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| Joint Operations - Tactics, Strategy and Missions Discussion Discussion about tactics, strategy and mission planning for Joint Operations in this forum. |
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#1 (permalink) | |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,458
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Hints and Tips
I found most of these tips in the TeamWarfare.com forums. Rogue there found it somewhere else and started a hints and tips thread.
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Last edited by =Sarc=; 04-18-2004 at 10:55 AM. |
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#3 (permalink) | |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,458
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Re: Hints and Tips
I found some good tactics against a BMP/APC.
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I do want to try out using the chinook again and transporting a bunch of soldiers plus a APC to a discreet location. Another tactic I want to try is loading up a helo with soldiers carrying satchel charges. Then we can do a fly-by and drop them on the enemy. |
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#4 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 35
Posts: 8,868
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Re: Hints and Tips
Quote:
Sarc and I played a bit with the chinook. You can fit two APC's or an APC and two 2-axle vehicles on the thing. I tried doing an air-drop at about 500 ft from the chinook in an APC by just driving out of the back, it works... Bear that in mind.. We could have two APC's filled up, in a chinook, have it fly over and we just drive out the back into the water and pull up onto land.
__________________
Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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#5 (permalink) | |
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Join Date: May 2003
Posts: 1,342
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Re: Hints and Tips
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Has this worked? sounds like it should... |
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#6 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 35
Posts: 8,868
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Re: Hints and Tips
Quote:
* Getting drivers and gunners for each APC * Getting everyone quiet on TS2 so it can be clearly communicated when they should back the APCs out over the ocean.
__________________
Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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#8 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,343
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Re: Hints and Tips
Or load up both Apc's so we have an assault force. The apc's drive into the base and provide overwatch whilst the assault force piles out and captures the flag.
As for Claying APC's in your base just look where the gun is pointing. That is the direction they are looing. Remember it is x2 zoomed so their FOV is extremely limited. When they are firing at something move from your hidden location and use every bit of cover available. Keep an eye on that cannon - if it turns towards you hit the deck or get behind cover moving directly towards it. Remember the cannon can only go down so far and once you're under it's LOF your safe from it. Keep your main weapon out until you are next to it as the gunner may get out. If poss have a team-mate distract him whilst you move in. Then lay that satchel and switch straight to the detonator. Only 1 charge is needed. Now run away from the opposite direction the gun is facing and hit that clicker - BOOM! If you're in an APC defending the base throw some claymores around it before you get in. Should kill a few people trying to satchel you! ![]() |
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#9 (permalink) |
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Join Date: Mar 2004
Location: Boston
Posts: 253
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Re: Hints and Tips
Can someone please post a screen of their key's....
I heard on comm's while playing last night the "Shift - # combo" When your in a Jeep / APC ect.. to go from driver to gun.. It's not working for me. Also for some reason my kneel , prone key's wont take.. I had them a little backwards (the way I normally use them ) tried to fix it and now I cant get the kneel to work. Also... I would love to see how everyone's got their flying key's mapped... There were some good flyer's last night that were shooting real well.. not just the pass fireing , go past and come back around for another spray.... I've never gotten killed so many times by a chopper firing the mini guns as I did last night.. THANKS FOR THE EFFORT.. I have a feeling posting all these key binds is going to be a little more work than anyone wants to do , I (and I'm sure some other's) will appreciate it. |
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#10 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,458
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Re: Hints and Tips
I use the defaults for most of the keys. I think JO has some problems with key bindings if you change them from default. Shift + # should work to change vehicle positions. Some have reported that it doesn't work but they did remap the Shift (use item) key, even when trying the remapped key.
As for the kneel and prone key binds, it probably didn't save them. JO isn't very good at remembering things. I've found that if you remap keys while joined to a server, it will not take on the saved settings until the next round. I guess when the map reloads it reloads the settings. I discovered this by altering the sound volume and finding that nothing changed until the next round. My suggestion is do all your key mappings before you join a server. You may even have to exit JO just to be sure the mappings are saved. Oh, helo flying isn't hard to get used to. The lean keys will make your helo go up and down. Forward and backward do exactly that. Use the mouse to point where you want to face. If you want to turn your head without turning the helo, hold down right-mouse (this may not work if you're remapped right-mouse). You can also try some things like your keyboard left and right keys to turn if you want to look at the area you're circling. Your prone, kneel and stand up keys also control your vehicle speed. Prone will set your vehicle to the slowest speed and stand up to the fastest. Last edited by =Sarc=; 04-29-2004 at 09:20 AM. |
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#11 (permalink) |
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Join Date: Mar 2004
Location: Boston
Posts: 253
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Re: Hints and Tips
I think I'm going to have to rehash this and try the defaults.....
