Go Back   Tactical Gamer > Tactical > Battlefield 2142 > Battlefield 2142 - Tactics and Missions Discussion


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

Reply
 
Thread Tools
Old 11-15-2006, 03:32 PM   #16 (permalink)
 
LuckyStrike's Avatar
 
Join Date: Sep 2006
Location: Richland, WA
Age: 40
Posts: 888
Re: Battle Walker guide

Quote:
Originally Posted by LuckyStrike View Post
Not sure. I'll have to try that tonight.
tapping w doesn't work for the walker.
LuckyStrike is offline   Reply With Quote
Old 11-15-2006, 04:21 PM   #17 (permalink)
 
BHack's Avatar
 
Join Date: Aug 2005
Location: Orlando, FL
Age: 26
Posts: 1,636
Re: Battle Walker guide

Are we sure the missles are actually "homing" and not just flying crazy style?
__________________
BHack is offline   Reply With Quote
Sponsored links
Old 11-16-2006, 10:22 AM   #18 (permalink)
 
LuckyStrike's Avatar
 
Join Date: Sep 2006
Location: Richland, WA
Age: 40
Posts: 888
Re: Battle Walker guide

Quote:
Originally Posted by BHack View Post
Are we sure the missles are actually "homing" and not just flying crazy style?
somewhat homing. At distance there really is no reason to shoot missiles at anything. I use the countermeasures to buy time to close in on the target. That's when I'm not panicked and mashing all my buttons
LuckyStrike is offline   Reply With Quote
Old 01-05-2007, 03:52 PM   #19 (permalink)
 
Improviz's Avatar
 
Join Date: Jan 2007
Location: San Francisco
Posts: 11
Re: Battle Walker guide

I've wonderd about killing a walker, seems like even when I'm moving around and hitting different locations, from a tank I have put, literally, 7 on-target rounds into a walker and still not killed it (i.e., he killed me). Also, I have had a full-health tank taken down with 1 shot from another tank, does this sound right? Seemed a little fishy at the time, there was no engy around adding to the fun as far as I know...
Improviz is offline   Reply With Quote
Old 01-05-2007, 04:00 PM   #20 (permalink)
 
Revark's Avatar
 
Join Date: Nov 2006
Age: 32
Posts: 964
Re: Battle Walker guide

Quote:
Originally Posted by Improviz View Post
I've wonderd about killing a walker, seems like even when I'm moving around and hitting different locations, from a tank I have put, literally, 7 on-target rounds into a walker and still not killed it (i.e., he killed me). Also, I have had a full-health tank taken down with 1 shot from another tank, does this sound right? Seemed a little fishy at the time, there was no engy around adding to the fun as far as I know...
Walker is weak in the back, near the leg joint. And has 2 or 1 vent where its butthole would be. You can cause serious damage to a walker at those vents, even with a standard gun. Hard to get too though. Anyhow, back of the walker, near the leg joint.
__________________
Battlefield 2: Battlefield 2142: WoW: Oblivion: NWN2
Revark is offline   Reply With Quote
Old 01-05-2007, 04:19 PM   #21 (permalink)
 
Tarenth's Avatar
 
Join Date: May 2006
Location: California
Posts: 2,144
Re: Battle Walker guide

The walker has the strongest armor on the head regardless if you hit it in the back of the head or the front.

After the head the 2nd strongest armor would be the groin. That would be the box under the head on the front.

After the groin the butt has the next strongest armor. That would be the box under the head on the back.

After the butt the legs and feet are weaker. This would be the sides of the box under the head (counts as thighs) and the legs going down to the toes.

The weakest armor is found on the two vents under the butt and groin. In fact, normal bullets will damage the walker at a rate of 1hp per shot if you score a hit on the vent. Seriously doubt a pistol will cut it, but the best way to take down a walker without RDX (two plant will blow a walker) or AV weapons is to dance under the walker with the AR shotgun or Clark. Each shot at that range will do up to 15 damage to the walker (close range and if every scattershot hits the vent) and with the AR shotgun you can just finish off the walker with your magazine.
__________________
My sanity is not in question...
It was a confirmed casualty some time ago.



|TG|Tarenth Battlefield 2142
Mirra World of Warcraft

Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.



