Assault and Anti-Tank.

-Psy-

Walking round in women's underwear
Joined
Mar 9, 2005
Messages
4,805
Reaction score
0
What tips could you offer me for playing these 2 classes well?
 
That's the shotgun right?

I'll keep your tips in mind ;)
 
Assault - Use cover and tactics well, you have no health kits so everything move you make must be quick and accurate. Don't waste shots alerting an enemy unless you will kill them. 'Nade Launcher can be useful, but using the main gun can be much better, use the G3/F2000 as USMC, otherwise the AK's are the best.

I have had some very good rounds recently with the AK-101, thus my KD is getting better all the time :E
 
Assault - unlock the G3, set to semi auto, go prone and you've got a long range kill ability thats hard to match.

AT - Unlock the DAO-12 and stick to close quaters. Avoid open areas like the plauge. Only ever hit enemy armour when you know that either you will kill them with 1 shot, you're being supported by other people/units with AT ability (Tanks, APCs, etc) or when you can run into cover where they cant hit you really fast.

Oh, and its vanilla, so any attempt at tactics, coordination and team work will fail horribly unless you're with a clan.
 
tip 1 - don't play assault, play medic

OK as a fairly dedicated Anti-Tanker (hence the nose-dive in my kdr :() you get used to
- working harder than anyone on your team
- low points, no rewards Now that's not true. I'm a main ATer, and I get top score all the time..
- feeble anti infantry abilityAll my points aren't from armor, there isn't enough of it, it's all in how you know how to use the guns you have.
- needing 4+ hits to kill one tank when you only have 5 rockets. Gotta aim at the treads, 2 rockets take it down. Knowing where to hit, and waiting for the perfect moment is another skill you get from mastering the AT

As to engaging tanks and armour - you need to have a buddy as anti tank to stand any chance Not NEED one, it's great help though, I'll admit. If you have little cover, there is a big chance you aren't going to survive...Cover is an AT's best friend
Failing that aim for the threads at all times. Go for the high ground where possible and attack from the rear. Avoid alerting the tanker to your presence by keeping the aiming reticle off the target until the last moment. Bunnyhop - you need to do it to survive. Never go prone as AT. Finally, unlock the DAO-12.The DAO-12 is my baby, true. But the MP5 that comes default with the AT works awesome as well. Granted, I can't take down 15 people in a row without getting healed with teh MP5..but hey, it's an awesome gun. :P

Anti-Tank is a great class. It's my personal fav, and my K: D hasn't suffered at all from it. There's never enough AT on the battlefield. If you notice that some guy in a tank is racking up some awesome points, chances are, you're team is AT dumb. Go AT, and put a stop to them. The chances of your team winning incease substancially afterwards. Trust me. Hold the armor at bay, and it's a sure victory. AT, personally, is the best class. If it wasn't for them, tanks would need to be blown up by C4 *haha..oh thats funny..no more chucking means c4 is worthless* and AT mines...*How does someone not see those specks on the ground?*. But remember, COVER COVER COVER.


Assault is, beyond contrary doubt, a good class to use if you need to take out large numbers of infantry units. The medic does have and awesome gun, and the ability to revive units, but they don't have the smoke grenade. That is a very powerful and useful tool that is underused. Hell, the MOST underused. It provides cover so you can flank, escape, or ambush. The grande launcher attachment may get you alot of, "NEWBTUBER! PLAY WITH A REAL GUN!" but just ignore them. I may have VERY little Assault time, but I know how to use it at least. Don't be afraid to use the GL attachment, it's a nice weapon. And mianly, with every class, do your best to cap a flag. If you see a person run by you while your capping it, don't chase after him...cap the flag first. It's a necessity.
 
- needing 4+ hits to kill one tank when you only have 5 rockets
Well it's usually 3 or possibly 2. With tanks you must aim for the tracks, preferably at the back when he's not aiming at you. It does more damage. APC's are 2 hit kills and easy as long as he doesn't spot you during the first shot (otherwise the cannons will destroy you).

My advice is to always stick with other players to avoid infantry battles, and go to extreme lengths to fire rockets like mental at vehicles for some points. And get the DAO-12.
 
This may be a bit random. I'm not trying to write an essay here so bear with me! I'm also not sure whether most of this applies to you or not, but I figure it is a good exercise for me to jot it down anyways.

