Per individual round, but assault rifles have a much faster rate of fire. Makes sense to me in game terms, if not realistically.
As for tanks, I've been and done some more experiments. Of the 14 RPG-7 rounds I fired into an Abrams from all angles, I found only a couple of points variation. No sign of weak spots, but it's possible I just haven't found them. My findings are:
The RPG-7 does less damage than the AT4, with a direct hit to the side armour doing 55 and 63 damage respectively.
The tracer dart does not add damage to RPG rounds.
Damage is halved at angles above 45 degrees, possibly decreasing incrimentally as the angle decreases from 90 to 45 (which would explain minor variations in damage).
Confirmed that tracks and underbelly are not significant weak points.
Grenades do a couple of points of damage. Throwing them down a hatch does not improve this.
RPG rounds to the following locations do no extra damage:
- Tracks
- The gaps between the wheels where the tracks are
- The underside of the turret
- The turret ring
- The vents on the rear hull
- The barrel
- The top hatch (direct hit inside, point blank, 90 degrees)
BACON Guides
Moderator: Forum Moderators
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HereComesPete
- Throbbing Cupcake

- Posts: 10249
- Joined: February 17th, 2007, 23:05
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Roman Totale wrote:I love the UAV - fly high to avoid being spotted and circle around to make it harder for people to hit you. The white box is where the missile will land and it can be guided if your target moves. I estimate downtime between strikes is about 30 seconds, and two direct hits can take down a MBT.
The vehicle alt weapon adds a .50 to the uav. It's quite tricky to kill with but it allows something to use in between strikes.
General Guide
The tips in this quide are applicable regardless of your class. The quirks and rules of the game, what to expect from other players, and how to increase your team's chances of winning.
Infantry Combat
Most of the things you kill, and most of the things that kill you, will be enemy infantry. All classes have advantages and disadvantages in a firefight, but some tactics are good regardless of your class. First bear in mind that your first shot will always be accurate, but after that weapon accuracy and recoil will start to take effect. So regardless of your weapon, you can snipe almost as well as a recon as long as you fire one or two rounds at a time.
Headshots are an effective way of getting fast kills if you can hit them, and get you bonus points. The decision to go for a headshot is entirely dependent on your own skill and at what range there's a reasonable chance of hitting, but if you can it makes the difference between a couple of shots and half a magazine.
When up close the knife is an effective weapon. It's a guaranteed one-hit kill, but it has quite a slow reload time so if you miss you may well get a knife in the chops yourself.
Grenades are relatively short ranged, although by raising your trajectory you can lob them about 100m. The blast radius isn't huge, and you usually only get one, but they're useful for when groups of enemies are clustering behind cover.
Vehicle Combat
Combat from within a vehicle will be covered in another guide, but as an infantryman encountering them you can have problems. Obviously your best chance is if you're an engineer, when you can hit them with anti-tank weapons. Even helicopters can be taken down by engineers with skill. Similarly, a good recon can take out armour with C4, but they have to get close. For everyone else you have limited options:
* Light Vehicles - The little two-man getabouts, quads and jetskis, are of little threat unless they run you over (and that's very rare). The crew are very exposed, and normal fire can take them down quickly. Most people will only use them to get from A to B and ditch them when getting close to the front line. Anti-tank weapons wil naturally obliterate them, but they are very difficult to hit and so automatic fire is your best bet.
* Armoured Cars - Light armoured vehicles can be somewhat problematic to infantry, but because of the proliferation of anti-tank weapons on the battlefield they are uncommon. Fixed positions of any kind will see them off reasonably well, but failing that just keep out of their way until they are destroyed by an engineer, other vehicle, or fixed weapon. Grenades will have some effect on them at a push, but it's probably not worth the effort.
* Armour - Tanks and IFVs will be a big problem to unmounted infantry. Unless severely damaged grenades will have negligable effect, and short of a fixed AT nothing you have will affect them. Keep out of sight and spot them for others to destroy. Do keep an eye on them though, as often the driver will hop out to make repairs if they think they're safe, when you can shoot them and steal their vehicle. Similarly, a vehicle in combat will sometimes have an engineer behind them constantly repairing. Killing him will greatly help your own AT take the thing down.
