2142 Support Kit
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[edit] 2142 Support Class
[edit] Unlocks
- Support starts out with Bianchi (EU) or Shuko (PAC), basic ammohub, and a pistol.
- Eventual weapons unlocked are the Ganz HMG and the Clark shotgun.
- EMP grenades - stun vehicles s.t. they cannot move or aim or throw up their shields -- camera discoloration for infantry -- entire section on this later.
- Netbat unlock - allows you to spot cloaked recons. Not directly useful but leads to more important things.
- Sentry - extremely lethal, but easily destroyed. Never underestimate it, always get behind cover if it has line of fire on you
- IPS shield - generally viewed as useless, but can be useful in blocking titan corridors
- Advanced Ammo Hub -- Allows for more ammo and faster ammo resupplying. Pure basics.
- Dystek Pulse Meter -- Not worth packing. Does not detect beacons, contrary to EA tips. Better to have an SL otus -- 2x the view range, and is requires less effort.
- IDS - allows for infantry detection 30meters in any direction from the IDS. Exceptions are: infantry in vehicles, ladders, Rorsches, and ghosted recons.
- Clark RDX - fires a sticky projectile that does about 3/4s of a grenade worth of damage. Not recommended as an unlock – being killed by it is generally viewed as a humiliation by TGers. Will remove RDX by its explosion – may be useful for titan attacks.
[edit] HMGs
- Bianchi, Shuko, Ganz -- best fired from the Crouched position, gets more accurate as you fire, can overheat, but have large clips.
- Useful for wide range suppression, has a slow start-up time compared to ARs, is less accurate than the ARs
- Does not excel at CQ engagements, and is generally best used with the sentry to cover own flanks
- Make sure you do not get tunnel visioned with it, do not ever go prone in this game for any reason ever.
- Learn to work against overheat
- Learn how to know when you are too close to the enemy -- HMGs are not suited for CQ engagements.
- If you are familiar with the asssault class – use the HMGs like you would rockets. Long Quarters engagements with less accuracy but higher firepower. Used for area control and enemy supression.
- Learn to suppress the “reload after each kill” instinct.
[edit] Clark
- Deadly in CQ, not so above 10 meters
- Get behind cover when faced with anything above 10 meters, run via cover to that target to get in close, then win the engagement with a single shot
- Oftentimes, not a single-shot kill, even on the head. Two shots will take down most anything in the game, but it's rare to get one-shot kills.
- Like the HMGs, useful for killing buggies
- Learn to click at the right time in order to fire at maximum frequency
- Learn to know when you are too far from the enemy -- move in behind cover, and maximize on your advantage.
[edit] EMP Locking
- Stops a vehicle from moving (unless intertia), aiming, or popping shields
- General idea is:
1. enemy armor comes, starts killing infantry 2. get out of its line of fire and get in close to it 3. throw one grenade to keep it in place 4. Get in further toward it, get in position 5. Throw another EMP to keep it in place, run and jump if necessary to reach it 6. Keep running and throwing emps at it until you get close. You have 4 to start with, keep in mind, and they recharge quickly 7. When you are close, throw down your ammo hub, and start throwing EMPs at it. Make sure you are out of the vehicle's line of fire -- APCs have a wide area of effect, don't stand close to walls while EMP locking them. 8. Keep up a constant stream, ask engineers to spawn, or tell infantry to shoot the walker's vents, or to use Rorsches 9. There is no defense against EMPs 10. Watch for bailers and have your shotgun ready (left hand on key #3)
- Only EMP lock armor that comes to you -- don't look for enemy armor to EMP lock in enemy territory as you are EXTREMELY vulnerable while EMP locking
- ask for infantry to support you while you are EMP locking -- onca again, you are very vulnerable while EMP locking
- EMPing infantry discolors their cameras and gains you 1 point for 3 people who get EMPed
- Do not stat pad with EMP grenades -- that is against TG rules and also quite stupid
- EMP mines lock ALL vehicles. Rorsches are viewed as vehicles in the game (as are ladders), so make sure the enemy armor is not close to a friendly rorsch as you will EMP lock that Rorsch too
- Offtopic tip: the engineer PDS will detect enemies in Rorsches and ladders, whereas the IDS will not.
- EMPs stop SL drones and sentries
- Frags expolode after 10-15 meters -- EMPs keep flying forever. Extremely useful in long range emp locks.
- Buggy doom SL should have support with EMPs to lock down armor in open ground while the two engineers Pillum it. Explain how buggy doom works.
- Cloaked recons light up when hit with EMP grenades.
- There is no defense against EMPs -- either run, if you've seen a competent EMPer, or send your infantry to take him down. Just as APMs are the bane of lonewolf infantry, EMP grenades are the bane of lonewolf armor. Get toward a squad of squishy enemies, salivating at the thought of those six delicious kills from your main cannon? Next thing you know, you can't move and people are pistoling your walker to death. The best defense against an EMP lock is being smart -- don't think you are any more hardy because you have 20 tons of steel around you. Play cautiously, and support your infantry. Let them take the front lines, you be right behind them to support them. Don't take risks that aren't warranted. Let infantry go ahead of you because they will naturally, without instruction, take down an EMP locker when they are in your territory.
- Offtopic tip: APCs have a wonderful fire EMP lock -- can be used as defense against all range of ground and air vehicles. The walker and the AAA Rorsches also have a fired EMP grenade but they only stun flying vehicles.
[edit] IDS
- Detects all infantry within 30-35 meters of the IDS
- Can be resupplied while you run for those 30 meters -- ie, constant IDS coverage as you are running from A to B without SL drones or vehicles.
- Can only have 1 IDS per kit
- Can be attached to vehicles (buggies most often), and SL drones (Otus especially) for moving coverage
- Picking up an enemy kit, resupplying yourself their IDS with an ammo hub will "switch" that ids to your side. Maybe that IDS is somewhere crucial where you can't get?
- sticking IDSs on enemy vehicles will show a moving IDS without a blue dot. Moving scanner (IDS/PDS) without a blue dot/vehicle for it is on an enemy vehicle. Very useful for letting other people do your dirty work.
- Cannot detect Ghosted players - sentries can detect ghosted players (will shoot at them). Show the sound of a sentry locking onto an enemy.
- Do not place an IDS in an obvious place such as a passageway -- someone will destory it - set it down where you would set down an IDS -- useful but ought of sight
- not as useful on huge maps -- the larger the map, the smaller of an impact those 30 meters of coverage has -- consider bringing a sentry instead
[edit] Usual Item Loadouts based on the type of play
Infantry Only maps – IDS, Sentry (no need for EMPs as there is no vehicles)
Sparse Armor maps from small maps to medium – IDS, EMP
Large Vehicle Maps without the Titan -- EMP, Sentry (map is too large for IDS to be effective)
Titan Mode -- IDS, Sentry (IDS has a large coverage on the Titan – drop in favour of a sentry if focusing on Silos)
Notice carefully that the only thing constant is EMP Grenades. Unless you are fighting Infantry Only – ALWAYS BRING EMP GRENADES.
The golden Assault loadout is Voss, Defib, and Rockets. The golden Support loadout is Clark, IDS, and EMP 'nades.
[edit] Versus Enemy Classes
Be aware of your weaknesses in general: with HMGs, tunnel vision and poor CQ performance, with Clark, inability to damage above 10 meters and IDSitis -- being shot at from enemies outside of IDS range. Explain IDSitis esp. on Belgrade.
[edit] Clark
vs. medic -- 50/50 chance of winning in CQ, will lose at longer engagements due to rockets, AR accuracy, and inability to damage beyond 10 meters
vs. engineer -- should win in CQ and LQ
vs. recon -- will win in CQ against all, will lose against snipers in LQ
[edit] HMG's
vs. medic -- will lose CQ, will win LQ due to good rocket supression and general area supression
vs. engineer -- 50/50 of winning
vs. recon -- will win at LQ, 50/50 at CQ
[edit] With Friendly Classes
- Stick close to engineers -- they need ammo (even for rocket launchers) quite quickly, and they will always need your EMP locks.
- Stick close to recons (smart ones with RDX and APMs) to provide ammo
- Resupply an SL first, ESPECIALLY if he is a recon -- SLs are often ghosted, and having a spare ghost can mean the difference between a failed push and capturing a flag.
- Medics first lose rockets and grenades -- if SL, ask for squad to huddle for 10 seconds and resupply them all at once
- Tell people to use Q menu and not voip for ammo -- it clutters comms and it's hard to find the person needing ammo without minimap marker
[edit] Sounds
- Sound of a falling EMP grenade/EMP lock/missed EMP grenade/partial lock/Rorsch on shields
- Sound of PAC and EU voices when they throw frags
- Sounds of Ganz, Shuko, Bianchi
- Sound of Clark
- Sound of a sentry gaining and losing locking, sound of sentry firing, sound of sentry that has lost its lock, sound of a Dystek Pulse Meter
[edit] General Tips
- the "run, jump, throw" motion provides longer length of flight for both frags and EMPs. It's possible to air-burst frags with ridiculous accuracy.
- Never drop your ammo hub unless EMP locking. Holding it causes faster resupplying and doesn't waste the ammo hub, and doesn't leave you hub-less when you need it – it takes time for a hub to recharge.
- Each ammo hub supplies 14 frags, and 19 EMP grenades.
- In general, the less of something a person has, the more time it takes to resupply them that item (ie. a new ghost for an SL takes a long time since there's only one ghost at a time, whereas rocket ammo resupplies fairly quickly because most people have 16 of them. TO think of it another way -- the amount of time to resupply 1 ghost is equivalent to resupplying 16 rockets. )
[edit] Drills:
1.Instructor spotting student-placed IDSs. 2.EMP locking Instructor's armor. 3.Ghost demonstration.
[edit] Credit
This material was written by Zhohar and edited for the wiki by Smachin007
