defending an area that isn't as critical, and isn't being defended at the moment, or sneaking around the edge of the map to cap a PAC back-flag) wouldn't a six-,man APC squad be more useful, even if it were just for a limited time? The Gunship squad on its own would be chewed up by the enemy armor on the map, so the protection of the APC would be a good thing right?

    Playing BF2142 as:

    -{SXGr}- J0KerRr

    -{SXGr}- x^DeTeR

    I'm always open for tips, tutorials and training in the gunship while online, just ask :)


    Currently taking a break from MW2, but when I play its as:

    eXileD// DeTeR


    Even if you don't consider that I only have 7 days played in the gunship I'm one of the best pilots in the game

    I will always accept a 1v1, friendly or not


    MW2 Objective Player + BF2142 Gunship Pro

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  27. #14

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    Re: Six-man APC squads?

    Six people in an APC at once makes ArmoredBear's mouth drool.
    He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.

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    Re: Six-man APC squads?

    we usually run 2-3 man apc squad because it cuts down on the time it takes to get back in and rolling if you only got 2-3 peeps in it and the fact that some peeps are asses who like to steal your vehicle out from under you if you get out to repair which happens more often than you might think and we can take on pretty much anything 1 at a time tanks are easy walkers take a lil more planning like laying mines and coaxing it in to them or hitting it with emp jumping out and firing the pilum's getting back in getting to cover re-load and do it again and as far as infantry suppression well .....we all know that story

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