* Helicopters - Helicopters are difficult for anyone to take down, apart from the little UAVs. More on them later. Transport copters and gunships aren't hugely common, and they aren't usually looking for infantry, but a good crew can cause your team a real headache. Generally fixed positions are the best way to kill them. There are AA positions which are very good at this, but all but the smallest mounted MGs will at least cause them to bug out, and are capable of bringing them down. As with armoured vehicles, keep them spotted so that better equipped teammates know where they are to take them down. Worth noting is that snipers can take crew out from the ground, although a 50 cal wil be required to get the crew in armoured gunships.
UAVs are more delicate and can be taken out with small arms fire. Often they will sit still while tracking targets, but equally often the will fly high and at the edge of the map to stay out of sight. Keep spotting them and try to track them a little if they're moving for an easy 100 point vehicle kil.
It's worth taking out vehicles when the opportunity presents itself though. A vehicle recently occupied by the enemy is still classed as an enemy vehicle, and worth 100 points. So those smoking, near-wrecked IFVs and abandoned quad bikes are a bank of points that not many people seem to exploit. Even if they turn out later to be your own, at least you've put a new one back at your spawn point.
Fixed Positions
There are several types of fixed positions. All are useful against most targets, but they will also make you a nice target for the enemy.
* Mounted MG - The machinegun is the lightest fixed position. It is really only of any use against infantry, but its reasonable accuracy and high rate of fire, combined with little downtime, make it a useful support weapon for hosing the other team.
* Heavy MG - These have metal shields to keep you a little safer than the other guns, and fire heavy shells which will chop down trees and infantry, and can damage armoured cars and helicopters. You'll still be a target for snipers, anti-tank rockets, and knifes in the back, but you stand a good chance of getting a few kills before you take one of those. Despite this, the fact that you're unlilkey to survive long while in one means they're usually unmanned.
* Anti-Tank rocket - These are very vulnerable, but are also very powerful. Doing more damage than any of the man portable AT weapons, they can be used to quickly repel or destroy enemy vehicles. They are guided in the same way that the engineer's AT4 rocket is. Bear in mind that the trail the rocket leaves will likely be followed back by either your target or supporting infantry, so it can be worth hiding nearby after taking a shot then returning after a short while.
*AA position - The anti-air guns are very useful, but usually only found in the two spawn points. Firing explosive shells, they can be used to quickly destroy aircraft, light vehicles and infantry, and are somewhat effective against armour. They fire in bursts which have a trajectory, so when firing on aircraft you need to not only lead them, but aim high to bring the rounds down on your target.
Teamwork
Every class has a secondary role when not shooting people. Assault can resupply, engineers can repair, medics can heal, and recon can place motion mines to spot. All of these can generate a lot of points, and while they're explained in more detail in the class guide it's worth remembering that utilising your role whenever the opportunity presents itself is a great way to boost your points. Remember also that helping members of your own squad nets extra points - anything you would normally get points for, be it a kill assist, spot, heal, or whatever, gets +20 points for helping a squad member. Additionally, spotting things is invaluable to teammates. It gives them a heads up on enemy positions, sometimes enabling others to take out things you can't, and will bag you a spot assist if something you've marked is killed. Get used to hitting Q whenever you point your gun at something, particularly if you're shooting at them. If the enemy ducks out of sight you can track him for a little while, and if he gets you then he might not get your mate next. If you find you're hitting Q all the time in other games, you're doing it right.
Game Modes
There are four game modes, listed roughly in the order in which you'll get the most points from. It's likely you'll only ever play the top two, some people only ever play Rush.
* Rush
* Conquest
* Squad Rush
* Squad Deathmatch
The tips in this quide are applicable regardless of your class. The quirks and rules of the game, what to expect from other players, and how to increase your team's chances of winning.
Infantry Combat
Most of the things you kill, and most of the things that kill you, will be enemy infantry. All classes have advantages and disadvantages in a firefight, but some tactics are good regardless of your class. First bear in mind that your first shot will always be accurate, but after that weapon accuracy and recoil will start to take effect. So regardless of your weapon, you can snipe almost as well as a recon as long as you fire one or two rounds at a time.
Headshots are an effective way of getting fast kills if you can hit them, and get you bonus points. The decision to go for a headshot is entirely dependent on your own skill and at what range there's a reasonable chance of hitting, but if you can it makes the difference between a couple of shots and half a magazine.
When up close the knife is an effective weapon. It's a guaranteed one-hit kill, but it has quite a slow reload time so if you miss you may well get a knife in the chops yourself.
Grenades are relatively short ranged, although by raising your trajectory you can lob them about 100m. The blast radius isn't huge, and you usually only get one, but they're useful for when groups of enemies are clustering behind cover.
