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		<title>Tactical Gamer - Battlefield 2142 - Tactics and Missions Discussion</title>
		<link>http://www.tacticalgamer.com/</link>
		<description>Discussion about Battlefield 2142 tactics, maps and missions.</description>
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			<title>Tactical Gamer - Battlefield 2142 - Tactics and Missions Discussion</title>
			<link>http://www.tacticalgamer.com/</link>
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			<title>The Knife: good or bad?</title>
			<link>http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150438-knife-good-bad.html</link>
			<pubDate>Wed, 04 Nov 2009 22:42:12 GMT</pubDate>
			<description><![CDATA[This is a question I pose to my fellow TGers.  Is the knife an effective and viable weapon to be used on our servers or is it frowned upon?   I've used the knife on occasion and have collected about 50% of my buddies dog tags.  A few days ago I spotted a sniper just laying out near our uncap firing...]]></description>
			<content:encoded><![CDATA[<div>This is a question I pose to my fellow TGers.  Is the knife an effective and viable weapon to be used on our servers or is it frowned upon?   I've used the knife on occasion and have collected about 50% of my buddies dog tags.  A few days ago I spotted a sniper just laying out near our uncap firing toward the next flag.   THought it was a noob so I took my time, snuk up behind him and knifed him.  That's when I found out it was one of my buds.  Seems he took a lot of offensive to the action and message me that he was very upset with me using the knife.  Claimed that was a poor and improper weapon to be using.  Hell, getting killed by a tank while being infantry is terrible way to die but nobody complains about it!  How about stomping to death an enemy soldier?  We do it to friendlies by accident by jumping off ledges so  I guess it could be done.<br />
<br />
What do you guys think?</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/">Battlefield 2142 - Tactics and Missions Discussion</category>
			<dc:creator>OldGunney</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150438-knife-good-bad.html</guid>
		</item>
		<item>
			<title>Relatively short guide for new SLs</title>
			<link>http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150310-relatively-short-guide-new-sls.html</link>
			<pubDate>Mon, 02 Nov 2009 18:38:20 GMT</pubDate>
			<description><![CDATA[For anyone who wants to step up to Squadlead, but are afraid because they don't want to hurt the team, I've outlined some stuff here. 
Applying these concepts, you can be a good squadleader (at least in my eyes) 
 
Please note that it is very fun being bossy. 
 
*Special SL controls* 
T-rose: Hold...]]></description>
			<content:encoded><![CDATA[<div>For anyone who wants to step up to Squadlead, but are afraid because they don't want to hurt the team, I've outlined some stuff here.<br />
Applying these concepts, you can be a good squadleader (at least in my eyes)<br />
<br />
Please note that it is very fun being bossy.<br />
<br />
<b>Special SL controls</b><br />
T-rose: Hold T. You can ask for orbitals, supplies, etc.<br />
Map: Rightclick on the map. The same options for T-Rose appears here.<br />
B: Hold B to talk to CO<br />
Manage Squad (squad screen): Invite/Kick players from the squad<br />
SL assets: Beacon (puts your spawn point on the gruond), Otus (useful when you have a recon), Spanky (funny when you get 3).<br />
<br />
Many players have SL assets on their kits. Pick the kits up and you can use them!<br />
<br />
<b>Icons on your visor</b><br />
Flag icons and commands have several things:<br />
<br />
1) An icon<br />
2) A distance<br />
<br />
Flag icons can be highlighted by pointing the cursor at it. To place a command, hold T and click.<br />
<br />
<br />
<b>Commands</b><br />
Different commands are listed below.<br />
Denoted by a line on the minimap, and a new icon on your visor<br />
<br />
Useful for:<br />
-Allowing your squadmembers to quickly orient themselves to something you want them to notice (Rotate to be parallel with line).<br />
-Supplement verbal orders with a picture (pictures are much more accurate than words)<br />
<br />
<br />
<b>Move command</b><br />
Method 1: T-click anywhere<br />
Method 2: Pull up the map, right click, order<br />
Denoted by a yellow line<br />
<br />
Useful for:<br />
Queuing commands (ie. move here, then attack here) (go on top of the building) (move here, stay here [such as in defense])<br />
Info on enemy location (need interception, place rockets here, enemy walker, possible beacon, etc)<br />
Accurately measuring rockets on blips (when precision is necessary, a move command <br />
<br />
<br />
<b>Attack/defend/repair command</b><br />
Method 1: T-click on the flag icon in your hud<br />
