Anti Armor Rocket Guide v1.0

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  • Cromat

    #16
    Re: Anti Armor Rocket Guide v1.0

    Nice post,U can easily destroy a tank with 2 AT rockets to their tracks(But only if that tank doesnt have any reparing point close.)

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    • PREDATOR-SK

      #17
      Re: Anti Armor Rocket Guide v1.0

      i think for the 1.31 patch of what ever EA is going to call it(patch may also be know as failure)they should give the anti tank kit 1 anti armor rocket that distroys a tank in one hit, therefore stopping thoes idiots who use anti armor rockets agenst enemy troops although i am awear that some soldiers have armor, its not that kind of anti armor rocket but il give u a small tip (whispers)it's used for tanks and apc's . The other benifit of having a anti armor rocket that immobilisers a tank with one hit is its far more realistic and you wont have to spend 3 mins running after the tank to hit it with the 2nd rocket.

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      • IDontDoWeddings

        #18
        Re: Anti Armor Rocket Guide v1.0

        Originally posted by PREDATOR-SK
        i think for the 1.31 patch of what ever EA is going to call it(patch may also be know as failure)they should give the anti tank kit 1 anti armor rocket that distroys a tank in one hit, therefore stopping thoes idiots who use anti armor rockets agenst enemy troops although i am awear that some soldiers have armor, its not that kind of anti armor rocket but il give u a small tip (whispers)it's used for tanks and apc's . The other benifit of having a anti armor rocket that immobilisers a tank with one hit is its far more realistic and you wont have to spend 3 mins running after the tank to hit it with the 2nd rocket.
        I dont know if I'd call AT who occasionally use rockets on soldiers "idiots". It takes measurable skill to hit enemy troops from a far distance considering how easy it is to dodge. Unless you are unaware of a rocket approaching, it moves SO slowly there isn't much excuse to die from one.

        I think the 1 hit kill rocket with limited ammo would create severe imbalances. It would mean that with only 2~3 AT coupled with support could shut down armor for an entire 32 person team.

        In fact, I think AT is properly balanced and if anything is a little too powerful. I think that 6 rounds is too much given how easy I've been able to take out armor/vehicles using the tactics I've employed.

        let the flaming commence...

        :cussing:

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        • [2bit]Modmaven

          #19
          Re: Anti Armor Rocket Guide v1.0

          I have played about 180 hours of Anti Tank, and it is one of my favorite classes. I know that you refered to the secretsofbattlefield site for hit points, etc, but I think to make the guide complete it would be great to mention....

          AIM FOR THE TRACKS!!!! These hit for about 50% damage (from front and back), and it is a quick way to deal some serious damage.

          Another tip I would add is to practice guiding zoomed in for very long distances. This really lets you get a hang of how fast the missile moves, and how it reacts to your movement over long ranges. For instance, practice taking out enemy boats on Wake Island from the North or South Beach. Its really something else getting a multi kill on a boat when the missile literally flies for 8-10 seconds. Very satisfying :)

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          • RAF92_Warhawk

            #20
            Re: Anti Armor Rocket Guide v1.0

            excellent guide.... Firing without using the crosshairs up close is an extremely useful tip. It works very well.

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            • Nasty

              #21
              Re: Anti Armor Rocket Guide v1.0

              Are you talking about firing the TV Rocket when NOT in zoom mode? Is that possible? If yes, how?

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              • |CBW|Simon

                #22
                Re: Anti Armor Rocket Guide v1.0

                The TV rocket is part of the Attack Helicopter armament. This is all about the Anti-Tank soldiers rocket. Entirely different. And no there is not a way to fire the TV Rocket when not in TV mode.

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                • strikken

                  #23
                  Re: Anti Armor Rocket Guide v1.0

                  A useful tactic I use every now and again when facing down an enemy tank is this: Stay as close as humanly possible to the tank. If you can get close to the tank, two things happen. First, the tank can no longer machinegun you down, nor can it generally kill you with splash damage from its main cannon. Second, once the tank captain notices you he will focus almost all his energy on either killing you or driving away (to try to kill you and escape the C4 he thinks you have). This will distract the tank long enough for more of your teamates to run in and either C4 him or help you in AT rocketing his armored butt back to the stone age. In certain areas (and admittedly against not very good armor players) I've managed to take out the tank all by my lonesome simply by running straight at it when it tries to drive away. It runs into a building and stalls, I close to inside of its machinegun radius and fire a rocket up the treads, the tank rolls forward to try and get another shot, rinse and repeat until tank dies. Sometimes you'll even find really stupid tank drivers who just plain jump out of their tank when they see you get close. I don't know if they think you're going to C4 them or what ... but who cares! Free enemy tank!

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                  • IDontDoWeddings

                    #24
                    Re: Anti Armor Rocket Guide v1.0

                    That tactic totally works! But unfortunately very situational and usually against unskilled tankers. Ideally, you'd never want to be that close to a tank but sometimes they can't handle the bum rush.