I love playing anti-tank, but it requires you to be far sneakier than many of the other classes. You can easily take down a tank on your own if you know how to play with his head.

Some useful things I've found:
- Stand right near a corner, and peek around. When you fire the rocket, fire it slightly off-target, and guide it onto the target by moving back behind cover. This is very important for surviving to take your second shot.
- Unless you're very sure the tanker is facing the other way, as soon as you fire that rocket get bootin' it to another location for your second shot. Shoot n' scoot is the AT way.
- Hang around behind your friendly assault/medic/support/spec-ops. Wait for a tank to start being problematic and start shooting. DO NOT run around on your own and expect to survive.z

I like the assault kit. The extra body armour is extremely useful. In our squads, we usually have an assault up front--he can take a few more shots than the medics, just enough to pull back behind cover and survive. If you are going to play assault, try to find some medics and support to hang around with. Work their flanks, protect them from enemy infantry.

Your survival and your ability to kill the enemy have more to do with your ability to think on your feet and be smart about moving around the battlefield than with your gun.

Don't get me wrong--your gun is important, but KNOWING the gun you're stuck with is more important than just finding the biggest, loudest gun. All of the guns in BF2 have advantages and disadvantages. Look at things like reload time, recoil, accuracy. When you're trying out a new gun, stand near a wall and blast away in different posistions (prone, standing, kneeling, running). Then take a look at the bullet holes--you'll get a good idea what your gun's behaviour is like. Once you know where your bullets are going, you'll be able to use your gun's strengths and accounts for its weaknesses.

Okay, last thought: the most important thing for survival is thinking ahead a few steps. You want to know where you're going. Don't run into the middle of the street and stop to look around. Move from cover to cover, and have an objective in mind. Be prepared to change that objective extremely quickly should danger poke up, and try to identify dangerous situations before they run over you (literally...).
 
Anti-Tank really isn't as bad as everybody says, to say the least. And if you are low on life, and someone is chasing you, don't be afraid to SRAW/ERYX them in the feet to kill them instantly. Great to getting away alive situations.
 
Yeah AT is a very good kit, and the MP5 owns. The PP19 is great too- better than the P90 imo.
 
I shall keep them in mind ;) Thanks.

Now to find a decent server to try the new tips out.
 
I like how the PP had a 40 bullet clip! D:

true, but it should have 64.

Another random tip - when you're close in, dont use the sights on your missile launcher becuase you can hit easily and it does not alert the person in the target tank/APC/whatever to your presence before the first missile hits.
 
Smoke grenades are one of THE best weapons in BF2. Never hessitate to use them. If somebodies taking potshots and you and your team, but you can't see the bastard, toss a smoke grenade. If you need to make a beeline to the flag, but an enemy tank is sitting right infront of said flag, toss a smoke grenade and you can start doing laps around the tank without him knowing what's going on. Jets giving your squad a hard time? Smoke grenade will confuse them. Helo circling you, SMOKE NADE. Just killed some squads leader, and now the entire platoon is after your ass? A smoke nade should shake em off.

USE THEM LOTS. I NEVER see anybody dropping smoke nades, and I don't see why not. They're one of the most useful things in the game.
 
I do :S

Maybe it's a habit I learned from CSS :P

Is it me or are the controls kind of unresponsive in BF2? Annoying.
 
I do :S

Maybe it's a habit I learned from CSS :P

Is it me or are the controls kind of unresponsive in BF2? Annoying.

Seem find to me, depending on what you are doing....IE Prone then getting up to jump and nade somebody..

Otherwise, everything seems smooth to me.
 
Smoke grenades are one of THE best weapons in BF2. Never hessitate to use them. If somebodies taking potshots and you and your team, but you can't see the bastard, toss a smoke grenade. If you need to make a beeline to the flag, but an enemy tank is sitting right infront of said flag, toss a smoke grenade and you can start doing laps around the tank without him knowing what's going on. Jets giving your squad a hard time? Smoke grenade will confuse them. Helo circling you, SMOKE NADE. Just killed some squads leader, and now the entire platoon is after your ass? A smoke nade should shake em off.

USE THEM LOTS. I NEVER see anybody dropping smoke nades, and I don't see why not. They're one of the most useful things in the game.