Method 2: Pull up the map, right click on the flag icon, order<br />
Denoted by a purple line<br />
<br />
Useful for:<br />
Giving Squadmembers temporary unlocks (many people rely on these)<br />
<br />
Special notes:<br />
Commander assets are usually strategically placed on approaches. You can set a 'defend' command on an asset to a create directional defense.<br />
<br />
Cerebere command center:<br />
One asset on west approach near fence <br />
One asset on east approach near fence<br />
One asset in the back west corner<br />
One asset in the back east corner<br />
<br />
You can be more specific where you want your squad to defend from by issuing a 'defend' order on one of the assets. This helps yield extra points.<br />
<br />
<br />
<br />
<br />
<b>Types of objectives</b><br />
<div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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				<div>
					Originally Posted by <strong>Objectives</strong>
					
				</div>
				<div style="font-style:italic">An effective squad can accomplish many objectives with every order. The more objectives it can do in the shortest time possible, the more helpful the squad is to the team.<br />
<br />
Note that 2142 is a dynamic fast-paced game. Squad objectives may change at any time.<br />
<br />
1- Specific flag control<br />
2- Flag capping<br />
3- Back flag protection<br />
4- Armor denial<br />
5- Killing people<br />
6- Stealing asset-spawn (<b>I do not mean stealing from uncaps.</b> Certain flags can spawn walkers, tanks, etc).<br />
7- Asset destruction (Be careful how you approach this. Usually, better to avoid the headache)<br />
8- Intel (Put up IDS on strategic areas)<br />
9- Armor destruction</div>
			
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</div>Examples of plans that accomplish multiple tactics:<br />
<b>Statue squad</b> -Belgrade<br />
<u>Primary objective:</u> <br />
Control Statue (1)<br />
<u>Secondary objective: </u><br />
Steal walker (6)<br />
Lay motion mines / EMP mines on the main road (3,4)<br />
<u>Tertiary objective:</u><br />
Cap playground if it's easy, place IDS on playground (2,8) <br />
[note that 'killing people' isn't part of the plan when capping playground. Adding that objective lengthens the time and therefore makes it harder to complete higher-priority objectives]<br />
<br />
<b>Church squad</b> -Cerebere<br />
<u>Primary objective:</u><br />
Control Church (1)<br />
Protect back flags (3,4) -Lay  motion mines/ EMp mines on main road, stop foot-tresspassers<br />
Forward warning on hill, main road via IDS/PDS (8)<br />
<br />
<u>Secondary objective:</u><br />
Killing people (5) (If someone is trying to get past church, you might get more kills staying on the flag (5), but protecting the back flags (3) is a primary objective<br />
Destroying walker (4)<br />
<br />
<br />
The average squad accomplishes 3 tasks, whether they know it or not. <br />
Accomplishing only one task when everyone else accomplishes three actually hurts the team. If your squad is on Statue and only defends Statue, it accomplishes 1 thing and does nothing else.<br />
If you have an asset destruction squad and only concerned with taking out CO assets, it accomplishes only 1 thing and does little of anything else.<br />
[/quote]<br />
<br />
<b>Flag capping / Specific flag control</b><br />
A note on specific flag control. <br />
Do not choose a random flag. Granted, every flag is important, but some flags are good choices, some are poor chocies.<br />
<br />
<u>Good choices</u><br />
-Lightly defended flags (or completely undefended)<br />
-Back flags (back flags can either <br />
1: Armor denial via chokepoint from uncap (ie. belgrade, tunis)<br />
2: Prevent enemy armour altogether (from spawning) (ie. Berlin, Suez, Gibraltar )<br />
3: Defensible flag that creates multiple fronts for the enemy (shingle, Berlin)<br />
)<br />
-Flags that spawn armour (on Sidi, which armour do you want? Tank, walker, or gunship?)<br />
-Flags that can be accessed from the back (ie. Tunis)<br />
-Flags that a squad is already attacking<br />
-Flags where you can survive in the cap radius<br />
<br />
<u>Approaching flags, the following are good ideas:</u><br />
Flank: Enemies are shooting people from one direction. Approach enemies from a different direction.<br />
<br />
Speed: Light armour. Buggies. etc. The longer you spend getting to a flag, the more likely enemies will react (and dying enemies spawning in on the flag you want to take)<br />
<br />
Support: Armour support is a good idea, if you have it.<br />
<br />
Control: There is a specific time when enemies start spawning in one by one. You have achieved maximum control, and probably should have had the flag already. <br />
<br />
<br />
<b>Kit setup</b><br />
Template: 1 support, 4 medics, 1 wildcard. [not to be used on armour-heavy maps]<br />