Vehicle Combat
Combat from within a vehicle will be covered in another guide, but as an infantryman encountering them you can have problems. Obviously your best chance is if you're an engineer, when you can hit them with anti-tank weapons. Even helicopters can be taken down by engineers with skill. Similarly, a good recon can take out armour with C4, but they have to get close. For everyone else you have limited options:
* Light Vehicles - The little two-man getabouts, quads and jetskis, are of little threat unless they run you over (and that's very rare). The crew are very exposed, and normal fire can take them down quickly. Most people will only use them to get from A to B and ditch them when getting close to the front line. Anti-tank weapons wil naturally obliterate them, but they are very difficult to hit and so automatic fire is your best bet.
* Armoured Cars - Light armoured vehicles can be somewhat problematic to infantry, but because of the proliferation of anti-tank weapons on the battlefield they are uncommon. Fixed positions of any kind will see them off reasonably well, but failing that just keep out of their way until they are destroyed by an engineer, other vehicle, or fixed weapon. Grenades will have some effect on them at a push, but it's probably not worth the effort.
* Armour - Tanks and IFVs will be a big problem to unmounted infantry. Unless severely damaged grenades will have negligable effect, and short of a fixed AT nothing you have will affect them. Keep out of sight and spot them for others to destroy. Do keep an eye on them though, as often the driver will hop out to make repairs if they think they're safe, when you can shoot them and steal their vehicle. Similarly, a vehicle in combat will sometimes have an engineer behind them constantly repairing. Killing him will greatly help your own AT take the thing down.
* Helicopters - Helicopters are difficult for anyone to take down, apart from the little UAVs. More on them later. Transport copters and gunships aren't hugely common, and they aren't usually looking for infantry, but a good crew can cause your team a real headache. Generally fixed positions are the best way to kill them. There are AA positions which are very good at this, but all but the smallest mounted MGs will at least cause them to bug out, and are capable of bringing them down. As with armoured vehicles, keep them spotted so that better equipped teammates know where they are to take them down. Worth noting is that snipers can take crew out from the ground, although a 50 cal wil be required to get the crew in armoured gunships.
UAVs are more delicate and can be taken out with small arms fire. Often they will sit still while tracking targets, but equally often the will fly high and at the edge of the map to stay out of sight. Keep spotting them and try to track them a little if they're moving for an easy 100 point vehicle kil.
It's worth taking out vehicles when the opportunity presents itself though. A vehicle recently occupied by the enemy is still classed as an enemy vehicle, and worth 100 points. So those smoking, near-wrecked IFVs and abandoned quad bikes are a bank of points that not many people seem to exploit. Even if they turn out later to be your own, at least you've put a new one back at your spawn point.
Fixed Positions
There are several types of fixed positions. All are useful against most targets, but they will also make you a nice target for the enemy.
* Mounted MG - The machinegun is the lightest fixed position. It is really only of any use against infantry, but its reasonable accuracy and high rate of fire, combined with little downtime, make it a useful support weapon for hosing the other team.
* Heavy MG - These have metal shields to keep you a little safer than the other guns, and fire heavy shells which will chop down trees and infantry, and can damage armoured cars and helicopters. You'll still be a target for snipers, anti-tank rockets, and knifes in the back, but you stand a good chance of getting a few kills before you take one of those. Despite this, the fact that you're unlilkey to survive long while in one means they're usually unmanned.
* Anti-Tank rocket - These are very vulnerable, but are also very powerful. Doing more damage than any of the man portable AT weapons, they can be used to quickly repel or destroy enemy vehicles. They are guided in the same way that the engineer's AT4 rocket is. Bear in mind that the trail the rocket leaves will likely be followed back by either your target or supporting infantry, so it can be worth hiding nearby after taking a shot then returning after a short while.
*AA position - The anti-air guns are very useful, but usually only found in the two spawn points. Firing explosive shells, they can be used to quickly destroy aircraft, light vehicles and infantry, and are somewhat effective against armour. They fire in bursts which have a trajectory, so when firing on aircraft you need to not only lead them, but aim high to bring the rounds down on your target.
