Since I seem to spend most of my time in anti-tank mode I thought I'd fire off a few things I've learned...
1. MOVE!
Staying in the one place after firing a missile is like asking to be killed, since the smoke trail and hit indicator will all work to point out where you are to the enemy. The enemy will then procede to pound that area, so move or die. When moving you should switch to your machine pistol, since carrying a missile launcher makes you target no.1 for any armour or helo that spots you and makes shooting passing infantry all the harder. If all they see is a guy with a gun then you are no special threat.
2. COVER
It goes without saying that the more you stay hidden and have hard objects between you and the enemy armour/helos the better. Come out of cover long enough to launch and guide the missile, but no more. Also try to choose cover that will allow you more than one escape route, since people in tanks are smart enough to realise you will probably move to the other side of the feature to shoot again (See above). If you have several places to shoot from you stand a better chance of surviving. If in trees or on grassy hills try and avoid the obvious crests and peak, stay low and move after firing.
3. GUIDANCE
The missile is guided on to target by firing and then continuing to hold the mouse button and aiming at the intended target. Be aware however that for the first second or two you will be unable to do much of anything, through both lag and design, so factor that in to your plan. If the enemy is static aim directly so no guidance is really needed, just be ready for him moving. If the enemy is moving then a little windage ahead of him should be added so that the unguided phase doesn't make you miss.
4. ADVANCED GUIDANCE
It is a great survival aid to be able to convince people you are somewhere else, and you can do this by guiding your missile in an arc to the target, making it look like you are elsewhere. Aim off to one side and as you get full guidance you can swing the missile in for a hit on the side or rear of a vehicle, hitting more vulnerable armour and causing confusion in your enemy. Dont get too ambitious, but give it a try. Likewise you can use your missile against helicopters in this manner by firing ahead of an approaching chopper and then swinging the missile into it's path. It's not as manouverable as an AA missile, but if the helo is on a straight path you should be able to hit.
5. AIMING POINT
Armour on tanks and most military vehicles is thickest at front, less on the sides and underside, and the least on the rear and top. If a tank is going past your hidden position your best bet is to let it pass and hit it's rear (or top rear if elevated) and if possible cross behind it to a new position on the other side of the road. The turret will take time to traverse onto your position anyway, and you'll take fewer rounds to do more damage. With Blackhawks you need to aim for the interior roof of the crew cabin, or if it's flying away from you aim for the wall between the crew cabin and the cockpit. Hitting the roof of the cabin does splash damage to crew, hitting the rear of the pilots wall hits the pilot and gunners too. I've dropped Blackhawks by killing the pilot this way in one shot, and boy is that a nice feeling. :)
6. BLUFF
Your missile launcher contains a laser aiming system, which has the disadvantage of alerting your target that you are aiming at them. Their laser warning system begins to whine and they will try and move out of the way or search frantically for you before you can fire. Use this to your advantage. Even if your launcher is empty just take aim (from cover of course) at the bad guy and hold him in your sights. He will get a warning tone and being freaking out looking for incoming missiles, etc. This works on Helos, aircraft, APCs, tanks etc and is a great distraction tool. Watch as hovering helos or passing jets start spewing out flares, possibly leaving them vulnerable to a real strike.
Feel free to add anything else to this, this is just the stuff I can remember right now.
1. MOVE!
Staying in the one place after firing a missile is like asking to be killed, since the smoke trail and hit indicator will all work to point out where you are to the enemy. The enemy will then procede to pound that area, so move or die. When moving you should switch to your machine pistol, since carrying a missile launcher makes you target no.1 for any armour or helo that spots you and makes shooting passing infantry all the harder. If all they see is a guy with a gun then you are no special threat.
2. COVER
It goes without saying that the more you stay hidden and have hard objects between you and the enemy armour/helos the better. Come out of cover long enough to launch and guide the missile, but no more. Also try to choose cover that will allow you more than one escape route, since people in tanks are smart enough to realise you will probably move to the other side of the feature to shoot again (See above). If you have several places to shoot from you stand a better chance of surviving. If in trees or on grassy hills try and avoid the obvious crests and peak, stay low and move after firing.
3. GUIDANCE
The missile is guided on to target by firing and then continuing to hold the mouse button and aiming at the intended target. Be aware however that for the first second or two you will be unable to do much of anything, through both lag and design, so factor that in to your plan. If the enemy is static aim directly so no guidance is really needed, just be ready for him moving. If the enemy is moving then a little windage ahead of him should be added so that the unguided phase doesn't make you miss.
4. ADVANCED GUIDANCE
It is a great survival aid to be able to convince people you are somewhere else, and you can do this by guiding your missile in an arc to the target, making it look like you are elsewhere. Aim off to one side and as you get full guidance you can swing the missile in for a hit on the side or rear of a vehicle, hitting more vulnerable armour and causing confusion in your enemy. Dont get too ambitious, but give it a try. Likewise you can use your missile against helicopters in this manner by firing ahead of an approaching chopper and then swinging the missile into it's path. It's not as manouverable as an AA missile, but if the helo is on a straight path you should be able to hit.
5. AIMING POINT
Armour on tanks and most military vehicles is thickest at front, less on the sides and underside, and the least on the rear and top. If a tank is going past your hidden position your best bet is to let it pass and hit it's rear (or top rear if elevated) and if possible cross behind it to a new position on the other side of the road. The turret will take time to traverse onto your position anyway, and you'll take fewer rounds to do more damage. With Blackhawks you need to aim for the interior roof of the crew cabin, or if it's flying away from you aim for the wall between the crew cabin and the cockpit. Hitting the roof of the cabin does splash damage to crew, hitting the rear of the pilots wall hits the pilot and gunners too. I've dropped Blackhawks by killing the pilot this way in one shot, and boy is that a nice feeling. :)
6. BLUFF
Your missile launcher contains a laser aiming system, which has the disadvantage of alerting your target that you are aiming at them. Their laser warning system begins to whine and they will try and move out of the way or search frantically for you before you can fire. Use this to your advantage. Even if your launcher is empty just take aim (from cover of course) at the bad guy and hold him in your sights. He will get a warning tone and being freaking out looking for incoming missiles, etc. This works on Helos, aircraft, APCs, tanks etc and is a great distraction tool. Watch as hovering helos or passing jets start spewing out flares, possibly leaving them vulnerable to a real strike.
Feel free to add anything else to this, this is just the stuff I can remember right now.
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