All support MUST have IDS. Make this very clear. If enemy armour is present, also bring EMP.<br />
<br />
1 Wildcard represents recon, engineer, assault, or support.<br />
-Recon will let your otus become useful, as well as has powerful RDX/APMs. These can be used for flag defense, covering your tracks when infiltrating difficult battlelines, and destroying enemy RDX/motionmines.<br />
-Support will give you multiple IDS. This is a boon to the team. I will usually mandate 2 supports in my squads. If the commander is especially dilligent with spotting, and I don't particularly need 2 EMPs, I will use 1 support, 3 medics, 2 wildcards.<br />
-Engineer will keep your vehicle alive, as well as give your team excellent passive defense against vehicles via motion mines. I will always bring 1 support, 4 medics, 1 engineer on Belgrade.<br />
<br />
<b>Working with your squad</b><br />
Your squad is a supersoldier. You can stop armour dead in its tracks and shoot it down without even personally pulling the trigger.  You can know everything that is in your vicinity and detonate them to smithereens.<br />
<br />
Sound fun?<br />
Things you need to make it happen:<br />
1) Kit assignments - in the beginning of the game, assign kits<br />
2) Cohesive squad - A squad that stays together. If there are some elements of the squad that isn't being cooperative, try to fix it. If you can't fix it, find someone new.<br />
3) Squadleader with an objective - but of course, you already have that down.<br />
<br />
If a squadmember isn't cooperative, try to work with him at first. <b>Name names!</b><br />
1) Soandso, you are recon. I asked for assault, please switch to assault on respawn.<br />
2) Soandso, you respawned recon. Switch to assault kit immediately. Find a kit off the ground, or set spawn kit now. <br />
<br />
At this point, you've tried being nice and you've tried being stern. It is time for<br />
3) Reporting soandso for insubordination.<br />
<br />
Note that sometimes, people are slow with their English. If someone makes a special point about this, be especially patient. I can name specific regulars in my squads who ask me to slow down.<br />
<br />
<br />
<b>Working with your CO</b><br />
Press B to talk to your CO<br />
When talking, use the following setup:<br />
<br />
Squad number: Sit rep. Recommendation/request.<br />
<br />
Examples: Assume for all examples, you are Squad1<br />
Squad 1: Walker on Power station. Need orbital strikes and EMP.<br />
Squad 1: We are ready to take a flag. Need to know which flag is easiest to take.<br />
Squad 1: Enemy bypassed crossroads. Need spots on squad-1 move command.<br />
<br />
(Note how the things above coincide with the things below)<br />
<u>What your CO can do for you (Requests)</u><br />
1- Give you EMP/oribital strike. Do this verbally<br />
(Don't request for only one. If you want to do it on infantry, the commander will do it on his own accord. You may request orbital alone IFF your squad has armour emp locked)<br />
2- Give you UAV. Do this verbally<br />
3- Give you supply drops. You may use &quot;Request Supply Drop&quot;<br />
4- Give you support versus heavy forces. <br />
(He may choose to orbital strike. He may choose to send a squad to help. He may even choose that his resources are better spent elsewhere)<br />
5- Give you spots (aka. I don't see them. Help me see them)<br />
6- Reserve vehicle assets<br />
7- Advise you on what you should do next (ie. what flag to attack, what flag to defend, etc)<br />
<br />
<u>Stuff you can request, but really? Leave it to the commander to decide how he uses it</u> <br />
1- Merge two ineffective squads to make one decent squad<br />
2- Organize a team effort<br />
<br />
<br />
<br />
<b>Sample runthrough</b><br />
You should already have some ideas of what you want to do. You've had squadleaders you  liked. What plans are you familiar with? Start with those plans first. While the map is loading, think about what your first plan is.<br />
<br />
When you create the squad, and people join, do the following:<br />
<br />
1) Identify primary/secondary objective (ie. We're taking Statue, and stealing the walker)<br />
2) Ask for volunteers for kit assignments. (ie. We need 1 support with IDS EMP, 1 engineer with MMs/EMPs. Volunteers for support? Soandso support. Volunteers for engineer? Soandso engineer)<br />
3) Ask for specific jobs (ie. We need someone to camp the walker spawn)<br />
<br />
<br />
<b>I keep getting pubbies... :( </b><br />
Don't worry, I do too. Usually, I get 1-2 <acronym title="Tactical Gamer">TG</acronym> players, and 3 pubbies. Most pubbies will work with you though, and do well enough keeping up revives and getting kills in.<br />
<br />
Nevertheless, I think some players make a point of joining new SLs. I will too if you want me to :).</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/">Battlefield 2142 - Tactics and Missions Discussion</category>
