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07-24-2009, 10:25 AM #16
Re: What makes good Tank/Armoured V driver?
Although the SL makes a better driver for repositioning (they can move exactly where they want when they want, and have the second vehicle follow) and the marking is nice the calling of targets by compass bearing and height has to work when there are more than two people are in the squad. Really the best way to call contacts is vehicle number, compass bearing general height or by landmark:
"Tank 2 infantry 135 ridgeline!"
or
"Tank 1 tank 345 high!"
or
"Tank 1 APC west behind hill"
Since everyone in the squad needs to call spots the SL just needs to mark it, and that is easier to do as driver in most cases.Just because everyone does something does not mean that it is right to do.
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07-24-2009, 11:09 AM #17
Re: What makes good Tank/Armoured V driver?
take a squadlayout like this:
2 driver (sql as 1 driver)
2 gunner
1 truck driver
mumble for every tank / apc
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07-24-2009, 11:38 AM #18
Re: What makes good Tank/Armoured V driver?
If you want to be a good PR driver just dont be Techmaster....or flipmaster as he should be known :P
Zing!Nihility
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07-24-2009, 12:21 PM #19
Re: What makes good Tank/Armoured V driver?
If the map will allow in terms of assets, I prefer to only one tank in each squad.
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07-24-2009, 02:16 PM #20
Re: What makes good Tank/Armoured V driver?
An important part of being a good armor driver is knowing what to do in an emergency.
My biggest problem is reacting to threats. If I'm driving a tank and we take a hit, I usually stop dead and sit there wondering what to do. This is of course the worst thing since it results in a second shot and a dead tank. If I do react it is to drive off in some random direction, either into hostiles or off a cliff.
I don't drive armor much at all as a result.
|TG-6th|Belhade
"I am actually looking forward to watching Jon and Kate plus 8." - Dirtboy






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07-24-2009, 07:14 PM #21
Re: What makes good Tank/Armoured V driver?
If you take a hit from an unknown enemy, best thing is pull back. But the only problem is, pull back where? At least it's better than sitting there.
I think it's just pop smoke an retreat opposite of the smoke (If smoke has covered Line Of Sight from north retreat to south etc)
On another server, I was gunning for a Tank (T-72 MBT) on Kashan. The driver was good. We had found ourselves on the west side of North Village and I spotted a tank (M1A2) with my peripherals on the ridge where the main road leads to US main base. I could just barely see it, basically an blue silohuette (if I looked directly at it). The enemy tank fired first, and our tank took enough hits to be reduced to about 25% health (gray smoke). I told the driver pull back west (so he may lose sight of us) and pop smoke. I did and he did. We'd let off 3 smoke volleys before I told my driver to hold; I could see the abrams, but he couldn't see us. I put 2 rounds through his side and killed him.
Although the driver should be the one who knows what to do in emergency. Sometimes the gunner might see an opportunity that might work better than the drivers plan. Because he knows a place perhaps that he can shoot from that keeps the tank safe, by experience.
I may have put in uneccessary sentences that probably repeat themselves, but a good aspect of a tank driver is I think is:
Listen to your gunner.
Keep posting, maybe this can also give an insight for other wannabee drivers.|TG-69th|Berlancic2"Speed. Aggression. Surprise."



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07-24-2009, 08:23 PM #22
Re: What makes good Tank/Armoured V driver?
First Commandment of Armor:
Driver drives, Gunner guns.
Don't try to change that, and try to respect what your better half needs during an engagement.
A driver doesn't feel comfortable going over a hill to get a shot on a risky target. Driver should speak up about this, and the gunner should respect this, even if he must have it done anyway (for the greater good, etc)
A gunner is trying to take a shot. Driver decides gunner is taking too long to fire, and jumps the gun on reversing, impairing the gunners ability to line up a shot since the tank was not yet stabilized, and now caused a miss on the enemy and a hit on them since the gunner was not able to eliminate the target before being moved, and the drivers reversing was not quick enough to avoid a shot that could have been avoided.
Second Commandment of Armor:
For the love of all that is holy, communicate! If the gunner is not prepared to take a shot or needs a moment to stabilize the tank, he should speak up and say so. If the driver is uncomfortable about an area they are in, must go through, or otherwise, he should speak up and say so. Don't assume, you can't afford to when there is a large, flying, armor-penetrating piece of metal flying at your tank.
I am fairly certain I have managed to confuse, contradict, and leave out much information during this posting.
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07-24-2009, 11:11 PM #23
Re: What makes good Tank/Armoured V driver?
Eh.
|TG-69th|Berlancic2"Speed. Aggression. Surprise."