Tarenth is offline   Reply With Quote
Sponsored links
Old 01-05-2007, 04:36 PM   #22 (permalink)
 
Revark's Avatar
 
Join Date: Nov 2006
Age: 32
Posts: 964
Re: Battle Walker guide

Quote:
Originally Posted by Tarenth View Post
The walker has the strongest armor on the head regardless if you hit it in the back of the head or the front.

After the head the 2nd strongest armor would be the groin. That would be the box under the head on the front.

After the groin the butt has the next strongest armor. That would be the box under the head on the back.

After the butt the legs and feet are weaker. This would be the sides of the box under the head (counts as thighs) and the legs going down to the toes.

The weakest armor is found on the two vents under the butt and groin. In fact, normal bullets will damage the walker at a rate of 1hp per shot if you score a hit on the vent. Seriously doubt a pistol will cut it, but the best way to take down a walker without RDX (two plant will blow a walker) or AV weapons is to dance under the walker with the AR shotgun or Clark. Each shot at that range will do up to 15 damage to the walker (close range and if every scattershot hits the vent) and with the AR shotgun you can just finish off the walker with your magazine.

Thanks Tarenth, my write up was weak and not very well described.

Never tried it with the shotgun... good thinking. Cant wait to try it later on!
__________________
Battlefield 2: Battlefield 2142: WoW: Oblivion: NWN2
Revark is offline   Reply With Quote
Old 01-05-2007, 08:34 PM   #23 (permalink)
 
Join Date: Feb 2006
Location: Riverside, CA
Age: 24
Posts: 429
Re: Battle Walker guide

Adding onto what Jep said earlier about slowing down missile fire to achieve a higher average ROF, it's OK to overheat the launcher if the target is about to die, so when I get into a close, no-cover brawl with tanks or walkers, I keep the rate of fire somewhat slow at the start until HP falls to "death by burst fire" range. It sounds fine on paper, but usually there's someone messing with this plan, like other armor or engineers, or an angry CO D:
Fehmart is offline   Reply With Quote
Old 01-07-2007, 10:47 PM   #24 (permalink)
 
Tarenth's Avatar
 
Join Date: May 2006
Location: California
Posts: 2,144
Re: Battle Walker guide

Okay, either something changed or the information I got off the other walker guide was wrong. I tested taking down a walker with small arms and its very very hard.

First off with the PAC LMG each shot does roughly 1/2 damage. Since you can shoot aproximately 50 bullets before over heating you can take down the walker around 25hp each salvo. With my first salvo and jumping back in to check hp the walker had 73 hp left. That means it takes nearly the full clip of the PAC LMG or 4 concentrated bursts from cool to overheat. It may be possible that the EU LMG would do more damage since it does more damage per shot then the PAC, but I never tried it. Same goes for the Ganz HMG.

This, of course, leads me to the assumption that the walker will reduce the damage done by small arms due to the affects of armor on the vent by a factor greater then what I posted. Nutbunnies for old information. -.-

In fact, using the Herzog and the Krylov each blast from the Herzog AR shotgun did 3.33hp of damage only at close range with the smallest spread and the full clip of the AR did between 15-20 hp of damage. This means emptying all three Shotgun rounds nets you 10hp of damage for a combined 25-30hp of damage. Damage will probably decrease for the shotgun on a mounted walker since it tends to stand higher then a dismounted one due to spread. I don't have the Clark unlocked, but if we assume that a clip of 15 rounds on the clark will do the same damage as the Herzog per round then you can do 50 hp of damage if you empty the magazine into the vents.

Rockets are, of course, useless since standing under the vent doesn't lend well to the 20 yard minimum range.

Pistols are also useless, even if the EU pistol does more damage per shot then the AR.


Small arms are definately the tactic only a desperate squad would use on a lone noninfantry supported walker. However, having someone put holes in your vent will scare the crap out of any walker pilot and, usually, cause them to panic. So while not effective to take it down, its a definate scare tactic and distraction.
__________________
My sanity is not in question...
It was a confirmed casualty some time ago.



|TG|Tarenth Battlefield 2142
Mirra World of Warcraft

Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.