Teamwork
Every class has a secondary role when not shooting people. Assault can resupply, engineers can repair, medics can heal, and recon can place motion mines to spot. All of these can generate a lot of points, and while they're explained in more detail in the class guide it's worth remembering that utilising your role whenever the opportunity presents itself is a great way to boost your points. Remember also that helping members of your own squad nets extra points - anything you would normally get points for, be it a kill assist, spot, heal, or whatever, gets +20 points for helping a squad member. Additionally, spotting things is invaluable to teammates. It gives them a heads up on enemy positions, sometimes enabling others to take out things you can't, and will bag you a spot assist if something you've marked is killed. Get used to hitting Q whenever you point your gun at something, particularly if you're shooting at them. If the enemy ducks out of sight you can track him for a little while, and if he gets you then he might not get your mate next. If you find you're hitting Q all the time in other games, you're doing it right.
Game Modes
There are four game modes, listed roughly in the order in which you'll get the most points from. It's likely you'll only ever play the top two, some people only ever play Rush.
* Rush
* Conquest
* Squad Rush
* Squad Deathmatch
Last edited by Dog Pants on April 8th, 2010, 17:54, edited 3 times in total.
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
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HereComesPete
- Throbbing Cupcake

- Posts: 10249
- Joined: February 17th, 2007, 23:05
- Location: The maleboge
The two explodey damage mods (infantry, vehicle) both add 1/3 extra damage. What this means in real terms is that you can hit a tank in the bum with an AT4 and take it down to about 20 points (18 in testing), which is enough to get it going 'whoop whoop whoop' and probably cause the crew to bail out.
Tank shells, on testing, are pretty puny. They do about the same damage as an RPG-7, maybe a little less. So do the hellfires from an Apache. The rockets from attack helis do 10 damage each, the cannon does 3 per shot.
The mounted AT on the other hand does around 60 damage head on. That means hit a soft spot like the rear and you've got a one-shot kill, but get yourself the armour mod (+25 damage points) and you'll survive one shot.
Tank shells, on testing, are pretty puny. They do about the same damage as an RPG-7, maybe a little less. So do the hellfires from an Apache. The rockets from attack helis do 10 damage each, the cannon does 3 per shot.
The mounted AT on the other hand does around 60 damage head on. That means hit a soft spot like the rear and you've got a one-shot kill, but get yourself the armour mod (+25 damage points) and you'll survive one shot.
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buzzmong
- Weighted Storage Cube

- Posts: 7167
- Joined: February 26th, 2007, 17:26
- Location: Middle England, nearish Cov
Was it Pete saying that you couldn't hold down shoot to stay zoomed in with a sniper rifle a while ago?
That seems to have changed yesterday, or at least, I hadn't noticed it was possible (which I'm sure it wasn't) and was being a spazz. Granted, the latter is more likely but even so, makes sniping even easier now.
That seems to have changed yesterday, or at least, I hadn't noticed it was possible (which I'm sure it wasn't) and was being a spazz. Granted, the latter is more likely but even so, makes sniping even easier now.
Awards Guide
Some pins and awards are invariably more difficult to get than others. The more tricky ones will be posted here as we work them out.
Naval Warfare Pin
This tricky little bastard is not only restricted by having to use the terrible grenade launcher on the patrol boat, but also by the fact that there's only a couple of maps with them on. However, sniping from the back of a jetski will also bag you this award.
Flag Defender Pin
This seems to be a very quirky one. The description says you need 4 flag defends, but it's not as simple as that. The reasons why are conflicting, but I've seen:
You actually need 6 defends
You need to defend four different points
You need to wait for someone to start capping your flag, kill them, then reset it
You need to issue a defend order
Or any combination of the above. For some people it just happened, for others they ended up stat-padding it. Hopefully it'll get fixed so you just need the defends. In the meantime I got mine from just plugging away on Conquest. I definately didn't need squad orders, as they didn't work, but I may have defended all three flags on that server (the map was White Pass)
Some pins and awards are invariably more difficult to get than others. The more tricky ones will be posted here as we work them out.
Naval Warfare Pin
This tricky little bastard is not only restricted by having to use the terrible grenade launcher on the patrol boat, but also by the fact that there's only a couple of maps with them on. However, sniping from the back of a jetski will also bag you this award.
Flag Defender Pin
This seems to be a very quirky one. The description says you need 4 flag defends, but it's not as simple as that. The reasons why are conflicting, but I've seen:
You actually need 6 defends
You need to defend four different points
You need to wait for someone to start capping your flag, kill them, then reset it
You need to issue a defend order
Or any combination of the above. For some people it just happened, for others they ended up stat-padding it. Hopefully it'll get fixed so you just need the defends. In the meantime I got mine from just plugging away on Conquest. I definately didn't need squad orders, as they didn't work, but I may have defended all three flags on that server (the map was White Pass)