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07-25-2009, 08:08 AM #24
Re: What makes good Tank/Armoured V driver?
Q - What makes good Tank/Armoured V driver ?
A - One who decides to not do armor and makes a infantry squad instead.








TG-6th|Almightylion
"It's feedom for everybody or freedom for nobody"" - Malcolm X
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07-25-2009, 04:19 PM #25
Re: What makes good Tank/Armoured V driver?
-Using your team to find out where teh enemy armor is before they know where you are.
-Using spotters for security
-Not leaving the battlefield unless you are at least down to zero sabot rounds/tows
(many players remind me of girls having to run to the toilet every so many minutes to touch up their make-up, or throwup, whichever)
-Not spending a whole game running circles around the edge of the map because "I'm flanking11 the enemy", but trying to support the team as you are supposed to. // The current scoring system highly rewards this circling gamepay sadly, because maps like kashan are decided on armor kills.
-Not listening to your driver, most of the time he will get you killed.
-Knowing that the lag on voip can easily be 2 seconds at a time the in game lag is only e.g. 100 milliseconds; dont yell when people react slow. Unless they are noobs, it is the lag and the person yelling is at fault for not knowing this.
-Knowing that when a driver sees a tank shell on a far target overshoot by +-2m, it is acually a hit because the rendering is faulty.
-Not sitting on ridges for long. Granted, if the other team is poor, you can do it and it can win you the game when they have no competent AT at all.
*best tricks saved so I don't get murdered too much
*
What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg
"Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
"Nationalism is an infantile disease. It is the measles of mankind."
(Einstein, both)
***I will be in India 14 dec till end of januari***
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07-26-2009, 04:07 PM #26
Re: What makes good Tank/Armoured V driver?
A few tips;
1. Don't panic! Sure you may have taken a hit or near miss but chances are you can get your own hit in and kill/disable/discourage the enemy before pulling back.
I can't recall how many times I've had a new driver panic after taking a TOW hit and throwing my shot off when I could have killed the IFV and allowed us to RTB for repairs. Instead we wind up staring at the death counter because evil knieval couldn't wait to find "a safer location".
2. Get out of the vehicle and scout things out before crossing any ridges
3. Do not silouette yourself on any peaks, either go hull down behind the ridge or push over it.
4. Be aware that "tread shine" shows up through fog distance in many instances and act accordingly.
5. Don't pop smoke if the enemy hasn't even seen you yet (yes even if you did just crest a hill and see 3+ pieces of enemy armor advancing towards you).
6. If you're lased in an IFV have the SL grab an officer kit and plant false lases, it'll throw off the aim of the incoming bomb/missile.
That's all the freebies I'm giving for now...
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07-27-2009, 02:41 AM #27
Re: What makes good Tank/Armoured V driver?
Isn't it obvious? It's the ones with the highest scores.
|TG-Irr| Dreadnought


If the radiance of a thousand suns were to burst at once into the sky, that would be like the splendor of the Mighty One --
I am become Death, the shatterer of Worlds.
-J. Robert Oppenheimer, lead scientist of Manhattan Project quoting Bhagavad Gita
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07-27-2009, 04:33 AM #28
Re: What makes good Tank/Armoured V driver?
Hehe. But scores can define what good Tank/Armoured V drivers are.
I'm being a smart ass I know.
I'll send you a pretty cake to say sorry! I promise!
BTW, good playing with you for that half round on Asad yesterday.
I can't believe the MEC ran through the trip flares over and over.|TG-69th|Berlancic2"Speed. Aggression. Surprise."



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07-27-2009, 11:50 AM #29
Re: What makes good Tank/Armoured V driver?
|TG-Irr| Dreadnought


If the radiance of a thousand suns were to burst at once into the sky, that would be like the splendor of the Mighty One --
I am become Death, the shatterer of Worlds.
-J. Robert Oppenheimer, lead scientist of Manhattan Project quoting Bhagavad Gita
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