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(Anti tank soldier)
 
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{{Header Nav|game=Battlefield 2: Modern Combat}}


[[ANTI-TANK SOLDIER]]
{{Footer Nav|game=Battlefield 2: Modern Combat|prevpage=Walkthrough|nextpage=Radio Silence}}
 
 
 
The Anti tank kit primary role in battlefield 2 is to take out vehicles. Although many players currently use the special forces kit as the primary method of destroying tanks. This is because most players just don't know how to properly use the kit. Two well placed AT rounds from a distance can destroy a tank and keep you out of danger.
 
Weapons:
 
As your primary weapon you have either a submachine gun or a DAO-12 (unlock).
 
The Submachine:
MP5
PP-19 - 15 more shots per clip than its counter parts
Type-85 - No single shot ability
The Submachine guns are in most cases the last resort and should only be used at close quarters and as a defensive weapon. They lack accuracy and stopping power. Only to be used in a pinch. The DAO-12 shot gun on the other hand is arguable the best close quarters weapon in the game. It can take down just about any player within 10ft but after that its range limits its killing ability and its best to switch to your pistol or for longer distances your AT rocket. It has a 12 round clip, which takes up to 7 and half seconds to reload. You wont bring down an opponent in one shot even at close range unlike the pump action shot guns but with the good fire rate of this weapon you can bring them down quickly with two shots. This may be one of the best unlocks to get early on to help round out the kit. The Anti- tank weapon is your bread and butter when using the anti-tank class: It comes in three flavors:
 
SRAW
ERYX
RPG (special forces) unguidedAll three have the same damage power but unlike the SRAW and ERYX the RPG is not laser guided. This has its advantages and disadvantages. The RPG you can shoot quickly and take cover leaving less chance of being killed. This however is overshadowed by the fact that you have less chance of hitting a specific target area. The SRAW and ERYX you can guide after launch allowing you to hit distant moving targets or even the ability to out snipe snipers.
 
With the SRAW and ERYX keep the target in the circle at the center of your zoomed view. This will allow you to guide your rocket over long distances and make the kill. If you have a target which is moving make sure to lead the target since the SRAW and ERYX both cannot make fast turns. Some people to save time mark on their screen the center point of the circle so they can use that to guide the rocket and not have to go into zoom mode.
 
Knife: Best used with this class if you have a close kill to make but lack the DOA-12 unlock or if your DOA-12 needs reloading.
 
Pistol: Better bet for medium range kills than both your DOA-12 and your Submachine gun.
 
Strategy:
 
The AT class is best used to take out vehicles. So you need to learn exactly what type of power it has. For this I recommend you check out our hit points page which gives you tips on exactly where to hit to get the most damage on enemy vehicles. In most cases one shot will not take out most vehicles besides buggies and boats in battlefield. It will set most land-based transports on fire with one well placed hits but in most cases the occupants will have time to escape. At that point you have to resort to normal infantry combat.
 
Since tanks, APCs, choppers with full health, will require more than one hit to bring down your going to need to learn to survive to make your second hit. This means don't just jump infront of the tank and go HAHA bamb, you will be dead seconds later.
 
Dealing with Main battle tanks (MBT):
 
Take cover: Since in most cases it will require more than one hit you will need to stay alive to get that second hit off! First try and hit your enemy when they are looking away from your position. Use the cover around you to hide. Remember to keep an eye on the gunner of the MBT. A smart gunner will keep his eye on the rear of the tank and take you out. Once you get your first shot off take cover again. Remember the tank is powerful and its main shell has splash damage so if it hits a wall directly behind you it can still kill you. Also the .50 cal the gunner is using can slice through tin fences. Even if MBT driver and the gunner miss where the first shot came from they will have a approximate idea of your location. To be safe its best not to take your second shot from the exact position you took your first. Hit and move if possible. Repair: A good commander will drop from time to time supply crates near friendly tanks to repair them. Make sure if you see this to take that out first or anyone repairing the tank before engaging the tank itself. In many cases tanks will buddy up with other armor. In this case a lone AT unit will have a nearly impossible task of destroying them. In this case either call for help and keep them off balance by hitting them randomly in weak spots. Try hitting one unit a couple times if no smoke hit the other sometimes you will find that only one has an engineer present and the other does not. An engineer cannot repair his own tank from the inside.
 
Where to hit: The main battle tanks weakest spot is the front tracks. Two hits its down instantly. This takes skill to hit (even more with a RPG) through and in many cases you cannot get a clear shot on it. If this is the case your second choice is the rear. It does slightly less damage but can get the job done. Hits to the rest of the tank will result in the need for 3 AT rockets to take the tank down.
 
Give chase: If a tank driver does not have a way to repair he will retreat quickly if the tank is taking heavy damage. The AT rocket has a long range get good using it and you can get him before he makes it out of the area. If he pulls around a corner give chase and try and predict where he is going so you can get a kill shot before he gets to safety. In many cases he will pull back to a spot where he can make repairs if this is the case try and steal the tank while he is out of it or kill him before he has a chance to enter the tank again. If you see a supply drop going to his position take it out! Now the tank driver is really up the creek. If he deploys smoke on his retreat you will need to learn how to estimate his position and take a blind shot. You may just get lucky.
 
Ultimately a lone AT unit against a tank is going to be a tough kill for the AT unit, two AT units working together can make quick work of a MBT even with support. The problem is how often do two AT units work together?
 
Watch for signs of damage: You can see 4 levels of damage when watching a tank.
 
No smoke: healthy or mostly healthy tank
Smoke: Damaged tank, which may take as little as one, hit to destroy
Sparks and smoke: Tank needs to take very little damage to be destroyed
Flames: SHES GONNA BLOW!
 
Dealing with APC's : The problem with APCs is the fact they have a high rate of fire and the splash damage of the main cannon is very high. They only need two hits anywhere to be set on fire (direct hits). The problem is they are extremely fast and the high rate of fire in most cases doesn't allow for a second hit. If a tank and APC are buddied up aim for the APC it will take at least three quick hits to take down an APC being repaired. Your best bet is to have at least two AT units on one APC. Even one AT hit can spook a APC driver to flee, and two hits will cause the APC driver in many cases to just bail. (even if they aren't direct).
 
Attack choppers:: It takes two hits to seriously hurt a attack chopper (and more for the HIND) with a AT rocket but its rare to get one hit let alone two on even a rookie pilot. Your best bet is to take a shot from the rear on an attack chopper, which is very close. At any distance the attack choppers are just to quick to hit. The best use of the AT rocket against choppers is just to scare them out of the area. (this may be a different story in the next patch which will reduce the hit points of all choppers).
 
Transport choppers: When I speak of transport choppers I am mainly referring to the Black hawk. Trying to take down a Black hawk with just one AT unit is pretty futile at this point. The Black hawk with engineers and its powerful guns represent an almost impossible kill for a single AT unit. Your job in this situation is to try and aim inside of the chopper and kill the units on the inside. You can hit a repairing black hawk all day long with one rocket at a time and not make any progress so its best to try and kill the engineers on the inside of the chopper. Once a pilot sees that his health points aren't going up he may bug out buying the others on your team some time until it comes back. (and it will). As I stated before this may change with the upcoming patch.

Latest revision as of 19:56, 7 November 2008

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