Having trouble with tanks? Want some revenge? You've come to the right thread. I'll get the bad news out of the way.
1. The Good, the Bad and the Ugly
The Good: You get to take revenge on all those tanks and APCs, as well as get easy points from jeep kills. Plus, you get to help your team alot, and hopefully improve your win/loss ratio.
The Bad: Anti-tanking can be considered the hardest job in the game, and the kit that grants you the least points (excepting engineers on foot). you're also limited to 6 rockets, so you can only take out about 2 tanks or 3 APCs if all your shots land. Plus, you get no grenades.
The Ugly: While it takes 2-4 shots to kill a tank (and for 2 or 3 you need to be placed well). A tank can kill you in about half a second. Great.
2. The rocket launcher
Battlefield 2 provides you with 2 rocket launchers, the SRAW (USMC) and the Eryx (PLA/MEC). These two guns are exactly the same, except that the Eryx is slightly larger on screen, giving you a slighty better idea of the center. Special Forces gives you the unguided RPG when you play as Rebels or Insurgents.
First, the all important hit chart. These have been found by Secretsofbattlefield.com and tested by myself. While they give it as damage, here its a direct "number of rockets".
NOTE: A kill will destroy the vehicle instantly; a flame kill will give the occupants around 3 seconds to escape before it blows. Tanks have 20 points of damage. 18 will start a flame kill, while 20 will explode instantly.
Tanks
Front and rear treads (10 damage) - 2 shot kill.
Front of tank, front of turret, top of tank, top of turret (5 damage) - 4 shot kill.
Side of tank, side of turret (6 damage) - 3 shots flame kill.
Tank machine gun well - 2 shot flame kill
Rear of tank, rear of turret (9 damage) – 2 shot flame kill.
APCs/AAs
Anywhere on APC – 2 shot flame kill
Anywhere on anti air – 2 shot kill
Boats
Anywhere on RIB - 1 shot kill
Anywhere on Jetski - 1 shot kill
Helicopters
Anywhere on attack chopper – 2 shot flame kill
Anywhere on SF attack chopper – 2 shot kill
Anywhere on transport chopper – 3 shot flame kill.
Passenger area of transport chopper – 1 shot will normally get you a few kills, killing anyone in the area.
Anywhere on scout chopper (AF) - 2 shot kill
Jeeps
Anywhere on Quadbikes - 1 shot kill
Anywhere on Desert Raiders, Forklifts, Civilian Car, Muscle Car, DPVs and FAVs (2/3 seaters) – 1 shot kill
Anywhere on Vodniks, Chinese Jeep and Hummer (4 seaters)– 2 shot kill (however, 1 will kill if it is slightly damaged already).
Anywhere on Truck (AF) - 2 shot kill
Jets
Anywhere on jets – 1 shot kill
3. The submachine gun/DAO
As an anti-tanker you have 3 weapons to choose from: the standard SMG, the P90 or the DAO-12.
The main purpose of an anti-tankers gun is to kill tank/APC drivers if they exit their vehicle. Many people won’t sit and die, and will quickly run and head for cover. The first thing to learn is to realize when they get out. The drive won’t normally be concerned with shooting you as soon as he gets out; he wants to get away from his tank. Plus, he shouldn’t know where you are. This means you should get a bit of time to kill him with your gun while he’s running for his life.
A short disclaimer here: In my opinion, the DAO is useless for anti-tanking. It is an amazing gun for close quarters anti-infantry, but lacks the range to take out tank drivers. Since this guide is designed to help you shoot tanks, I won’t be including a DAO guide. If someone has the experience available to write one, PM it to me and I’ll include it if it’s good.
Now for the guns. All 4 SMGs are essentially identical in terms of accuracy and power, but have a few distinguishing features. They each kill armored classes in 8 shots and unarmored in 6, but fire at 900 rounds per minute (most guns fire 600). They all have roughly the accuracy of the AK-101.
USMC: MP5
Good: Fast draw time, 180 ammo.