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                    • AlphaNut

                      #25
                      Re: Anti Armor Rocket Guide v1.0

                      Very well written guide IDontDoWeddings. Some very useful tips in there. :)

                      It always frustrated me that I had to duck behind cover when trying to dumbfire a rocket. Now after all that time I spent as AT I finally figured out how to dumbfire by switching to another weapon - thanks to you

                      Just recently I was playing Chinese on wake, and this fully loaded boat comes from the left side, trying to go very wide.
                      It was an extremely long distance hit, but it only managed to badly damage the boat so that the crew had a chance to bail.
                      Ok I thought I'd just wait for them to swim to shore, and get some pistol practice. Hahaha this was so funny I started shooting at their helpless swimming bodies when they were about 100m out, and was slowly taking shot after shot at them. One after the other went down, until this one last guy was desperately swimming to shore. He was almost there when I got him. And believe me it was quiet an achievement since I had to laugh so hard during this whole thing. Keeping a steady aim was not easy I can tell you :laugh:

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                      • IDontDoWeddings

                        #26
                        Re: Anti Armor Rocket Guide v1.0

                        That's just cruel... :evil:

                        Glad this guide was of some help! I'm still wondering if I've left something out however...

                        Comment

                        • disfigured
                          Member
                          • Oct 2006
                          • 391

                          #27
                          Re: Anti Armor Rocket Guide v1.0

                          Don't know if this holds true to actual programming but.........

                          I find if a vehicle is heading straight towards you, rather the fire straight at it and risk the "pass through" bug/programming. It's better to aim high and then bring the round down onto the hood of the vehicle.

                          Same goes for helos that are comming straight at you. Although you useally don't last long if it's nose to nose, but I believe the profile of the helo or vehicle is bigger going "down" at it, rather then straight at it. More surface to hit, so to speak.

                          If you've not lead a moving vehicle properly, or have fired on one that begins to move, don't be satisifed with a miss. Radically alter the path of the AT round towards the exit direction of the vehicle. As much as possible or nearly as much as you can. It's worth a shot. If it does land it will register as a rear shot and do quite a bit of damage.

                          I've taken out vehicles that were around corners out of sight.

                          Also, don't be afraid to fire into open air with no target what so ever, on fast moving choppers, in order to lead them enough. A fast moving chopper will almost always out run an AT round even if you lead it the entire width of you feild of veiw.

                          Some times they will actually come into your feild of vision after you've fired, or if the timing is correct they simply "meet up" with the round.

                          If they are flying straight at you look directly over head into the open air, and fire. If they are traveling along the horizon line, twist left or right and fire into the open air in front of them. It works best if they are not moving away from you, but in a parallel line to your position.

                          I know this next tidbit isn't just a "feeling".

                          Don't forget to reload before you jump into a vehicle. If the animation is not done reloading, or you have switched quickly to another weapons, you still owe the programming an animation.

                          Nothing is more frustrating and deadly then jumping out of a vehicle to engage armour and instead of getting off a quick shot, the "tube" slowly rolls off your shoulder.

                          Even if you haven't entered a vehicle and the a new AT round is not loaded, as soon as there is a lull in the action, find a safe place and go through the reload process. Reload while retreating to a fall back spot, use the time that you can't engage the enemy to reload the round.

                          Also there are no "partial reloads", if you stop the animation in the middle, it doesn't take half the time next time you choose AT. So if your going to interupt it, make sure it's a life or death situation, because if not you've just essentially "added" to the total time it takes to reload that single round.

                          If you let it go almost to the end, and then interupt it, you've nearly doubled the reload time.

                          The intight thing works and works well, you can even deliver the "final blow" sacrificing yourself for the good of the team. Also, hold your enter key or tap it now and then if your intight.

                          Newer players might assume you've run off, or are simply gone. Some get out to look, some get out to repair. You instantly "pop" into their vehicle. :).

                          Comment

                          • IDontDoWeddings

                            #28
                            Re: Anti Armor Rocket Guide v1.0

                            excellent! i've added your tips to this guide. Thanks!

                            Comment

                            • disfigured
                              Member
                              • Oct 2006
                              • 391

                              #29
                              Re: Anti Armor Rocket Guide v1.0

                              Originally posted by IDontDoWeddings
                              excellent! i've added your tips to this guide. Thanks!
                              Why thank you. I'm flattered. A lot of em were continuations of work with the Bazooka in BF 42. Some are just obvious things that people need to consentrate on a little more, like the reloading. I botch that one up now and then still to this day.

                              BTW got my first jet with AT a few days ago. Granted he was low flying and I was on a very high hill, but I did pop him. He disconnected right after I did it too, I hope he didn't think I was cheating. It is a very odd occurance.

                              Personally I think it's way too of a long shot in averages to consider a valid technique to work on. From what I can tell the pilot has to be at nearly stall speeds and flying very low, and even then it just doesn't register most of the time.

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                              • TAoSoFKos

                                #30
                                Re: Anti Armor Rocket Guide v1.0

                                Another good advice is to use the AT rocket to lock on jets and helos. Just point your center of zoom mode on a helo and they will get a lock tone. This will simply make a lot of pilots crash into something.
                                Another tip. Fire above your target and guide the rocket downwards. Then you wont have to dumb-fire cause the tank/APC is not getting locked and dont know you´re there.(+ if you hit a tank right, 1 shot kill)
                                And finally forget about shotguns. Their great for very close range but the smgs work at all ranges thanks to single fire....
                                And finally finally dont save your rockets use em. get more. use those. get more. At least you will get practice...

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