			<dc:creator>Fruvous</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150310-relatively-short-guide-new-sls.html</guid>
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		<item>
			<title>Talking WHile Commanding</title>
			<link>http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150258-talking-while-commanding.html</link>
			<pubDate>Sun, 01 Nov 2009 22:34:09 GMT</pubDate>
			<description>Hi I was wondering if there is a way to talk to all squads instead of just the individuals.  Thanks!</description>
			<content:encoded><![CDATA[<div>Hi I was wondering if there is a way to talk to all squads instead of just the individuals.  Thanks!</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/">Battlefield 2142 - Tactics and Missions Discussion</category>
			<dc:creator>Argetnar</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150258-talking-while-commanding.html</guid>
		</item>
		<item>
			<title>The Doom Buggy</title>
			<link>http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150206-doom-buggy.html</link>
			<pubDate>Sat, 31 Oct 2009 22:04:34 GMT</pubDate>
			<description><![CDATA[*The Doom Buggy* 
 
*Introduction* 
A well run FAV squad on large armor maps can be a painful thorn in the enemy's side. A poorly run FAV squad results in many lost tickets. So, what makes a good Doom Buggy squad? 
 
*Squad Setup* 
 
3-man squad, locked. 
 
SL=F1 (driver). The driver must be good...]]></description>
			<content:encoded><![CDATA[<div><div align="center"><font size="+2"><b>The Doom Buggy</b></font></div><br />
<br />
<b>Introduction</b><br />
A well run FAV squad on large armor maps can be a painful thorn in the enemy's side. A poorly run FAV squad results in many lost tickets. So, what makes a good Doom Buggy squad?<br />
<br />
<b>Squad Setup</b><br />
<br />
3-man squad, locked.<br />
<br />
SL=F1 (driver). The driver must be good at evading obstacles, armor, and tons of gunfire, because god knows you'll be running into a lot of all of those. The driver should come in as Engineer with the Pilum, PDS, and motion mines. Mines for placing on heavily used roads when there is no enemy armor in the area. PDS should be placed on the buggy, and when enemy armor is close, the SL should drive up behind it, allowing the other two occupants to bail out. The SL should only bail out to attack enemy armor with their pilum if a secondary shot is needed immediately against enemy APCs, and occasionally walkers.<br />
<br />
SM2=F2 (gunner). This person should come in as Support, with the Ganz, EMP grenades, and IDS. The IDS should be placed on the buggy, and the Ganz is for use against other buggies, and infantry if needed, as it does much more damage against buggies than the Bianchi and Shuko, and it is more accurate at range against infantry targets, although sniping infantry should be done only if no armor is harassing your team. When enemy armor is spotted, and the driver begins heading towards it, get your EMP nades ready. Your job is to bail out behind the armor, and EMP lock it. Throw one EMP, then place your AmmoHub, and continue. This will not only stop the armor from evading the pilum shots coming towards it, but also stops it from turning its weapons on your squad. <br />
<br />
SM3=F3 (passenger). This person should come in with mine bait, motion mines, and the Pilum. This person is in the greatest amount of danger out of the 3 occupants, as they are exposed to gunfire, explosions near the buggy may kill them, and they are generally the first person the enemy armor targets. This person needs to be very accurate with their Pilum, as they are usually relied on to take out the enemy armor singlehandedly. Whenever there are no enemies in the area, the passengers should repair any damage the FAV takes. Even minor bumps in the road can cause damage.<br />
<br />
<b>Objectives</b><br />
<br />
1. Focus on the destruction of enemy armor-tanks, walkers, and APCs. Killing infantry is best left to the rest of your team, as it requires the FAV to be still, and most infantry are equipped with rockets, which can destroy a FAV in a matter of seconds.<br />
<br />
2. The highest priority targets usually are tanks, followed by walkers, and then APCs. This is because generally walkers are used for close-range armor fights and killing infantry, and are useless when it comes to long range fights. APCs are also primarily for EMPing targets and infantry destruction. Tanks are the only real danger to long range armor targets. However, if you come across a situation where friendly armor is being attacked in CQC, <i>definitely</i> take out the enemy walkers first.<br />
<br />
3. A somewhat side-objective of the Doom Buggy is to provide behind-enemy-lines spotting and information. This helps your CO target groups of armor with his/her EMP+Orbital combo.<br />
<br />
<b>Little Things that Matter</b><br />
<br />