Bad: small magazines (30)
PLA: Type 85
Good: 180 ammo, good sight
Bad: no single fire mode, small magazines (30)
MEC: PP-19
Good : Large magazines (45)
Bad: Bad sight, only 135 ammo.
Unlock: P90
Good: Laser dot sight, good magnification, large magazines (50), slightly better accuracy than others.
Bad: Long reload time
-------------
Unlocking the P90 is a must for serious anti-tankers. While the accuracy remains the same, the laser dot sight allows you to hit most enemies on single shot or using long bursts. The 50 shot magazines allow to you simply spray bullets at close ranges. NOTE: You need to unlock the DAO-12 first, as well as own Special Forces expansion to unlock the P90.
4. General tactics in Q & A format
Q: Which maps does anti-tank work best on?
A: Any maps with many vehicles. Generally all maps except Sharqi, Karkand or Mashtuur. On these three you might switch to AT for one life, but its not recommended to play it a lot. Maps with closed bases such as Dragon Valley tend to work better than more open maps like Smoke Screen.
Q: Attack or defend?
A: Generally defending bases is your best option. You need a lot of cover to take out tanks, and bases provide that better. A lot of commanders artillery bases, so if there are buildings away form the flag, try and use those. However, if supported by squadmates, attacking can work well also. Attacking bases solo isn’t normally a good idea.
Q: Where do I shoot a tank?
A: The side or rear. The side will take 3 shots to kill, the rear 2. Never shoot a tank from where he can see you. You need 4 rockets to kill the front or top, and he’ll easily kill you before then. Shoot, take cover, and switch position if you can before firing again.
Q: Where should I be when shooting tanks?
A: To the side, rear or sometimes above them. It’s always best to be near a building, so you can fire, run behind, reload, and emerge in a different position. Being above a tank (shooting from a tall hill) means it can’t shoot back, but you don’t deal much damage, and APCs can shoot you (their turrets go higher.)
Q: How do guided rockets work?
A: Your rockets will guide if you hold down the fire button after firing. This happens while scoped or while not scoped, so if you can hit a tank without using the scope, do so, it gives you faster reactions.
Q: How do I hit fast moving vehicles, including helicopters?
A: Always shoot the rocket ahead of the vehicle, and then steer the rocket into it. Never try and steer the rocket into the vehicle from behind, it will just outpace you.
Q: How do I shoot down jets?
A: You don’t, really. I’ve only ever shot one down in the air, I shot straight up and it flew into it. It’s almost impossible. However, you can get them when they’re taking off, especially on maps like Wake where the airstrip is quite near the action.
Q: How close can I be without dying?
A: About 5-10m against vertical targets (side of an APC tank). About 3-5m against angled targets (like the sloped front of a tank), as the blast is directed upwards. See pciture below. For a killing shot, anything below 10m will damage but not kill you, below 5 you’re likely to die, as the vehicles make quite big explosions.
Amgln has made a diagram:
When you take cover from armours fire, try to keep Length (see pic below) greater as possible, otherwise you will die from splash damage. Blue elipse is you.
http://img524.imageshack.us/img524/9297/cover6yt.jpg
Q: The enemy tank is next to a supply crate. How do I kill it?
A: Shoot the crate first. It will explode, dealing damage to any infantry nearby. Then concentrate on the tank.
Q: Two tanks with engineers are next to each other. What do I do?
A: The tanks will repair each other, so you can’t kill it alone. With two ATs, concentrate on the same one and kill it. If you are by yourself, try and lure one tank away from the other by shooting it and running round a corner.
Q: I’ve run out of rockets on a large map and there’s no support guys around. What do I do?
A: Die. Sounds stupid, but you’ll waste ages looking for ammo and dodging tanks. Try capping a base with your submachine gun and getting a few kills before you go.
Q: I’ve killed the tank, but the driver has escaped. How do I kill him?