The bolded parts are simply not true :| They're neat gimmicky tools but that's all they are. They're use is situational, primarily when you want to distract say a Tank or APC by throwing a smoke nade at the other direction and haul ass.

Assault kit nade launchers I find incredibly frustrating to use, you need to hit within like a foot to 1 hit kill. It's even more frustrating when used vs speedy vehicles (what nade launchers were designed to counter) since often times it'll bounce off the vehicle as it zooms by.

Now the AK101 is a terrific gun, but if you're going to use that then just play Medic since you have the same gun but you gain the ability to whore points + heal yourself and others (far better option than what Assault offers). Another huge advantage Medic has over Assault is how much more Sprint medic class has over Assault. I still believe Assault needs a Sprint buff so it'll make the class worthwhile, make it so it's the only class that has Armor and Sprint, it'll make sense too since it's meant to be 'Assault' but it can't run more than 3 seconds... :|

The G3 is a terrific gun, at close + medium range it has no par except maybe the SAW. If you insist on playing Assault then I'd highly recommend G3, at least you'll benefit off something. The F2000 is a gimmick gun, it's great for messing about and using for novelty value but to be blunt, it sucks and the only cool feature is the Flashbang.

Cyber's a good AT user, most of the bases have been covered except one, and that's situational awareness. Before you fire rocket, it's best to realize:

A) Can you survive after 1st shot
B) Is there a Supply Crate / Engineer (or another vehicle with one in it) around
C) Where's the closest cover to retreat and reload?

Should be pretty much in that order, it does you no good if the said vehicle to blow you to bits after the first shot or if there's a supply crate / engineer to heal him. Sometimes it's best to let the vehicle live a little longer so you can get into prime position to actually kill the vehicle rather than fire and pray he doesn't blow to you hell. AT has the Dao12 which owns all in close range, anythingfurther than 15 feet and you'd be better off with a pistol (the accuracy is amazing but you HAVE TO aim for the head) or Eryx / AT missile.

Good luck! :thumbs:
 
I wish I unlocked it now :(

But when I picked up the Dao from someone else I was crap with it lol.

I just acted like rambo and missed every single shot :P
 
Personally, even if you DO end up dying, that 1 shots you deal to the tank/apc could be the helping hand in destroying it. Just because you don't destroy it, doesn't mean that the next person who shoots it won't. That may save one more shot, and 5 of you're mens lives.
 
Personally, even if you DO end up dying, that 1 shots you deal to the tank/apc could be the helping hand in destroying it. Just because you don't destroy it, doesn't mean that the next person who shoots it won't. That may save one more shot, and 5 of you're mens lives.

Depends, if he doesn't see me and I'm out in the complete open, I'd rather find some cover before I let him know there's an AT around. Especially if the game's close and every ticket counts, I try to avoid death like the plague... unless I'm hunting for medals / awards or whatnot :p.
 
The bolded parts are simply not true :| They're neat gimmicky tools but that's all they are. They're use is situational, primarily when you want to distract say a Tank or APC by throwing a smoke nade at the other direction and haul ass.

You suck with teh smoke nadse :D
 
HAHA. I tried being commander but sucked D:
 
it's all about people skills - use VoIP all the time as commander
 
It's really hard to suck as commander unless you are just sitting there doing nothing. UAV, Scan, Spotting, and Arty are all there is to really do. Though your team is what really makes the difference. If your team sucks, you aren't going to be doing great.
 
It's really hard to suck as commander unless you are just sitting there doing nothing. UAV, Scan, Spotting, and Arty are all there is to really do. Though your team is what really makes the difference. If your team sucks, you aren't going to be doing great.

QFT

Constantly supply your armor with Supply Crates, drop Arty on the likely target destination your enemy is travelling towards (or any ninja-capping bastards), spam vehicles for no apparent reasons and drop UAV whenever there's a bonfire gather = you're good to go!

Although if you want to take it a step further, giving VoIP like $kele said helps... assuming you're not playing with complete tards. Always spawn as engineer (so you can repair your own assets) and defend them if necessary, that pretty much sums up being commander.

Oh and make sure you zoom in whenever you drop Arty, it's satisfying watching those little idiots get blown to smithereens. :D
 
Back
Top