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

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Old 05-17-2007, 02:41 AM   #16 (permalink)
 
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Re: APM placement

Fehmart knwos I love the Defuser on Cerbere!
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Old 05-17-2007, 09:03 AM   #17 (permalink)
 
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Re: APM placement

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Fehmart knwos I love the Defuser on Cerbere!
Yeah, what the hell, you dirty man-whore?! I was wondering why my happy red skull icons were no longer sitting in the middle of the road, then I noticed that Lyra was happily defusing my presents. Some might say, "Well, why didn't you just detonate the remaining RDX?"

He was in my squad.
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Old 05-17-2007, 09:28 AM   #18 (permalink)
 
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Re: APM placement

ahhh that lyra... what a character
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Old 05-17-2007, 03:20 PM   #19 (permalink)
 
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Re: APM placement

I always bring the defuser 'just in case'...I can count the number of times I actually got to use it on one hand though.
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Old 05-17-2007, 08:06 PM   #20 (permalink)
 
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Re: APM placement

Quote:
Originally Posted by Fehmart View Post
"Well, why didn't you just detonate the remaining RDX?"

He was in my squad.

You should have just blown the RDX.

Note to everyone: This is an example of what can happen if you don't train your Lyra properly. Lyramions, when not disciplined correctly, can be prone to mischief and misbehaver.

Sincerely,

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Old 05-17-2007, 08:10 PM   #21 (permalink)
 
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Re: APM placement

I do the same thing Eroak.

Just to add on to some of the placements... If you have a particularly wide corrider that you need an APM down for cover and warning, plant it perpendicular to the wall. That means once placed, the APM should face the opposite wall, but be as close to the other wall as possible. It can be crouched by easily, but if that corridor becomes a chokepoint, players will stand at some point, and BAMM!
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Old 05-17-2007, 11:32 PM   #22 (permalink)
 
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Re: APM placement

Haha, I can't count the number of times I've used the defuser. I'm a walker pilot's best friend sometimes cause of that one little kit item. I don't even bother to take emp mines anymore unless I'm on camp gibs and need to stop the buggy ruuuush. It's a freakin godly little item.
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Old 05-18-2007, 09:05 AM   #23 (permalink)

 
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Re: APM placement

Wait till you get motion mine bait. Safer, faster, more efficient, and can make for some awesome team kills.
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Old 05-18-2007, 09:11 AM   #24 (permalink)
 
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Re: APM placement

Yeah the Motion Mine bait is the walker's best friend. If you are in a walker with a gunner, just tell him to hold out for a sec, you get out, chuck some bait really quickly and get in again. Works great - my default load out for engie is MM + MM bait
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Old 05-18-2007, 09:13 AM   #25 (permalink)



 
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Re: APM placement

I dont know if anyone knows. But you can use the motion mine bait, Chuck in right next to the emeny apc/walker/tank and cause it to TK them. Now I'm not sure if this was ment to be used this way like pod's and rooftops. But this is kinda funny to use thier own mines on them.
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Old 05-18-2007, 02:04 PM   #26 (permalink)

 
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Re: APM placement

Yeah, thats great fun! Though the chance of a TG member being dumb/unaware enough to see this should make it never happen, but who knows...
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Old 05-18-2007, 03:18 PM   #27 (permalink)
 
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Talking Re: APM placement

i like tucking them in the angles in the Titan Corridors made by the wall and the little outcrops. not putting them in the doorway in plain view will invite a bit less caution upon entering. i also like putting RDX on the ceiling and stuff where peeps dont look initially.
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Old 05-18-2007, 11:21 PM   #28 (permalink)
 
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Re: APM placement

I plant my APM a little differently. Sometimes I do the 'oh look! An APM' smack dab in the middle of the path so people see it and intentionally slow down. Blowing the APM manually with the Zeller or popping some heads is great for that little speed bump.

Otherwise I plant it behind cover but facing in the direction people will be running. In the screenshotted positions the APM will blow up as soon as someone gets around that corner. While this is good, it will also generally net you 1 kill and a squad member can pick them right back up again. Facing the APM so that its flush with the wall and pointed outwards in the direction they will be running will cause a delay as they pass the corner. They'll generally keep running (still not looking back to see the APM) and then eventually trigger the APM as they get into its lateral range. This delay will sometimes catch a 2nd or 3rd squad member following right after the first because they are right next to the APM when it blows. In case it doesn't go off because they are too far to the side, then the squad will ignore it thinking its a friendly mine and be in for a surprise when they try to duck back under cover.
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Old 05-19-2007, 12:03 AM   #29 (permalink)
 
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Re: APM Placement

What I hate is when you see a motion mine and THINK crouch but your fingers dont preform the action. You get the mine, go BOOM then starting swearing and kicking your computer.
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Old 05-19-2007, 02:21 AM   #30 (permalink)

 
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Re: APM placement

Quote:
Originally Posted by Tarenth View Post
I plant my APM a little differently. Sometimes I do the 'oh look! An APM' smack dab in the middle of the path so people see it and intentionally slow down. Blowing the APM manually with the Zeller or popping some heads is great for that little speed bump.

Otherwise I plant it behind cover but facing in the direction people will be running. In the screenshotted positions the APM will blow up as soon as someone gets around that corner. While this is good, it will also generally net you 1 kill and a squad member can pick them right back up again. Facing the APM so that its flush with the wall and pointed outwards in the direction they will be running will cause a delay as they pass the corner. They'll generally keep running (still not looking back to see the APM) and then eventually trigger the APM as they get into its lateral range. This delay will sometimes catch a 2nd or 3rd squad member following right after the first because they are right next to the APM when it blows. In case it doesn't go off because they are too far to the side, then the squad will ignore it thinking its a friendly mine and be in for a surprise when they try to duck back under cover.
They supposedly toned down the APM damage so as not to be able to net more than 2 kills easily, but I've seen 2 taken down and a third get hit pretty hard (just after warning over VoIP it was there and they start running towards me to catch up). This seems like a good idea, but I hope most squads don't bunch up this tightly regularly. I usually will use APMs in certain paths and if I get a kill, I know there's activity over there, so can give a shout to the SL or CO about people possibly making a run for back flags.
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