A: You have 3 choices. Your SMG, pistol or rocket launcher. For extreme ranges, use the rocket launcher. It’s a waste, but you don’t want to be robbed of a kill. For medium/long range, use the pistol or P90 on single shot. The other SMGs can’t match the pistol for longer range accuracy. For short/medium range, use the SMGs. Whenever using SMGs at long range, go prone, zoom in and fire on single shot or 3-4 round bursts. Remember to let the gun settle before firing your next shot/burst, don’t fire instantly.
Q: Other Tanks/Aters nick my kills. How do I stop this?
A: Lets assume you're the gunner in a tank. When you see an enemy tank, you get out to help kill it. However, if you wait until the tank is smoking before you shoot, you get the kill instead of the allied tank. Cheap - but tanks get too many points anyway.
Feel free to post any questions and I'll add them.
4.1 Armored Fury Maps Supplement
Armored Fury's high volume of tanks and wide open maps changes the tactics slightly used in Anti-Tanking. These tactics also apply to open maps like Zatar Wetlands and Operation Smoke Screen.
Q: How do I shoot rockets effectively from scout choppers?
A: The key is to be constantly zoomed in, and always keep the crosshair circle on the tank, even if your rocket doesn't appear to be near it. About 7/10 times it should hit using this method. Don't try to overcorrect by putting the crosshair past the tank, while this does work on land sometimes, its useless in the air. The main problem with this method is that tanks take 4 shots to kill from above, so only go for smoking ones. The best way to do this is to have a pilot playing as Support to re-arm you, and talk to him via VOIP.
Q: Anti-Tanking seems harder on Operation Road Rage. Why?
A: The main reason is the flatness of this map, especially along the roads. Tank main guns can shoot for miles along it, and the lack of trees and bulidings along the road make it almost impossible to hide. Therefore, tanks can almost always see you when you try to attack them, which is an anti-tankers worst nightmare.
Also, since the map is long and narrow (similar to Wake island but not as extreme), its harder to attack from the sides or behind, the tanks' weaker spots.
Q: So what do I do?
A: Defending bases is your best option by far here. Many guildings have ladders, giving you a third dimension to attack from. Fro example, you fire your first shot and duck behind a building. Normally, you could only come out form either side for the next rocket, but now you can climb the ladder and attack from above, too. Flag-capping tanks will have to move away from the flag to shoot you, as well, as their guns don't go that high. A good example of this is the Overpass base. The fence protects you from long range tank shots, and close range tanks can't shoot high enough. Overall, stay away from the road.
Q: What about Harvest?
A: Harvest is VERY open, but with plenty of trees and rocks. These trees are brilliant for anti-tanking, as they camoflage you well. Venturing onto fields and roads, though, is liable to get you killed. So stay in the trees. The best tactic isnt to attack or defend, but to ambush tanks along the roads, from the trees. The bases dont have enough buildings to make anti-tanking worthwhile. (eg, some have 1 barn only).
Q: Midnight Sun?
A: The all powerful god of AT maps. I recently got my AT-only best round of 54 on there, and that was almost all tank/apc kills (as you've probably guessed from the comments in this thread I dont like rocket sniping). Why is this map so good for ATs? One, its very dark. Tanks can't see you well. Two, there aren't many routes between bases, so you know where te tanks are coming from. Three, pretty much every road is flanked by trees/bushes, giving you cover, as well as forcing the tanks to stay on the roads. Four, there are plenty of rocks. Rocks are unique in giving you great protection from tanks when lying down. Fifht, there's a river. The river is great for emergency escapes from tanks, as you can simply scramble down the bank and the tanks lose sight of you.
For best results, fight along the south bank of the river (US side), there are more trees there.
5. The RPG
If you own Special Forces, the Insurgent and Rebel armies get the RPG rocket launcher. It does the same damage as the SRAW/Eryx launchers.
RPG
Advantages: Faster firing, tanks don’t get a warning tone.
Disadvantages: No guidance, rocket drops at long ranges.
