Post by DaNiJeL on Oct 27, 2013 16:29:53 GMT
The first thing one must remember when taking a vehicle role is that you ultimately are there to support the infantry. It is not your job to run around trying to rack up an impressive kill count; instead, you should do everything you can to work with friendly forces so that you can best support the infantry.
VEHICLE RADARS
The ArmA2 radar is pretty simple to work with and understand. The green rectangular section is a 360 degree radar view, while the smaller, light green section indicates your current field of view. If you zoom in, it gets smaller. Zoom out, it gets larger. Radar contacts are color-coded by type - red is hostile, green is friendly, and gray indicates civilians or knocked-out targets.
When a target has been acquired and locked, the box has a circle overlaid on it. At this point any guided weapon can be fired and it will automatically track and (hopefully) destroy said target. Note that when reaching the limits of the lock 'cone', the circle indicator will begin to fade out, letting you know that you're about to lose lock. When a target is acquired, it will have a green box around it. To lock the target use TAB or RIGHT-CLICK, you must have it within a certain number of degrees of the weapon's orientation - this may vary depending upon the specific weapon.
TYPES OF SOFT VEHICLAS
Uarmed
Unarmed soft vehicles fall into two general categories - transport and service. Transport vehicles are concerned with getting troops somewhere, while service vehicles carry fuel, ammo, and provide mechanical support to damaged vehicles. All of these are death traps once bullets start flying.
Armed
Armed soft vehicles are generally vulnerable to enemy attack, yet have a powerful weapon on them that helps to counterbalance that vulnerability. HMMWVs with HMGs, GMGs, ATGMs, and such are the prime examples of this class of vehicle.
TYPICAL THREATS
Small-Arms Fire
Small arms fire is by far the greatest and most prevalent threat towards 'soft' vehicles in ArmA2. The key characteristics of it, as it relates to 'soft' vehicles, follow.
*Generally massed. Most infantry units will mass fire on soft vehicles to ensure their swift destruction.
*Can puncture the hull of a soft vehicle easily, wounding or killing those inside.
*Can destroy tires and cripple the mobility of a vehicle.
Heavy Machinegun Fire
Heavy machinegun fire typically is encountered in the form of enemy vehicles. Heavy machineguns are more than capable of quickly destroying a soft vehicle. They do everything that small-arms fire does, except multiplied in intensity. They can destroy tires, tear through the vehicle hull and kill anything they hit, destroy the engines.
Light Anti-Tank Rockets
Light anti-tank rockets, such as the RPG-7, are deadly threats to soft vehicles. One good hit from an RPG warhead is usually enough to disable a soft vehicle, if not outright destroy it.
TYPES OF ARMOUR
For the purposes of ArmA2, the three armored vehicle classes are light, medium, and heavy. These classifications are given based upon two things: The armor of the vehicle and the armament.
Light
light armor has the weakest armor and weakest weapons - nothing more than a .50cal MG and a grenade launcher is typical for this class. Light armor offers effective protection against small-arms fire but generally is vulnerable to anti-tank weapons like RPGs and various types of explosives.
Medium
Medium armor tends to differ mainly by the armaments it has. Medium armor has at least a cannon. Medium armor provides excellent protection against small-arms fire and some (but not much) protection against infantry-carried anti-tank weapons. Some of them are even effective against heavy armor thanks to ATGMs and such.
Heavy
It has fearsome firepower, great armor, and is pretty much the king of armored vehicle combat.
VEHICLE RADARS
The ArmA2 radar is pretty simple to work with and understand. The green rectangular section is a 360 degree radar view, while the smaller, light green section indicates your current field of view. If you zoom in, it gets smaller. Zoom out, it gets larger. Radar contacts are color-coded by type - red is hostile, green is friendly, and gray indicates civilians or knocked-out targets.
When a target has been acquired and locked, the box has a circle overlaid on it. At this point any guided weapon can be fired and it will automatically track and (hopefully) destroy said target. Note that when reaching the limits of the lock 'cone', the circle indicator will begin to fade out, letting you know that you're about to lose lock. When a target is acquired, it will have a green box around it. To lock the target use TAB or RIGHT-CLICK, you must have it within a certain number of degrees of the weapon's orientation - this may vary depending upon the specific weapon.
TYPES OF SOFT VEHICLAS
Uarmed
Unarmed soft vehicles fall into two general categories - transport and service. Transport vehicles are concerned with getting troops somewhere, while service vehicles carry fuel, ammo, and provide mechanical support to damaged vehicles. All of these are death traps once bullets start flying.
Armed
Armed soft vehicles are generally vulnerable to enemy attack, yet have a powerful weapon on them that helps to counterbalance that vulnerability. HMMWVs with HMGs, GMGs, ATGMs, and such are the prime examples of this class of vehicle.
TYPICAL THREATS
Small-Arms Fire
Small arms fire is by far the greatest and most prevalent threat towards 'soft' vehicles in ArmA2. The key characteristics of it, as it relates to 'soft' vehicles, follow.
*Generally massed. Most infantry units will mass fire on soft vehicles to ensure their swift destruction.
*Can puncture the hull of a soft vehicle easily, wounding or killing those inside.
*Can destroy tires and cripple the mobility of a vehicle.
Heavy Machinegun Fire
Heavy machinegun fire typically is encountered in the form of enemy vehicles. Heavy machineguns are more than capable of quickly destroying a soft vehicle. They do everything that small-arms fire does, except multiplied in intensity. They can destroy tires, tear through the vehicle hull and kill anything they hit, destroy the engines.
Light Anti-Tank Rockets
Light anti-tank rockets, such as the RPG-7, are deadly threats to soft vehicles. One good hit from an RPG warhead is usually enough to disable a soft vehicle, if not outright destroy it.
TYPES OF ARMOUR
For the purposes of ArmA2, the three armored vehicle classes are light, medium, and heavy. These classifications are given based upon two things: The armor of the vehicle and the armament.
Light
light armor has the weakest armor and weakest weapons - nothing more than a .50cal MG and a grenade launcher is typical for this class. Light armor offers effective protection against small-arms fire but generally is vulnerable to anti-tank weapons like RPGs and various types of explosives.
Medium
Medium armor tends to differ mainly by the armaments it has. Medium armor has at least a cannon. Medium armor provides excellent protection against small-arms fire and some (but not much) protection against infantry-carried anti-tank weapons. Some of them are even effective against heavy armor thanks to ATGMs and such.
Heavy
It has fearsome firepower, great armor, and is pretty much the king of armored vehicle combat.