frontlines's profileAT THE FLAGPhotosBlogListsMore ![]() | Help |
AT THE FLAGFFoW Community
ATF team Air comp At The Flag Team Air Competition Rules 1) All competitors must be a member of the site 2) All members must include their gamer tag in their Battlegrounds profile 3) All competitions are subject to the 4RG code of conduct 4) Experience (XP) will be handed out with each match, as follows: - Win - 25 XP - Loss - 5 XP - Forfeit Win - 15 XP - Forfeit Penalty - 15 XP - Decline Win - 10 XP - Decline Penalty - 15 XP - Play Bonus - 5 XP 5) Challenging team selects map / mode as follows: Solar farm- DeathMatch most kills wins. A crash or bails constitutes a kill Hindsight- Air traffic control capture & hold the abondoned airfield. Kills, suicides and controlling tower will make ticket dwinded faster. Mode: 1v1, 2v2, 3v3, 4v4 6) Challenged team hosts the match. 7) Challener picks sides 8) No griefing the bases -bombing -stealing enemy aircrafts -camping runways Comp Admin: DaiBoOK ![]() acults capturesRunner session#1-ForumRunners tearing ppl up in Far cry2 Game with Fame Slipknot-Xb sponsered event I got invited to play with a member of slipknot 4RG Takeover-4realgameing hosted takeover of a 50man server of all friends Meet at the Flag -ATF is a community introducing some of it's member in action Meet at the Flag Too-2nd installment of meet ATF Squadleader TrainingHow to be a squad leader
First the skinny on how to form, manage and direct a squad.
Form squad use the D-pad press down, squad options>press up, manage squad This brings up a list of player on your team press ‘A’ to highlight boxes Beside players you want to invite. You can invite anyone/everyone that is Currently Squad less. Once you have chosen the tags to invite you must press the ‘start’ Button for the invites to go though.
Manage Once players have joined their tags will appear in the left side of your Screen with or without mic icons. It’s a matter of choice but I’ll politely Warn Those without mic that they will be booted shortly unless they have a Mic. At any rate people come and go you can return to the manage squads Screen and invite ppl to fill empty spots.
Directions waypoints orders are issued by pressing up on the D-pad then three options appear attack, defend and regroup. Attack and defend waypoint can be placed on moving targets and is the best way to ornate your squad to enemy armor. Don’t be afraid to keep throwing attack orders at helos, tanks even personal till it’s attached and moves with targets. (Hint: dead center of orders is where it will place it). Defend points can also placed on friendly armor and personal to make pointmen for movement towards next caps. Regroup Orders will always be issued on yourself and will mark your movements.
Now the meat, bread and butter of Sql
Meat really a pun on words can be summed up in a two axioms “to lead you must follow” and “As above so below. Let us take the later first “As above so below” create a good rapport (sp?) greet them as they enter the squad and state your gamelan and ask what they are bring to the table. Throughout the game give sitreps (situation report) and next line of action. Share in the small victories and give congats. I have seen my attitude completely change the teams. Whether it is me giving constant sitreps and Whoo-who! Moments or being a complete spoil-sport. People will start coming out of there shell turning on their mics and reporting enemy positions and looking for atta-boys to the flipside where guys quit early leaving your team down a man or three. Next “to lead you must follow” like any good axiom has depth in meaning. To watching your teams back and saving their life a few times or using a teammate’s role or vehicle expertise to the utmost. After peeling a few enemy off teammates or setting up a jet pilots with a few marked targets trust me theory will be in full swing. By not being in at the limelight taken heavy fire you can have better awareness (try using the mini-map right on the D-pad) of the battle and easily mark targets. Being a SQL. Isn’t about you leading in kills while not pushing lines up. You are a mobile spawn point use this to your advantage while taken a new obj. there is no shame in retreating from a situation you are ill equipped for. Ask always, don’t tell ppl what to do, but ask if someone can help you out either vehicle support have someone spawn on you with the loadout/role to suit the situation. Have your team warn you before spawning on SQL so you can move to a safe area. It will stop time wasted on redeploying
Bread & butter (strategy & tactics) what is the differences huh? To ‘me’ a strategy is the plan as a whole. Knowing the game and the field to move the lines quickly and hold them. Placement of armor, snipers, drones EMP’s ect…this comes from experience and good observation. Tactics is the execution of teamwork to achieve said strategy. Any great SQL. needs some tips and tricks to offer his team. If you can give informed information and have built up their trust enough to follow though with it you can set up your mates for some great shots then your finally fulfilling your role as SQL. Following is a short list ‘for now’ of tactics I have developed in the short time playing.