Usage:
The maps in SF that have the RPG (Surge, Mass Destruction, Warlord) aren’t that vehicle heavy, so you won’t need to use it much. When using it, its high velocity and no warning tone means you can creep in close, fire and run instantly without worrying about guiding it. It fires much faster, so you can normally aim straight at the target.
6. Conclusion
Practice, practice, practice. Shoot any helicopters you can see. Sure, you’ll miss most of them at the beginning, but it makes you much more accurate, and eventually you’ll be able to hit them and bring them down.
Pair up. A couple of ATs get instant kills on APCs, the rear of tanks, helicopters, etc. 3 working together can take down any tank.
Always aim for jeeps/buggies. Nothing is more satisfying than getting an instant 6-8 points for killing an enemy jeep. One rocket does it, easily. Since they tend to try and run you over, just shoot it as it approaches.
Good luck Anti-Tanking!
7. BF2142
Welcome, fellow anti-tankers. For you have been saved. EA/DICE seemed to have finally cottoned on to the fact that Anti-Tanks are ridiculously ineffective, and have made them amazingly good in 2142. Here's why:
- Tanks have much less armour.
- Rearming form a support or supply crate is about twice as fast.
- Rocket manouverability is at least x2 of what BF2 was.
- Tanks have no MG, they need a gunner for one (and we all know they cant hit anything while moving).
NB: I'll post stats for the HAVR rifle when I unlock it.
Damage Chart
ALl vehicles have 100 health. 90 Damage+ will start a flame kill, 100 an instant kill.
Tanks
Front of tank: 25 - 4 shot kill
Side of tank: 50 - 2 shot kill
Rear of tank: 100 - 1 shot kill
Front/rear treads - untested as yet
APCs
Front: 33 - 3 shot kill
Side/back: 45 - 2 shot flame kill
Jeeps
Anywhere: 95 - 1 shot flame kill
Choppers
Anywhere transport chopper: 60 - 2 shot kill
Anywhere attack chopper: untested as yet.
Walkers
Body: 18 - 5 shot flame kill
Legs: 35 - 3 shot kill
1. The Good, the Bad and the Ugly
The Good: You get to take revenge on all those tanks and APCs, as well as get easy points from jeep kills. Plus, you get to help your team alot, and hopefully improve your win/loss ratio.
The Bad: Anti-tanking can be considered the hardest job in the game, and the kit that grants you the least points (excepting engineers on foot). you're also limited to 6 rockets, so you can only take out about 2 tanks or 3 APCs if all your shots land. Plus, you get no grenades.
The Ugly: While it takes 2-4 shots to kill a tank (and for 2 or 3 you need to be placed well). A tank can kill you in about half a second. Great.
2. The rocket launcher
Battlefield 2 provides you with 2 rocket launchers, the SRAW (USMC) and the Eryx (PLA/MEC). These two guns are exactly the same, except that the Eryx is slightly larger on screen, giving you a slighty better idea of the center. Special Forces gives you the unguided RPG when you play as Rebels or Insurgents.
First, the all important hit chart. These have been found by Secretsofbattlefield.com and tested by myself. While they give it as damage, here its a direct "number of rockets".
NOTE: A kill will destroy the vehicle instantly; a flame kill will give the occupants around 3 seconds to escape before it blows. Tanks have 20 points of damage. 18 will start a flame kill, while 20 will explode instantly.
Tanks
Front and rear treads (10 damage) - 2 shot kill.
Front of tank, front of turret, top of tank, top of turret (5 damage) - 4 shot kill.
Side of tank, side of turret (6 damage) - 3 shots flame kill.
Tank machine gun well - 2 shot flame kill
Rear of tank, rear of turret (9 damage) – 2 shot flame kill.
APCs/AAs
Anywhere on APC – 2 shot flame kill
Anywhere on anti air – 2 shot kill
Boats
Anywhere on RIB - 1 shot kill
Anywhere on Jetski - 1 shot kill
Helicopters
Anywhere on attack chopper – 2 shot flame kill
Anywhere on SF attack chopper – 2 shot kill
Anywhere on transport chopper – 3 shot flame kill.