1. Just because you are in the gunner seat, and you have a machinegun, does not mean you have to use it. If you are gunning, please resist the urge to shoot at the armor nearby, it only alerts them of the presence of the FAV. Also, FAV guns do <i>no</i> damage to gunships, so don't bother trying to make them wave off the attack.<br />
<br />
2. Everyone should spot lots and lots. Drivers can look around about 190 degrees, the gunner can rotate fully, and the passenger can see everything behind the FAV. Between the 3 occupants, you should be able to spot everything nearby. And believe me, this really does help, <i>especially</i> the gunship squad, if there is one. The effeciency of the gunship is doubled if they don't have to go searching for targets to attack.<br />
<br />
3. When the gunner and passenger bail out to attack a piece of armor, the driver should not stop. Just drive by and keep going. Most of the time only one pilum is needed to kill the armor, and the SL needs to stay alive to be a spawn point, in case both SMs die. After a successful armor kill, the SMs should ask for extraction. The fastest way to do this is just stand beside each other, and hold E. The driver can then just drive straight into you without any danger of TKing you. If the engineer happens to end up in the gunner seat, just tell the driver to slow down or stop so you can change seats, or tell him you are going to bail and he should come back for you when the support has switched to gunning.<br />
<br />
4. Since FAVs can outrun motion mines fairly easily, if the driver sees enemy mines, he should tell the passenger to drop mine bait as they race by so that friendly armor can travel through safely.<br />
<br />
5. One trick for getting some inexperienced armor pilots to shields prematurely is to drive by the armor (nearly beside them) at high speed, and have the passenger drop a motion mine beside it. If you &quot;strafe&quot; the armor a few times, you can even destroy them this way. Drivers should be careful not to drive by going from front to back, as most likely the weapon turrets of the armor are pointing forward, and the &quot;nitro&quot; of the FAV should be used when doing this to get out of the area ASAP.<br />
<br />
6. Watch out for the EMPs of APCs. If you get caught in an EMP, do not hit the speed burst when you are completely, you will just be wasting it. Instead, try to use it when the EMP first hits you, and also when the EMP wears off.<br />
<br />
7. If there is an accessible, open enemy backflag flag that is undefended, take it, as you are probably the only ones who can. The driver should drop the gunner and passenger and get out of there. It should only take a minute to flip the flag, so come back after then. Its a good idea to stay within 200m of the flag, just in case your squad needs a hot extraction. Also, try not to let any enemies see you drop your squad at the flag, or traveing away from the area after you drop them, or they will go investigate. Mostly Doom Buggy squads should be only 3 people though, as 6 people is quite a lot to be taking away from capping flags, piloting armor, etc.<br />
<br />
8. If the armor destruction team succeeds in destroy the armor piece, be ready to have to deal with people who bail out of the armor. Right after a killing-blow to the armor, the engy in the squad should be ready with his SMG, and the support with the Ganz.<br />
<br />
If done correctly, a single 3-man squad can severely hinder enemy armor operations across the entire map. If you have a 6-man squad, you can run two Doom Buggies, although my recomendation is the two FAVs work on different areas of the map, and only work in the same area if there is a large incursion of enemy armor in one area, or one buggy is wounded badly and has to repair. Mostly Doom Buggy squads should be only 3 people though, as 6 people is quite a lot to be taking away from capping flags, piloting armor, etc.</div>

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			<category domain="http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/">Battlefield 2142 - Tactics and Missions Discussion</category>
			<dc:creator>Deterhek</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150206-doom-buggy.html</guid>
		</item>
		<item>
			<title>RDXing Vehicles</title>
			<link>http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150071-rdxing-vehicles.html</link>
			<pubDate>Thu, 29 Oct 2009 21:14:45 GMT</pubDate>
			<description><![CDATA[_*Introduction*_ 
 
 
As one who often takes RDX / Camo to take out armor, I can say it is definitely effective. Not 100% of course, but I'm very surprised by how many people count out its effectiveness. Vehicles that are focused on killing at long range do not expect an enemy to have run all that...]]></description>
			<content:encoded><![CDATA[<div><font size="4"><u><b>Introduction</b></u></font><br />
<br />
