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03-20-2008, 12:33 PM #31

- Join Date
- Dec 2007
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- Good ol Suburbia in Southern Westchester County NY
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Re: .75 Changes and Tips
Guys,
When forming a Transport helo squad don't be afraid to have one or two mini gunners as engineers, it makes all the difference when inserting a squad. There have been too many seahawks airborne in route to a destination that just have the pilot, nothing more......having one mini gunner on either the left or right side give the chance to provide overwatch before touching down...same thing goes for the hueys, SL's its not a bad idea to lay down fire on approach...remember suppression fire is your friend.
Also, firing the mini guns or the mec transport helo guns at either Main base is unacceptable and its so annoying once the helo is airborne, SL's and squadmembers please tell your guys not to fire unless there is enemy....it really hinders the art of suprise for a low flying helo, and the sound can be heard from a much longer distance than you know, plus if someone is on the comm's it makes it very hard to hear, if some moron is just shooting the minigun, i.e. spacemanc last night who kept denying it....you don't want to be like him.
also what i noticed last night in the helo transport squad on zatar was, that the SL was on the ground but could have been better off getting an officer kit, and or providing aeriel recon in a huey for the other team, this worked out well when i flew around with Jimmy Smack in the huey......transport helo guys when there is a lull and helo's are not needed don't be shy to help take flags....i've done it before on kashan and it helps out.
there is nothing more hurtful than just helicopters flying around and getting shot down...and also like in all maps look at the squad names, if you see a squad named helo transport, and ur not in it, don't fly the helo transport....it only makes confusion etc, and sl's keep in comms with the commander, because they do not always have time to check the team chat log, if u are giving another squad permission to use a helo, apc, etc....let the commander know.
These tips are universal all over...its the communication part that is very helpful for all...nothing hinders a team more when a squad isn't updating the commander on what they are doing, etc.
Also when spotting/marking targets put an attack marker, where the area is coming from, its easier to let the other squads in the AO know what is there, you can also simply tell your squadmates not to move there, because you "are just marking it for the commander."
its the little things that help out the rest of the team.Randy = Ace ! - Warlab












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03-20-2008, 06:57 PM #32
Re: .75 Changes and Tips

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03-20-2008, 11:35 PM #33
Re: .75 Changes and Tips
To add to RandyShugart's post let me add this.
I came up with the idea of Air Engy one day a while back and since then have used it more and more. I've noticed others using the same tactic and it's a good thing. I find the perfect Air Transport team in Blackhawks to be a 3 man squad or a 6 man squad with the kit layouts the same in each heli. 1 Pilot, 1 Engineer, 1 Medic. The reasoning is obvious.
1 Pilot to fly the Blackhawk.
1 Engineer to fix the Blackhawk as needed while landed or to fix armor in the field that need emergency repair.
1 Medic to automatically heal everyone in the transport that gets evac or inserted.
My only wish is that the Blackhawk was able to carry a 3 man heli crew and a 6 man squad for a total of 9 in the heli..
"Young gamers assault while Older gamers flank."
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03-21-2008, 03:24 AM #34
Re: .75 Changes and Tips
I prefer mixed squads for assets also. eg. scout heli plus tank on Qwai allows it to scout ahead for the TOW hummer, this could be done separately or via TS if you prefer of course
Things Ive noticed in .75, I cant remember them all right now but the command post is visible to the enemy faction on their map so be aware of this when placing
Ammo resupply from any source is much quicker now even the much more limited ammo bags.
Ammo caches dropped from the back of a vehicle will slip on a slope like the old ammo bags did
Once an AA rocket is fired it cannot be distracted by flares, you must flare before you hear any lock.
3 grenades / m203 destroys a TOW emplacement
That explains why the M4,etc can be so awful to fire at any distance. Normal rifle is 300m and marksman is 600m.Carbines in Project Reality are "zeroed" at 100m. With the BF2 engine this means that you will only have to compensate for the bullets trajectory at distances greater than this.
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03-21-2008, 05:52 PM #35
- Join Date
- Mar 2008
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- 3
Re: .75 Changes and Tips
Also all weapon damage has been increased in .75. G3's can kill in 1 shot, and all the .22's can kill in two shots.
I noticed when I realized I was actually killing people with the G3 again.
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03-21-2008, 05:59 PM #36
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03-21-2008, 06:00 PM #37
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03-21-2008, 06:11 PM #38
- Join Date
- Mar 2008
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- 3
Re: .75 Changes and Tips
Im fairly sure, at least of the G3, because i have tested it multiple times, and have killed entire squads with single shots. Im sure they werent headshots, because the G3 isnt accurate enough, and I only aim center of mass. I would have had to be horribly lucky to get 5 random headshots in a row.
Now with the .223's its more iffy. Ive had experiences on certain maps, and especially in CQB where I kill and am killed in 2 shots. But at distance I had to hit 3 times to kill. It could just be that I was hitting the arm or leg though at the distances and thus didnt cause full damage.
When I get access to my computer I will look up the damage values to be more certain
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03-21-2008, 06:12 PM #39
Re: .75 Changes and Tips

Lord of the Mangoes
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In the nuclear world, the true enemy is war itself.
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03-21-2008, 06:18 PM #40
- Join Date
- Mar 2008
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- 3
Re: .75 Changes and Tips
You no longer suffer the .2 deviation penalty when you move your scope while sitting still.
However snipers and Hat still have the scope deviation, just slightly reduced. Nothing else with the deviation was changed.
You will notice it is much easier to track targets with the HAT now.
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