Passenger area of transport chopper – 1 shot will normally get you a few kills, killing anyone in the area.
Anywhere on scout chopper (AF) - 2 shot kill
Jeeps
Anywhere on Quadbikes - 1 shot kill
Anywhere on Desert Raiders, Forklifts, Civilian Car, Muscle Car, DPVs and FAVs (2/3 seaters) – 1 shot kill
Anywhere on Vodniks, Chinese Jeep and Hummer (4 seaters)– 2 shot kill (however, 1 will kill if it is slightly damaged already).
Anywhere on Truck (AF) - 2 shot kill
Jets
Anywhere on jets – 1 shot kill
3. The submachine gun/DAO
As an anti-tanker you have 3 weapons to choose from: the standard SMG, the P90 or the DAO-12.
The main purpose of an anti-tankers gun is to kill tank/APC drivers if they exit their vehicle. Many people won’t sit and die, and will quickly run and head for cover. The first thing to learn is to realize when they get out. The drive won’t normally be concerned with shooting you as soon as he gets out; he wants to get away from his tank. Plus, he shouldn’t know where you are. This means you should get a bit of time to kill him with your gun while he’s running for his life.
A short disclaimer here: In my opinion, the DAO is useless for anti-tanking. It is an amazing gun for close quarters anti-infantry, but lacks the range to take out tank drivers. Since this guide is designed to help you shoot tanks, I won’t be including a DAO guide. If someone has the experience available to write one, PM it to me and I’ll include it if it’s good.
Now for the guns. All 4 SMGs are essentially identical in terms of accuracy and power, but have a few distinguishing features. They each kill armored classes in 8 shots and unarmored in 6, but fire at 900 rounds per minute (most guns fire 600). They all have roughly the accuracy of the AK-101.
USMC: MP5
Good: Fast draw time, 180 ammo.
Bad: small magazines (30)
PLA: Type 85
Good: 180 ammo, good sight
Bad: no single fire mode, small magazines (30)
MEC: PP-19
Good : Large magazines (45)
Bad: Bad sight, only 135 ammo.
Unlock: P90
Good: Laser dot sight, good magnification, large magazines (50), slightly better accuracy than others.
Bad: Long reload time
-------------
Unlocking the P90 is a must for serious anti-tankers. While the accuracy remains the same, the laser dot sight allows you to hit most enemies on single shot or using long bursts. The 50 shot magazines allow to you simply spray bullets at close ranges. NOTE: You need to unlock the DAO-12 first, as well as own Special Forces expansion to unlock the P90.
4. General tactics in Q & A format
Q: Which maps does anti-tank work best on?
A: Any maps with many vehicles. Generally all maps except Sharqi, Karkand or Mashtuur. On these three you might switch to AT for one life, but its not recommended to play it a lot. Maps with closed bases such as Dragon Valley tend to work better than more open maps like Smoke Screen.
Q: Attack or defend?
A: Generally defending bases is your best option. You need a lot of cover to take out tanks, and bases provide that better. A lot of commanders artillery bases, so if there are buildings away form the flag, try and use those. However, if supported by squadmates, attacking can work well also. Attacking bases solo isn’t normally a good idea.
Q: Where do I shoot a tank?
A: The side or rear. The side will take 3 shots to kill, the rear 2. Never shoot a tank from where he can see you. You need 4 rockets to kill the front or top, and he’ll easily kill you before then. Shoot, take cover, and switch position if you can before firing again.
Q: Where should I be when shooting tanks?
A: To the side, rear or sometimes above them. It’s always best to be near a building, so you can fire, run behind, reload, and emerge in a different position. Being above a tank (shooting from a tall hill) means it can’t shoot back, but you don’t deal much damage, and APCs can shoot you (their turrets go higher.)
Q: How do guided rockets work?
A: Your rockets will guide if you hold down the fire button after firing. This happens while scoped or while not scoped, so if you can hit a tank without using the scope, do so, it gives you faster reactions.