Tarenth is offline   Reply With Quote
Old 01-08-2007, 03:40 PM   #25 (permalink)
 
Join Date: Nov 2006
Posts: 112
Re: Battle Walker guide

Just a quick tip in tank vs. walker scenario --> If walker, DO run around the tank while firing to force the pilot to constantly adjust his aim, DO NOT run in simple circles, but instead walk in ellipses. Why? two-fold.. one is that it is more difficult to hit the walker when he is runs directly past you then while you are rotating he is getting distance in order to round the next apex once you rotate around for the next shot, you miss because he is again zipping by you while shooting u to death. Two, it is tactically sound to hit the back end of the tank with your rockets to do greatest damage and once you run by and turn for the shot at the back, the tank is yours; and it is easier for the tank to rotate and always show you his front hull when you walk constantly around a circle (easier for him to aim for your weak spot too).
IF walker, then at a distance (at beginning of encounter) do not shield right away. Why? two-fold.. the shields will be needed at a more dire point in the encounter once up closer when the projectile will do more damage. Two, if you are zig-zagging your path as you sprint/rush the tank, you should not be getting hit (also, DO shot the guns at the tank while you rush, not to damage it although it does do 1 point per hit, but to give the tank pilot more chaos to deal with while trying to come up with a way to survive, it's intimidating - plus it somewhat obfuscates his view of your path).
IF Tank, then immediately begin backing up! until the walker has fired it's four missles then stop take aim and fire, then repeat process - Distance is your friend! Only shield once walker is up close and is ready to fire 4 rockets.
IF Tank, then FIRE AT THE LEGS! firing at the torso only does max 20 points damage. Legs are more like 30-40 damage points. If you hit the very bottom of the underbelly of the crotch, then it's 50!
IF Tank, immediately make a determination as to whether you can win or you are going to lose and use the encounter duration to find a nearby escape path or ground cannon.. if near one abandon the tank once the tank is down to 25-40 hit points and fire the cannon once or twice, then GET OUT! and hide, wait until the walker cannot find you and starts walking away and then fire those last few shots with the ground cannon to take him out.
Elite_Master is offline   Reply With Quote
Sponsored links
Old 01-10-2007, 08:26 PM   #26 (permalink)
 
Join Date: Nov 2006
Location: Virginia, USA
Age: 19
Posts: 463
Re: Battle Walker guide

Nice tactic Elite_Master. On the subject of shooting the guns to add more chaos, what would happen if you shot the location on the vehicle where the pilot's POV is? I've ID'ed the sensor clusters for both the PAC and EU tanks, the EU walker which is easy, but the PAC walker's viewport or sensors are elusive. I know from the 1st person POV that that inviting little bump on the bottom of the turret isn't it, despite appearances, but it would seem that it's under the guns, in that black hole of sorts. I haven't tried, but I wonder if hitting those locations would cause:
a) More damage
b) hampering of the driver's view

Anyone know?
IMI-50AE is offline   Reply With Quote
Old 01-12-2007, 01:56 PM   #27 (permalink)
 
Join Date: Nov 2006
Posts: 112
Re: Battle Walker guide

Quote:
Originally Posted by IMI-50AE View Post
Nice tactic Elite_Master. On the subject of shooting the guns to add more chaos, what would happen if you shot the location on the vehicle where the pilot's POV is? I've ID'ed the sensor clusters for both the PAC and EU tanks, the EU walker which is easy, but the PAC walker's viewport or sensors are elusive. I know from the 1st person POV that that inviting little bump on the bottom of the turret isn't it, despite appearances, but it would seem that it's under the guns, in that black hole of sorts. I haven't tried, but I wonder if hitting those locations would cause:
a) More damage
b) hampering of the driver's view

Anyone know?