The Pike- Emp rocket a moving vehicle have a air support call a precision strike (works well on choppers too because of the long warm-up time)
Lojack- Emp rocket a vehicle with a spec-op load out run up to them toss a C4 packet or three(3 will kill any vehicle) on their windshield now they either get out or die. Now jump in vehicle if it’s in good repair for the east kill or leave them their for extra bit of humility especially if it is far to next ride because if you kill them they spawn two feet from a ride and can be back into battle faster
set up shop- Emp stick in a open area covering a high traffic route. Enter with armor now you have a nice safety net from air strikes and drones. Have the EMP guy near-by to EMP rocket any chopper and perform a little variation of pike with a tank round though the windshield. Rockets are your next threat but easy dealt with because they have to sit still to get that lock-on
Double duty- C4 obj while capping then move on to the next then if you hear so-so has Neutralize an obj pull up the happy trigger and blow them to kingdom come. Works well of the last obj to move the line up since you must cap one of those before they re-cap one form the old line. You can move preferably supporting a teammate and staying out of firefights because you’re the insurance at least one flag from be re-capped till your team has time to lock that line down. Works well with landmines too there are pros and cons to both.
Hood ornament- C4 or land mines on a jeep are an added bonus while moving quickly move around maps. If you so happen to run across armor just full throttle into them and jump out with enough speed to roll into them. (Hint: if using C4 leave your trigger out so when you jump out you don’t have switch from gun also try to get the mine near the front on hood so they trigger when in prox of target)
Minivan- as sql good driving skills and a jeep or cossack can get quickly get your Team back into the action just roll around having guys spawn on you and Jump out where need or opportunity arise. If you are being follow by a chopper or armor drop off guys with right load out behind cover and stay in the area on the move till they can take them out ( most chopper pilots are louse shots and can’t keep up with a good driver in a jeep)
fast cap- Obj. cap quicker with more ppl in them hence less time you have to stick your neck out in an obvious position. Real helpful when a line moves up and it’s a race to get the next one before the enemy pulls it back. Also some Obj. are one man jobs with planting explosive device and just need cover fire these are the one to go for first to lock the line in place. Here is a vid
well alright there is more but I’ll spare ya for now. If you read all this then you are probably well suited for Sql. you learned I phailed English, I talk to much, I have to much time on my hands at work ,and hopeful a little about being a good squad leader.
FFoW armor trainingArmor Few notes before hand · Always on the move · Be aware of your surroundings. · Always keep some infantry support close by. · FPS is more accurate then TPV · Know where repair pads are · Never surrender vehicles to enemy · Never leave a man behind · Nearly always exit on the left side of vehicles
Best case scenario is having a ground support on the main gun and a 2nd gunner with EMP role maxed out. With this setup you can · Have an extra set of eyes 2nd gunners can marks targets by pressing the (LB) · heal from previous battles · EMP rockets to disable choppers and other armor · Setup a safety zone via EMP stick · EMP can spot Drones and their operators · Two Can occupy and guard while EMP’ed
Basic Controls · (LS) Throttle · (RS) Look & Turn · (▼RS)Zoom · (B)Switch 1st to 3rd person view · (X)Enter & Exit Vehicle · (RT) Primary · (LT) Secondary · (RB) Power band (turbo) · (LB) Handbrake/ target sharing · (A) Flares
Battle Tanks WC vs. RS comparison
M18 Fuller (WC battle tank) Defence/Speed/Accel/Counters: 10/1/medium/Firefly decoy launcher Gunner: 12.7mm heavy machine gun, shared targeting system
T119 Blackbear (RS battle tank) Capacity: 2 crew Defence/Speed/Accel/Counters: 10/1/medium/Domovoi decoy launcher Gunner: 12.7mm heavy machine gun, shared targeting system
Always on the move precision air strikes, sneaky spec-ops & drone C4 and dumb fired rockets ( firing a AV rocket without locking on to avoid tone to enemy) equal easy kill for any of these guys. A tank operator only saving grace is in the safety of EMP stick. That will cut out air strikes and C4 drones which still leave the tank venerable to spec-op w/ C4 and AV guys. A nice place to setup with EMP is near the repair pads in the middle of field. If none of this is available yet have your sound volume turned up and listen for incoming air strikes.
Never ever get hemmed up in tight quarters where quick exits aren’t possible. This makes the tank more venerable to air strikes, rockets and C4. If you are Emp’ed by enemy 2nd gunner should jump out to defend from infantry planting C4. Main gunner should stay in to keep the armor out of enemy hands. It is better to give the enemy one ticket by killing you in a piece of armor. Then to hand it over to them killing you and whoever thereafter and leaving the team down one piece of armor till it gets destroyed and respawns.
Whoever fires first, dies last. With a tank on tank battle whoever gets the 1st shot will reloads 1st win the killing blow. Two shots is all it takes to kill a tank so if you’re the unlucky one you have roughly 3 secs to get near some cover and exit the tank so you don’t get gunned down after exiting.