Q: How do I hit fast moving vehicles, including helicopters?
A: Always shoot the rocket ahead of the vehicle, and then steer the rocket into it. Never try and steer the rocket into the vehicle from behind, it will just outpace you.
Q: How do I shoot down jets?
A: You don’t, really. I’ve only ever shot one down in the air, I shot straight up and it flew into it. It’s almost impossible. However, you can get them when they’re taking off, especially on maps like Wake where the airstrip is quite near the action.
Q: How close can I be without dying?
A: About 5-10m against vertical targets (side of an APC tank). About 3-5m against angled targets (like the sloped front of a tank), as the blast is directed upwards. See pciture below. For a killing shot, anything below 10m will damage but not kill you, below 5 you’re likely to die, as the vehicles make quite big explosions.
Amgln has made a diagram:
When you take cover from armours fire, try to keep Length (see pic below) greater as possible, otherwise you will die from splash damage. Blue elipse is you.
http://img524.imageshack.us/img524/9297/cover6yt.jpg
Q: The enemy tank is next to a supply crate. How do I kill it?
A: Shoot the crate first. It will explode, dealing damage to any infantry nearby. Then concentrate on the tank.
Q: Two tanks with engineers are next to each other. What do I do?
A: The tanks will repair each other, so you can’t kill it alone. With two ATs, concentrate on the same one and kill it. If you are by yourself, try and lure one tank away from the other by shooting it and running round a corner.
Q: I’ve run out of rockets on a large map and there’s no support guys around. What do I do?
A: Die. Sounds stupid, but you’ll waste ages looking for ammo and dodging tanks. Try capping a base with your submachine gun and getting a few kills before you go.
Q: I’ve killed the tank, but the driver has escaped. How do I kill him?
A: You have 3 choices. Your SMG, pistol or rocket launcher. For extreme ranges, use the rocket launcher. It’s a waste, but you don’t want to be robbed of a kill. For medium/long range, use the pistol or P90 on single shot. The other SMGs can’t match the pistol for longer range accuracy. For short/medium range, use the SMGs. Whenever using SMGs at long range, go prone, zoom in and fire on single shot or 3-4 round bursts. Remember to let the gun settle before firing your next shot/burst, don’t fire instantly.
Q: Other Tanks/Aters nick my kills. How do I stop this?
A: Lets assume you're the gunner in a tank. When you see an enemy tank, you get out to help kill it. However, if you wait until the tank is smoking before you shoot, you get the kill instead of the allied tank. Cheap - but tanks get too many points anyway.
Feel free to post any questions and I'll add them.
4.1 Armored Fury Maps Supplement
Armored Fury's high volume of tanks and wide open maps changes the tactics slightly used in Anti-Tanking. These tactics also apply to open maps like Zatar Wetlands and Operation Smoke Screen.
Q: How do I shoot rockets effectively from scout choppers?
A: The key is to be constantly zoomed in, and always keep the crosshair circle on the tank, even if your rocket doesn't appear to be near it. About 7/10 times it should hit using this method. Don't try to overcorrect by putting the crosshair past the tank, while this does work on land sometimes, its useless in the air. The main problem with this method is that tanks take 4 shots to kill from above, so only go for smoking ones. The best way to do this is to have a pilot playing as Support to re-arm you, and talk to him via VOIP.
Q: Anti-Tanking seems harder on Operation Road Rage. Why?
A: The main reason is the flatness of this map, especially along the roads. Tank main guns can shoot for miles along it, and the lack of trees and bulidings along the road make it almost impossible to hide. Therefore, tanks can almost always see you when you try to attack them, which is an anti-tankers worst nightmare.
Also, since the map is long and narrow (similar to Wake island but not as extreme), its harder to attack from the sides or behind, the tanks' weaker spots.
Q: So what do I do?