Very interesting ... You may be on to something with part 'a' in terms of doing more damage by hitting the POV directly, BUT I would think only in so far as attempting to kill the pilot. I do not think that the armor damage values would be so resolute - however I have killed the pilot before (using RDX placed on the under-belly/crotch of the walker) and the walker only had sustained light/moderate damage, so it is possible that there may be points in vehicles where you can get to the soldier's heath and not have to deal with the armor values; but I would think that these hypothetical soft spots would be impossibly difficult to target during a real encounter.
As for hampering the drivers view- this is surely real. I think in the PAC walker it is as you say, the POV is directly under the main gun and above the under-belly/crotch section... so firing at this spot or at the armor directly in front of it should cause enough sparks to make it slightly difficult for the guy to see exactly what is going on.. although I must say this is not so much of a tactic btw two main armored vehicles battling each other, BUT mainly using it to blind the enemy armor from seeing your secondary turret guy jumping out and running at him with RDX/pilum..etc. In one match I remember being on one of the snow maps and I had killed the walker but there were still two tanks and I knew I only had health enought to take out one of them, then my turret dude saved the day by jumping out while I was killing the first tank and he started to run at the other tank so I whipped around and started firing at the snow right in front of the tank and it creates a whole wall of white so my dude was unseen while he placed the RDX and boom we won.. otherwise I think the tank turret dude would have taken him out, then killed me. So you can sometimes use the snow/dirt/environment to obfuscate the enemy view as well.
Elite_Master is offline   Reply With Quote
Old 01-12-2007, 03:44 PM   #28 (permalink)
 
BleedingKnee's Avatar
 
Join Date: Jan 2007
Location: Arlington, VA
Age: 35
Posts: 625
Re: Battle Walker guide

Question about the secondary seat in the walker: is the anti-infantry gun very hard to use or is it just me? If the walker is moving I find it very difficult to get a kill with that gun, even with a clear view of the enemy. Plus, the thing overheats in a heartbeat.
Compared to the APC, tank, and AFV anti-infantry guns, the walker's secondary anti-infantry gun seems an inferior weapon. What do you guys think?
__________________
"even the very wise can not see all ends" - Gandalf


BleedingKnee is offline   Reply With Quote
Old 01-12-2007, 06:47 PM   #29 (permalink)
 
Snail88's Avatar
 
Join Date: Sep 2005
Location: Hamilton, NJ
Age: 26
Posts: 2,040
Re: Battle Walker guide

its meant more as an anti aircraft gun, hence the emp secondary fire. But it still helps if hes not moving.
__________________



Quote:
Originally Posted by Fehmart View Post
well, like I tell my squads sometimes, some rounds are just "grab your ankles".
Snail88 is offline   Reply With Quote
Old 01-12-2007, 10:10 PM   #30 (permalink)
 
Tarenth's Avatar
 
Join Date: May 2006
Location: California
Posts: 2,144
Re: Battle Walker guide

Snail is correct. The 2nd seat of the walker is actually an Anti-Air and not Anti-Infantry. The primary seat of the walker is anti-infantry/armor anyways. ^_^

The best situation is if you work with your driver and not independently. If the driver hears their AA gunner spot something then the best course of action is to stop moving and go into a crouch to give them a stable base of fire. Then the driver uses the primary guns/shields to clear land targets and provide a secure area for the AA gunner to take down air and high infantry targets. Gotta remember that as the head spins while the driver acquires a target the AA turret will also spin around.


Alternatively you can get lucky and fire off the EMP rockets at a low trajectory and hit close ranged armor, but don't count on it because they're just as likely to go on an upward vector without a lock as a downward.
__________________
My sanity is not in question...
It was a confirmed casualty some time ago.



|TG|Tarenth Battlefield 2142
Mirra World of Warcraft

Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.



Tarenth is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Comm/Siege Guide For Every Hive Xerond Natural Selection - Tactics and Mod Discussions 10 12-06-2006 09:32 PM
The Battle of Hastings... Magnum50 Pictures & Screenshots 1 11-17-2006 10:03 AM
WW2 Battle Tanks Q&A Magnum50 Simulation Games (Sim) 2 09-28-2006 09:06 PM
Adjusting your rates - An In-Depth Guide TheAdj` Natural Selection - General Discussion 7 05-22-2004 03:43 PM


All times are GMT -4. The time now is 01:33 PM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved