Anti-Tank
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[edit] AT guide by Thierry
[edit] Versus tanks and APC's:
- NEVER fire if the turret/barrel is aimed at you, the missile leaves a huge trail that will get you killed.
- If you are at very close range, dont use the aimsight, just fire in the direction of the tank, the tank wont get a missile lock tone.
- If you are facing a tank, aim for the tracks when possible, it does more damage then hitting the rear.
- MOVE! If you keep firing from 1 spot, either that tank/apc will get you, or a sniper will. Fire your missile, run behind cover and repeat.
- If the driver jumps out after 1 hit, or if your sure the tank isnt on fire, JUMP IN! I had this so many times in which a medic for instance would jump out while the tank still has 30% left. This also applies to Spec Ops with C4 and Engineers with Mines (mines might suicide you, so be careful Engineers).
- You can guide your missile people, so do it! If you see a tank in a clearing, fire away, he might get a lock tone, but you have a 90% chance that you will hit him.
- If you only have 1 single missile left and there is a full health tank on your flag, try to fire it in the tracks, then simply keep the aim sight on him, he will constantly hear the locktone and you at least HAVE a chance he will jump out.
[edit] Versus Infantry
- Your submachinegun is not an assault rifle, dont use it like one, neither is it a sniper rifle. Use it as a shotgun, and keep it on fullauto.
- For medium range soldiers, use your pistol, it has great accuracy against them.
- Don't waste your AT missiles on a guy such as in Tip above, you will lose an AT missile while you could have used your pistol. A pistol has 15 shots and 7 clips, while AT missile is 1 shot and 5 clips.
- There are exceptions in which I feel its proper to use your missile against infantry, mostly against snipers, if you are on a squad getting sniped and no sniper on your team, just blow him!
- If infantry gets hit by an AT missile they die, and can't be revived, keep that in mind if you think there might be an enemy sniper squad leader out there.
- Use your knife! If you are at knifing range use it! The submachinegun wont help much here.
- You dont have grenades, so if you think there is an enemy behind that fence, walk around it and get him from the rear, its the one thing the AT submachinegun is good for.
By FPS Douglas: The SMG is underated IMO. In single shot mode, it can be moderately effective at medium range. At close range, it is quite good. Keep on full auto and always aim for the head (well, bottom of the neck). It has a high rate of fire and a good chance to pull of an HS. When I am AT, I often take point for a few reasons. You can eliminate any buggy and severely damage any humvee before they have the oppurtunity to run over/shoot any squad memebers. Also, if you come upon armor you can get a shot off and take cover. This should focus the armor on you and keep it from chewing up your squad. Just make sure you get some good cover before, preferably some where you you can move quickly an be somewhere the tank does not expect you. This is especially effective if you encounter groups of infantry. In an infantry battle, when there are no vehicles present, your life is worth less than the rest of the squad, as they are more effective against infantry. I will usually try to close the distance, using cover, ASAP to the group of infantry. This does a couple things; your weapon is MUCH more effective at close range, drastically improving your effectiveness, also, the enemies will then generally focus on you, revealing themselves and allowing you team mates to fire on them uninhibited. This is not a suicide run, you definately try to survive, and don't attempt it unless you have enough cover to give you a good chance of surviving.
[edit] Versus Air
- If you are aiming for a chopper, you might want to jump in a car with a .50 cal, you will take it down much quicker and you wont lose ammo that you can use against ground armor.
- If you must fire an AT missile at that chopper, make sure he isnt coming your direction or facing you and try to aim ahead of the chopper, it wont matter where you hit (damage will be the same), sadly, the tire weakness was removed in 1.03
- AT missile will go through armored glass, like those from choppers and cars, so if you hit the glass from the driver seat, there is a good chance you will kill the driver, but leave the car alive. For cars this isnt very helpful (except if there is another friendly AT out there), but it works great on choppers, since the passenger wont know that the pilot died until its to late.
- AT missiles wont help against a distant chopper, dont use it on them, you will only lose ammo.
By FPS Douglas:
One point I have to disagree with is conservation of rockets. If I am near an ammo box, or have a support class in my squad, I am quite liberal with rockets. For example, at the choppers at range I will always fire if I have access to ammo. Aim so that if you miss, it will be in view of the pilot. As any class I like to put as much heat on choppers as I can... keep them evading as much as possible. Also, if they feel enough heat, they might decide to leave to repair more quickly. Any time a chopper spends flying to repair, and then flying back to the fight, is time the chopper is not attacking. Believe it or not, this can be better than actually killing the chopper if it is a long enough flight to repair.
[edit] Versus Other vehicles
- Don't use the AT missile at point blank range on cars, the missile will only go through! Just avoid gettin run over, run a bit and fire at the car in the rear.
- AT missile will kill FAV's (those light frame black cars/buggies) in 1 shot, but humvees and vodniks will not be killed in 1 shot if they are at full health. Your best shot at them is in the side, at a direct angle.
[edit] General
- Don't go wild with guiding your missile, if you turn it to sharp, the guided wire will snap and the missile will fall to the ground, if you turn it bit by bit, if will stay in the air a lot longer.
- If you see a vehicle or chopper smoking, try to hit that instead, getting 2 vehicles smoking is not as helpful to your team as 1 dead and 1 alive.
- A tank on fire doesnt mean he will die instantly, it can take a couple of seconds, if your team is gettin killed, fire that extra missile.
- If you run out of ammo and there is a tank or apc, dont go wild and get killed, either get ammo, or see if you can pick up a kit that might take that armor out. Assault, Spec Ops and Engineer will help greatly, but grenades might still force that armor to at least move.
- USE COVER. You might have body armor, but you cant stand in the open firing that missile. You need to get cover, find your target, fire away and then move.
[edit] The Unlock:
- The DAO-12 is a heavy 12 round semi automatic shotgun, it does 96 damage in 1 shot, and the shells are armor piercing! This means it will go through those thin fences like those on Karkand.
- The DAO-12 is not a medium or long range weapon, use your pistol instead.
- The DAO-12 has 12 shots, and they can all be fired as quickly as you hit that fire button!
- Dont fire all the shells like crazy, the reload will get you killed. 4 to 5 shots will almost always garantuee a kill.
- If you killed a guy, and have...say 7 shells left, AND there arent any enemies at point blank range near you, then run for some cover and reload. DONT KEEP FIRING SHELLS UNTIL YOU HAVE TO RELOAD ALL TWELVE, if you have the chance reload whenever possible, I cant stress this enough. Reload after every kill when possible. You wont lose any ammo, since each shell is counted as a clip.
Original forum discussion here
[edit] Mass AT Fire by Santa
We've all come across a tank that has an engineer or two sitting behind it repairing it. You throw AT rocket after AT rocket, but it does nothing because it immediatly gets repaired after the AT hit. Why keep having your 1-2 AT guys wasting their lifes firing endless amounts of AT fire at a tank thats obviously indestructible? The only way ive found to combat a tank with multiple engineers repairing it (or armors mutally repairing eachother) is to have 3-4 AT guys spawn and fire at once. Squad leader should find a suitable far away spot for the AT to get into position. SL counts to 3, and all fire at the same time. Its really a thing of beauty to see 4 AT rockets from one position hit one tank and destroy it.
This worked tonight in mashtuur. My squad was attacking the south gas station and was pretty far west at the time. A tank had us pinned from a distance, and our AT guy had no chance at downing him because he apparently had an engy helping him. Everyone spawned AT, and everyone took position. Nobody locked on so as to get the tanks attention, and on the count of 3 all AT rockets fired, and the otherwise invincible tank was destroyed.
The only real disadvantage to this is that your gonna have a lot of AT guys that arent as good against infantry. While everyones AT, its very important for the SL to stay alive as best he can so that respawners can respawn something a lil more appropriate for fighting infantry. Even with that disadvantage, its much better to do this AT trick rather than having one or two ATers wasting shot after shot and having your squad pinned until their infantry come to wipe you out. MA was very good at this. If they rolled into an armor rich flag, everyone was AT. All respawners respawned anti infantry, and just like that they took out all armor and were still able to combat infantry.
Forum discussion here
[edit] Further discussion threads
[edit] External Links
Vehicle hitpoints from Secrets of Battlefield