A: Defending bases is your best option by far here. Many guildings have ladders, giving you a third dimension to attack from. Fro example, you fire your first shot and duck behind a building. Normally, you could only come out form either side for the next rocket, but now you can climb the ladder and attack from above, too. Flag-capping tanks will have to move away from the flag to shoot you, as well, as their guns don't go that high. A good example of this is the Overpass base. The fence protects you from long range tank shots, and close range tanks can't shoot high enough. Overall, stay away from the road.
Q: What about Harvest?
A: Harvest is VERY open, but with plenty of trees and rocks. These trees are brilliant for anti-tanking, as they camoflage you well. Venturing onto fields and roads, though, is liable to get you killed. So stay in the trees. The best tactic isnt to attack or defend, but to ambush tanks along the roads, from the trees. The bases dont have enough buildings to make anti-tanking worthwhile. (eg, some have 1 barn only).
Q: Midnight Sun?
A: The all powerful god of AT maps. I recently got my AT-only best round of 54 on there, and that was almost all tank/apc kills (as you've probably guessed from the comments in this thread I dont like rocket sniping). Why is this map so good for ATs? One, its very dark. Tanks can't see you well. Two, there aren't many routes between bases, so you know where te tanks are coming from. Three, pretty much every road is flanked by trees/bushes, giving you cover, as well as forcing the tanks to stay on the roads. Four, there are plenty of rocks. Rocks are unique in giving you great protection from tanks when lying down. Fifht, there's a river. The river is great for emergency escapes from tanks, as you can simply scramble down the bank and the tanks lose sight of you.
For best results, fight along the south bank of the river (US side), there are more trees there.
5. The RPG
If you own Special Forces, the Insurgent and Rebel armies get the RPG rocket launcher. It does the same damage as the SRAW/Eryx launchers.
RPG
Advantages: Faster firing, tanks don’t get a warning tone.
Disadvantages: No guidance, rocket drops at long ranges.
Usage:
The maps in SF that have the RPG (Surge, Mass Destruction, Warlord) aren’t that vehicle heavy, so you won’t need to use it much. When using it, its high velocity and no warning tone means you can creep in close, fire and run instantly without worrying about guiding it. It fires much faster, so you can normally aim straight at the target.
6. Conclusion
Practice, practice, practice. Shoot any helicopters you can see. Sure, you’ll miss most of them at the beginning, but it makes you much more accurate, and eventually you’ll be able to hit them and bring them down.
Pair up. A couple of ATs get instant kills on APCs, the rear of tanks, helicopters, etc. 3 working together can take down any tank.
Always aim for jeeps/buggies. Nothing is more satisfying than getting an instant 6-8 points for killing an enemy jeep. One rocket does it, easily. Since they tend to try and run you over, just shoot it as it approaches.
Good luck Anti-Tanking!
7. BF2142
Welcome, fellow anti-tankers. For you have been saved. EA/DICE seemed to have finally cottoned on to the fact that Anti-Tanks are ridiculously ineffective, and have made them amazingly good in 2142. Here's why:
- Tanks have much less armour.
- Rearming form a support or supply crate is about twice as fast.
- Rocket manouverability is at least x2 of what BF2 was.
- Tanks have no MG, they need a gunner for one (and we all know they cant hit anything while moving).
NB: I'll post stats for the HAVR rifle when I unlock it.
Damage Chart
ALl vehicles have 100 health. 90 Damage+ will start a flame kill, 100 an instant kill.
Tanks
Front of tank: 25 - 4 shot kill
Side of tank: 50 - 2 shot kill
Rear of tank: 100 - 1 shot kill
Front/rear treads - untested as yet
APCs
Front: 33 - 3 shot kill
Side/back: 45 - 2 shot flame kill
Jeeps
Anywhere: 95 - 1 shot flame kill
Choppers
Anywhere transport chopper: 60 - 2 shot kill
Anywhere attack chopper: untested as yet.
Walkers
Body: 18 - 5 shot flame kill
Legs: 35 - 3 shot kill
Last edited by Talon (2006-10-07 12:47:25)