<br />
As one who often takes RDX / Camo to take out armor, I can say it is definitely effective. Not 100% of course, but I'm very surprised by how many people count out its effectiveness. Vehicles that are focused on killing at long range do not expect an enemy to have run all that distance on foot, without a single person noticing, and be point blank next to them. Everyone may keep it in mind as a possibility, but rarely prepare directly for it because it seems a rare occurance to them. In order, tanks are the most vulnerable, APCs slightly behind due to being faster, having an EMP, and -possibly- having lots of people inside<font color="Red">*</font> Walkers, of course, are the hardest to kill with it.<br />
<br />
RDX / camo can strike at any moment with very, very little warning. As for the times I get next to an APC / tank, about half the time they notice nothing at all... until they blow up. The other half they most likely hear the camouflage dropping, but are given so little warning that successfully placing RDX before they react, or even as they drive, is in the majority - you then get behind the nearest piece of cover ASAP and destroy it before they fire at you. For walkers that notice you next to them, success is in the minority, so doing it completely unaware becomes an all or nothing gamble.<br />
<br />
<font color="Red">*</font>Though I would like to point out that at long range in an APC, it is usually safe to assume that there is only a pilot and gunner, because the other seats would be useless unless they are waiting for a rush. IE, it will be more likely to be full on FoB, than on Suez, Verdun, or Sidi.<br />
<br />
<br />
<font size="4"><u><b>Analysed</b></u></font><br />
<br />
<br />
The drawback in failing is the same as the buggy of doom, that being if you die, you <b>will</b> lose the ticket. But unlike the buggy, you will lose only 1 ticket, and need only 1 person to kill each target - letting other people do other things. Although the buggy can get to armor faster, and can kill multiple targets faster <b>if</b> it works.<br />
<br />
The speed of a jeep keeps you alive by making you hard to hit, or getting you somewhere fast, before being noticed. RDX / Camo is the opposite of that (still assuming smart <acronym title="Tactical Gamer">TG</acronym> players at long range). You get somewhere slowly, and you take your time. Camo is not stealth, it does not make you entirely invisible, and if you get spotted you will be on the map for all to see for a good number of seconds. The number 1 tip I would give is therefore:<br />
<br />
<b>Do not act as though you are in stealth.</b> Take an indirect route, run between cover, hide when needed. By running out to the side of a vehicle, rather than straight at it, you are not running straight at the centre of his screen (and his cannon, guns, mortar), but rather on the edge of his field of view, or completely outside it. By running between cover you minimise the time that you rely soley on half-stealth to survive, AND it provides you with safe spots to stop when you over-heat, which is very likely at a lot of the distances I run because of taking an indirect route.<br />
<br />
Successfully making it to a piece of armor varies a lot; even depending on whether you've done it before that round because a full <acronym title="Tactical Gamer">TG</acronym> armor squad may get annoyed and use IDS's, upping the warning they get. The number of pieces of armor nearby also lessen the chances, as you'd expect. Always go for the one at the back, or at least one on the side so that you don't get seen and blown up by a different one. The amount of cover between you and the armor will make a big difference, not only for helping you get there, but also for helping you escape unharmed if seen, or escape after being successful.<br />
<br />
<br />
<b><u><font size="4">Tips:</font></u></b><br />
<br />
<ul><li><b>Take an indirect route, run between cover, hide when needed.</b><br />
<br /></li>
<li><b>Approach from the best direction:</b> the back is of course best, but the side is good too. Look for where their turret is facing, rather than the actual vehicle itself - look for gunshots.<br />
<br /></li>
<li><b>RDX from the best position:</b> For tanks and APCs, the SIDE! The back makes you more likely to be run over. Or even better, use the back corner and still on the side - the same place for repairing. If they back up, trying to run you over, they inadvertantly give you the entire length of their armor for you to place RDX on, it should be enough time.<br />
<br /></li>
<li>Tanks take 2 RDX, APCs take 3... walkers I think take 3, but since attaching them is more difficult I usually unload all 5, just to be sure.<br />
<br /></li>
<li>PAC tanks are the most vulnerable armor, because they do not have the acceleration of an EU tank, and cannot swivel their turret to hit you, so they must put distance between you AND turn to face you.<br />
