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07-21-2009, 02:12 PM #76
Re: 1 minute tactical tips
RKG KO
This matches my experience, it has to hit the target head on to work out best maybe because it puts the approaching hitbox in the center of the explosion
[media]http://www.youtube.com/watch?v=4FmMyz_Rvqg[/media]
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07-25-2009, 01:30 AM #77
Re: 1 minute tactical tips
Also note that a larger quantity of RKGs flying towards a target is best.
If you can get 3 men in an alley, and all 3 of them can get the RKG near the vehicle, only one has to hit but the 'kill radius' is much larger due to the extra explosives.
That's why you will see more than one person usually throwing the RKG in the videos about it.
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07-26-2009, 11:25 PM #78
Re: 1 minute tactical tips
3 bits of damage would probably be enough, in one of the clips in this next video they finish the truck off with ak fire which is probably quite a good idea to try and get the troops before they can exit
Tons of clips in this and replays and you might not like the arabic music but theres no doubt it shows what works.
Think alot are more stationary or slower in this plus a couple of very good shots
[media]http://www.youtube.com/watch?v=i4qdIDq8cl4[/media]
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08-11-2009, 12:40 PM #79

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Re: 1 minute tactical tips
The observe marker can be used as a move or attack marker/defend marker when there is no CO present (you will have to notify the CO that you are using the observe marker for those commands, if he send you an observe marker the in-game voice command of "Roger That" will automatically be said out loud).
This allows your squad to move and not have to worry about a in-game voice command making your presence known to the other team. Remember to explain what it means over squad VOIP, mumble or squad chat.Randy = Ace ! - Warlab












Randy/Bob/Magnum
RSS Feeds:Bamboo | |TG-31st| LR IHS Info | 9/11 - Never Forget |
Apophis - "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population.
Tactical Gamer is not mainstream.
We are not trying to attract mainstream gamers."
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10-16-2009, 12:16 PM #80
Set up to fail
Just reposting this from elsewhere, just one of the flaws in the game to be aware of

Tunnel vision is part of the game. In real life we see forwards but also to the side, 180 degrees almost or about half a circle of vision forward.Covering sectors is something which failed epically this training.
In game its about half that. That means in game someone can walk almost right past your side and you wont see them
The solution needed especially in forest or jungle is to deliberately scan sideways when walking, like if the game had head bob except you do it manually look side to side or even walk in a zig zag and then you will have more real life vision
I just figured this out from being knifed way too often, its not your fault the game is screwed up like this. We should all have two widescreen monitors next to each other to play on, but we dont!

Realistic: how it should be
http://greenleegazette.blogspot.com/...-monitors.html
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10-27-2009, 06:47 PM #81
Re: 1 minute tactical tips
A failure is not a failure unless you fail to learn from it.
A very good simple rule and if Im not clear on what I did wrong then altering the approach slightly next time could also help, if only to avoid being predictable
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10-31-2009, 05:11 PM #82
Re: 1 minute tactical tips

ZIS-3 fires smoke now, not a massive amount but fairly rapidly over large distances or even 20metres.
Not sure if thats common knowledge but I reckon smoke is great cover to advance or retreat so seems pretty useful and its got alot of ammo
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11-01-2009, 01:38 PM #83
Arc of attack, Heli vs 50 cal
[media]http://www.youtube.com/watch?v=u_oHbihR_OI&feature=sub[/media]
Quick note on this video is it much works out much better to form an arc away from the 50 cal fire.
So he needed to avoid any straight path away that a bullet can follow easily.
So vary height, dive is usually best to gain speed.
But also vary lateral path by rolling sideways
So pitch downwards
And roll sideways

I say arc because the change is best done gradually not all at once so the change is constantly hard for the gunner to follow.
Otherwise an abrupt move might crash (hueys) or have to over correct and possibly hover or you might just run out of room if moving too quick on one plane of movement
As well as defence I think this can work out well in reducing risk on an attack run. If its possible to form an arc on the target like a plane bombing would ,then the tangent to the arc could be the target ideally.
Where as just a straight attack head on runs the risk the gunner can return fire on your flightpath, most commonly this is avoided by diving steeply but that can easily gain too much speed now
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11-04-2009, 10:18 PM #84
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11-05-2009, 10:22 PM #85
Re: 1 minute tactical tips
One thing most people do not seem to be aware of is the ability to pull the pin on a grenade and have it at the ready, by right-clicking and holding.
This way, if you know you are going to use a grenade very soon (and you have a teammate covering the door/etc with a rifle) you can pull the pin and throw the grenade with much better timing and accuracy since the animation has the player's left hand pointing towards the center of the screen.
This increases the effectiveness of the RKG as well, since the throw animation after you pull the pin (holding than releasing right click) is a lot shorter than the entire animation including the pin pull when clicking left click once.
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11-13-2009, 02:15 PM #86
Re: 1 minute tactical tips
If an enemy has used a deployable structure to block an entrance with a "sand wall", he will also keep 1-2 shovelers behind that wall in order to make multiple/simultaneous incendiary attackes useless.
C4, if placed directly on the sand bag wall (NOT on the ground or wall next to it), the explosion will kill the shovelers on the other side as if the C4 was placed in the air at the same point and there was no sand wall (the C4 will not penetrate other cover behind the sand wall). I have tested this.
The shovelers must first be lured into shoveling the wall by having a squadmember throw a single incendiary at it. The sound of the incendiary will cover the beep of the C4 being set. With all other squadmember with incediaries at the ready, the CE can then detonate the C4, killing the shovelers. The squad must incendiary the wall quickly to demolish the sand base and storm next room(s) before the defenders know what has happened.
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11-18-2009, 10:25 PM #87
Re: 1 minute tactical tips
I might be tempted in such cases as the above to use a grappling hook on the back wall instead.
Seems to be underused kit often but its totally lethal combined with the rest of the squad, not so great solo
Good 1 min video I reckon
[media]http://www.youtube.com/watch?v=j6E0LLx3V5I[/media]
Civilians can be shot while climbing a rope btw, it counts as a vehicle kill
Another less reliable way to traverse a wall -
[media]http://www.youtube.com/watch?v=jrvcCod-S-I[/media]
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11-21-2009, 03:26 PM #88
Re: 1 minute tactical tips
Sorry I shoud've been more specific: the C4 kill/breach through deployable structures is optimal for sand wall situations indoors like the upstairs hallway on kashan or the north mine static on qwai where there is either NO way to use the hook or other way around that doesn't involve being funneled into the one entrance where a HMG and 4 defenders are pointing at.
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11-22-2009, 02:05 AM #89
Re: 1 minute tactical tips
The RP change helps stop that kind of bottle neck hopefully, Ive never really liked such a cramped siege
Before I forget again anyhow, the barbed wire placement of the firebase only needs a second of shovelling, it will do the rest itself.
Probably everybody else knows that already? But just in case, the wire doesnt collapse when you stop shovelling, same might be true of other items but the main firebase does require full shovelling to work
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12-12-2009, 03:22 AM #90
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