Shift for me is the Weapons buying... To fly; PageUP=up PageDown=down D=left A=right The mouse to fire and can steer also. You gotta see me moving around the keyboard, mouse , back to the keyboard.. it's freaking hilarious. |
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#14 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,343
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Re: Hints and Tips
yeah if you see me come and get me.
I have remapped a lot of my keys but I've found that my middlemouse button was acting funny when I remapped it - also I cannot get that free-look to work since I remapped my mouse too. Keep shift as your use key because you also need it in adjust the mag and elavation of your scope. |
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#15 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,458
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Re: Hints and Tips
Here are some more hints and tips after playing JO for a while:
General Tips - "What Server?!" I always hear that while we're playing. If you don't find anybody on the TG server and you still hear us playing, you don't have to interrupt comms to find the server everybody is playing on. In the server listing, click on Player List at the top-right. There's a filter for the list near the bottom-left. Type in a player's name and you'll see his info, which happens to include the current server he's on. The filter does use wildcards so you can type in '*|TG|*' to find all players that have |TG|, which most of us use, in their callsign. - "What's the score?!" Press Tab to see the score. It's displayed under the round's time limit at the middle-right of the screen. Press Tab again to get the player list. Press Tab once more to clear the screen. - "What team should I join?" If you want to join the passworded team on the TG server, just enter the password! Easy, huh? It doesn't matter what faction/side the team is playing as. If you get on the passworded team (Joint Ops), you're always on the passworded team, AKA TG team. If you want to join the other team to even things out until pubbies get on, join the server and make sure the password box is clear then select the Rebel side. If you don't take out the password, you always join the passworded team whether you selected it or not. - "What's the key for..." Stumped as to what the default key is for some obscure action? Press F1 and you'll get a list of all the default keys. This doesn't update so if you've remapped some keys, the list won't be 100% accurate. - "Should we attack?" There's a handy status indicator of the base you can attack and the base you have to defend. It's at the top-right corner of your screen. If it's blue, that means the Joint Ops team is in control of the base, Rebel bases are red. The number of attackers and defenders in the base is at the bottom of each box. In the example picture, Rebels hold Brave and Joint Ops hold Charlie. Looking at Bravo, there are 6 defenders and one JO attacker. At Charlie, there are no attackers and 5 defenders. Keep this in mind while attacking and defending. If you're attacking and you'll know you don't have the strength to take over the base. It might be a good idea to stay just outside the zone while you wait for backup so defenders won't look for you. ![]() Helos - While flying a helo, you can press spacebar to release chaff and flares. It's not very effective for now but it's something to keep in mind when the retail is released. Only the little bird helos have this ability. - When turning in a helo, execute it a little earlier than needed because it takes time to alter your flying vector. A good estimate is about 2 helo lengths before the actual turn. This should help while flying low near trees. Communication - Voice comms can get hectic in the heat of battle. When identifying an enemy to your team, specify these four points: vehicle type, enemy strength, direction and destination. For example, "Two helos spotted, one blackhawk and one little bird. Both are headed to point Bravo from the west." - This was mentioned in the first post but it's important. Use those built-in voice binds! It cuts down on communications significantly and aren't difficult to use. Press F9 or F10 to access the list and the corresponding number for the phrase. Weapons - Mortars were already explained but I want to emphasize that they don't require a team member with a laser designator. It won't be as accurate but you can still fire mortars. - Laser designators are for designating targets, right? Exactly! They aren't exclusively for mortar support. If you see a pesky sniper in the hills and can't effectivily describe his location to your team, use the designator and maybe someone in a helo or another sniper can take him out. - Sniping wasn't fully described in a post so I'll explain it here. While using the rifle, you need to adjust for elevation. This isn't Quake where you can point and shoot. Pull out the binoculars and measure the distance to target. Then you can adjust your rifle's elevation. Hold the Ctrl key and use your mouse wheel to change your elevation in 100m increments. I don't know the exact increments on the scope notches but they're around 40m. - Stingers are easy to use but they will change in the retail release so that pilots have some chance of evading. I find the best shots are at the tail of the helo. Front shots tend to miss and have to turn 180 for a semi-decent hit. Last edited by =Sarc=; 05-19-2004 at 10:00 PM. |
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