<br /></li>
<li>Lie prone if you attack from behind an APC to prevent being squished if it backs up.<br />
<br /></li>
<li>When facing multiple armor, use the armor itself to block the others' view of you when you de-cloak. Also use the wreckages and smoke to hide afterwards, if needed.<br />
<br /></li>
<li>Q spot as much as you can, and ask your squad to do so.<br />
<br /></li>
<li><b>COVER!</b> It gets mentioned twice, once for getting to your target, and once for getting away. With a no suicide rule, the fastest way you can safely detonate the explosives is by putting something between you and the opponent. Also, after completing your objective do not linger, you gave away your position so you need to be back into cover and take an indirect route to escape, or to your next target.</li>
</ul><br />
<br />
<u><b><font size="4">Teamwork:</font></b></u><br />
<br />
<br />
This is evidently a rambo tactic by design. People can't be with you without camo. However, obviously go after the armor doing the most killing if you can, and check with the SL, it does help the team. Tell the engies not to fire at whichever armor when you are about to make your final run. And definitely, tell your squad to keep the armor all Q spotted.<br />
<br />
My second biggest annoyance doing this is losing track of your target and/or other armor because you cannot Q spot and camo at the same time - and you can end up too close to risk popping your head around cover. You need to know how far away the target is, in what direction, and which way it is generally going at all times, so as not to be caught out (it happens enough as it is even with the Q spot, don't let the odds be worse for you). Due to focusing on one piece of armor you can be susceptable to being shot by another one you didn't see, especially if he's even further away and just about to join the fight - so watch in the directions of flags and, as I said, keep them <b>ALL</b> Q spotted.<br />
<br />
My <u>biggest</u> annoyance, though, is an APC or tank shelling my team at range, when I take the time to run all that way to them, unnoticed, and with a very good chance at destroying it... only for an engie to shoot the armor and it backs off because it got scared and wants repairs. At that point I run to the nearest piece of cover, but more often that not, my camouflage over-heats with me standing directly infront of the armor. Please, if you see a recon trying this, recognise that if the target is at full armor and you are not behind it, the recon can still kill in one go, but you cannot. The vehicle won't be likely to give you another shot and you need only wait to see whether the recon manages it or not.<br />
<br />
<br />
<font size="4"><b><u>Closing</u></b></font><br />
<br />
<br />
I hope these tips are of some use to people, they have definitely shaped my style and have seemed successful enough. Please do add any comments or suggestions :)</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/">Battlefield 2142 - Tactics and Missions Discussion</category>
			<dc:creator>MrJengles</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150071-rdxing-vehicles.html</guid>
		</item>
		<item>
			<title>The Correct Mindset</title>
			<link>http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150030-correct-mindset.html</link>
			<pubDate>Thu, 29 Oct 2009 03:11:46 GMT</pubDate>
			<description><![CDATA[I, and I'm sure many others, believe that having the correct mindset going into combat is a very, very important thing. Even more important than having finely tuned soldier skills, such as quick reflexes, fast trigger fingers, etc. I found this guide through another post and thought it worthy of...]]></description>
			<content:encoded><![CDATA[<div>I, and I'm sure many others, believe that having the correct mindset going into combat is a very, very important thing. Even more important than having finely tuned soldier skills, such as quick reflexes, fast trigger fingers, etc. I found this guide through another post and thought it worthy of its own thread.<br />
<br />
<a href="http://2142trainer.webs.com/franchisesguide.htm" target="_blank">Guide</a><br />
<br />
Note 1: The author mentions that bunnyhopping is okay, but in the <acronym title="Tactical Gamer">TG</acronym> community we all know that this is illegal on our servers, so disregard that part.<br />
Note 2: Warning! This guide is very, very, very long.</div>

]]></content:encoded>
			<category domain="http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/">Battlefield 2142 - Tactics and Missions Discussion</category>
			<dc:creator>Deterhek</dc:creator>
			<guid isPermaLink="true">http://www.tacticalgamer.com/battlefield-2142-tactics-missions-discussion/150030-correct-mindset.html</guid>
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