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Raiden_Zer0's Vehicle basics 101
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Old 04-30-2007   #1
 
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Post Raiden_Zer0's Vehicle basics 101

I'm sure that anyone reading this has, at one time or another, been suddenly left behind when the vehicle that you were attempting to board drives away and leaves you on foot. 9 times out of 10 the vehicle seats at least four, and drives away with only one soul aboard.
Aside from this gross misuse of what I call the "Rambo syndrome", I'm starting this thread for two reasons:
1. to post and refine my opinions on the uses and misuses of vehicles on a SOCOM battlefield. These are to be part of a tactical "handbook" I'm working on.

2. To gather feedback and start discussions on new or different ways to use each Vehicle.

If the thread becomes to long in discussion I'll break the ideas up into different posts - between the Tanks, scout vehicles, Humvee's, boats, etc.

For starters here's just one Vehicle ;)



T-72: This is the Only main battle tank in SOCOM. It appears on the Killing fields map where it beats out the SEALs Bradley in firepower, but not maneuverability. It also appears on the Devil’s Road map, where it faces off against not one but two M1045's and their top mounted TOW launchers. (Yes, the T-72 is also on the Crucible map. Though it doesn’t match up against any real threat Vehicle-wise.)
The only real purpose of the Soviet built T-72 on SOCOM is as an anti-vehicle/anti-tank platform. As a gunner in the T-72, ignore the ground troops and concentrate on watching the horizon. It may take a few shots for the Bradley to do its job, but if it gets close in there’s little you can do against it as long it continues to circle your Tank. If the TOW from the M1045 hits its mark, you’re done for in one shot.
Stay ready, you only need one shot from the 2A46 cannon to eliminate a vehicle, so keep your eyes open for that first long distance shot.

Note for drivers: The Turret on this vehicle does not rotate as fast as the tank can turn. When facing another vehicle the best thing for you to do is to drive in as straight a line as possible while your gunners try to line up a shot. Only turn when necessary, such as on the Devil’s road map, when you have to move 'round a corner. Evasive driving is recommended only when the enemy has the upper hand, otherwise let your gunners do their job. Your job is to make sure they can line up the shot with ease!
Also, If that Bradley gets in close - Move away! It’s easier for your gunner to track a fast moving target from a distance than it is when the Bradley is circling close around you.

Would love some Constructive feedback on this one guys.

Last edited by Raiden_Zer0; 04-30-2007 at 10:34 PM. Reason: Editing is fun!
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Old 04-30-2007   #2
 
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Good stuff so far.

Can you add something to the effect of not manning the .50 cal of top of the turret? Too many times I see someone get on that turret and about 3 seconds later they have been taken out. Even the really good gunners out there don't have a long life expectancy on that T-72 Turret (too slow of a vehicle).
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Old 04-30-2007   #3
 
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Quote:
Originally Posted by Sgt-Miller View Post
Good stuff so far.

Can you add something to the effect of not manning the .50 cal of top of the turret? Too many times I see someone get on that turret and about 3 seconds later they have been taken out. Even the really good gunners out there don't have a long life expectancy on that T-72 Turret (too slow of a vehicle).
That is only too true.
Anyone that mans the .50 cal and tries to sit there for the entire ride is doomed to an easy head shot. However, sitting within the relative safety of the Tank itself and manning the gun at moments of opportunity is recommended. I've easily manned that position myself against two loaded ALSV's On Devil's Road and have come out Victorious.
..but then again...sometimes it's more luck than skill too ;)

The .50 Cal's other failing point is often the fact that it rotates free of both the Turret and the Tank itself. If you're in with a wild driver while the main gunner is trying to move the turret for a shot, you've got double the problems trying to keep a bead on your own targets.

No matter what, if you're up there when the firing starts..get down! (if you survive the initial attack that is) You've got a better chance of survival within the tank. Your team has a better chance of survival if you dismount and at least try to lay down some suppressing fire.
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Old 05-01-2007   #4


 
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I think it should be considered in future socoms/patches to include a duck and cover feature where you can hold down a button while using the .50 turret and your character will drop down slightly inside the vehicles armour. This way you could remain there when not in battle to avoid being snup.
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Old 05-02-2007   #5
 
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Post Part two: Infantry Fighting Vehicles (IFV's)

BMP-2/M2A3(M3A3) Bradley: Infantry fighting vehicles. Not only do these pack a punch against each other, they are especially designed to support and transport troops in the real world. They should easily fill that role on SOCOM.
Only the M2A3 appears on the same map as a T-72 MBT. The lighter, faster, more maneuverable Bradley can run circles around the T-72 while continuously firing the 25mm autocannon. However, one well placed shot from the T-72 will ruin your day.
The BMP-2, though outdated and outmatched by the modern M2 Bradley’s autocannon in the real world, is a close match for its western counterpart in SOCOM. It seems to be quicker and a bit more agile than the Bradley, and it’s likely that the BMP’s lower profile makes it a more difficult target to hit as well.
One of the most efficient uses of the IFV’s are as armored transport and support vehicles. The IFV’s are fast enough and pack enough armor and firepower that they can easily be used to get your team safely into an area, provide heavy suppression fire as cover when your team dismounts, and then support the team as they accomplish their objective. I’ve seen this done with devastating effects on certain maps- especially demolition on the Prowler maps.
Note for drivers: These vehicles allow you to maneuver a great deal more than the T-72 while still allowing the gunner to track his/her target. You still have to be careful since the Turrets still do not rotate as fast as the Vehicles can turn - and the BMP-2 can turn faster than the Bradley.

Personally I would have loved to have a few more of the BMP's real life key features . One of the earlier designs for the BMP gave it special slots in the sides for the passengers to lock their AK-47s into and fire from the safety of the vehicle (I just learned that the M2A3 Bradley has/had a similar feature for the M-16). Not only that, the BMP is an Amphibious tank. Imagine the tactical options then! (well...if they would put the BMP on a map with more water than a shallow creek that is)
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Raiden_Zer0's Vehicle basics 101


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