Medium Armor WC vs. RS comparison
M4 Powell (WC’s APC) Defence/Speed/Accel: 5/2/medium/gunner op ADCS
BTR 110 Cossack (RS APC) Capacity: 3 crew Defence/Speed/Accel: 6/2/medium/ Domovoi decoy launcher
All the same applies from the battle tank section.
M4 Powell is a fine piece of Kaos development which requires teamwork and know how to become dominating on the field. The addition of the ADCS (active defense countermeasure system) to replace the Firefly flares is a two way street. Without a 2nd gunner it defenseless but with a decent gunner and unlimited ammo to counter incoming missiles, rockets and grenades for not only itself but for entire team within field of view. 1 pts is award towards match points for each deflected explosive. When paired with a chopper or tank working together makes a near unstoppable front. 2nd gunners (LT)secondary guns are the counters. Any explosive within field of view will either be red or green. Green are inceptable red aren’t. Anything within the big hit box will show green and can be countered. Primary guns (RT) are huge damage dealing unguided 150mm round but very limited ammo so use sparingly. Mainly only on hard targets such as tanks and other APCs. Save it for when the extra firepower is really needed due Powell’s weaker defenses and firepower teamwork is where it excels.
Cossacks has 8 wheels with terrible handling but with the use of the hand brake can make some tight turns. It’s brute armor and extra seating make it Ideal for Sql. to run in open areas while capping points to allow squad member a safe place to spawn and jump out when opprutunity arises.
Anti-air WC vs. RS comparison M7 Railman (WC’s AA) Defence/Speed/Accel: 5/2/medium/no counters
2S10 Telker (RS AA) Capacity: 1 Defence/Speed/Accel: 5/2/medium/no counters
Both the Telker and railman are almost identical in build and application. The railman is a little more prone to tipping over at high rates of speeds because of it’s high center mass and short wheel base. It’s better to hold off on use of powerband till on open flat ground on both sides. It’s better to arrive eventually then on foot. With no counters to deflect incoming Av rockets on either, both are better suited just off the frontlines. They are very capable of head to head fights with medium and heavy armor. Poistioning is key to being successful in AA every helo, jet, spec ops and AV love taking out AA’s. most good AA pilots stay in the shadow of a mountain or behind cover. The FOV(field of view) of the the AA make so it is hard to target thing in close proximity being on a slight decline of hills helps. Firing flak cannon only when nessairy to avoid giving away postion. Flak cannons is only really useful when deal with bailing pilots, infantry, other ground units or inbetween reloads of fire and forget long body rockets. FFoW jet trainingJETS Basic controls (L-stick) Thrust & Rudder (R-stick) Pitch & Roll (RB) Afterburners (B) Switch 1st to 3rd person view (X) Enter & Exit Vehicle (RT) Primary Lock-on missiles (LT) Secondary machine gun (LB) Air to ground bombs (▼R-stick)Zoom (A) Flares Few notes before hand: • Momentum is your friend the slower you are going the less maneuverability you have • Don’t worry about crashing it happens the glories of digital world allow you to respawn . • The Jet will respawn about 30 secs after destroyed roughly so if you die in a jet it’s only a short wait for another ride. • It will never respawn while occupied so if you planning on fly and no jets are there open you map (right on D-pad) and see if two are accounted for by friendlys. It won’t show up if the enemy has stolen it unless marked by squad leader. • Fly above the death zone( above the height of most towers and poles) till you gain the confidence in maneuverability. Plenty of kills can still be gotten but you avoid the shame of repeatly crashing. Wise chopper pilots know this and will use terrain to their advantage. So at some point you have to eat a few poles learning skills you need Basic Maneuvers Take-off Pretty simple after warm-up push up on L-stick once the speed is gained roughly ¾ ways down tarmac push up slightly on R-stick to gain altitude. Flat turn If just learning to fly this turn type of turn will be you saving grace. On an even horizon press left or right rudder (L-stick). Makes a wide turn without disorienting new pilots. Also great for scanning for lock-ons to choppers and other jets. Knife’s edge Flying sideways is a great way to spot ground targets due to the increased field of view. Plus puts you in a postion for bank turns. Even narrows your profile to help avoid towers and poles. Bank turn Quick High G-turn turn Great for bombing runs, combat and just basic getting around. Roll vertical to ground (Sideways) Now use the Pitch to turn and rudder gain altitude. Alot of variations to this that will come with more time. For instance ¼ rolls and mix between rudder and pitch will weild some tight turns. Also the jet Pitches faster down then up so bank turns to the downside of the plane will be quicker. Flyby It’s not nessary to land but at some point when you get good you will live long enough to need repairs and rearm believe it or not. By flying low to the tarmac you are able to rearm and repair you jet. Swing wide of the main base just outside the battlefield and bank turn in to run along the strip. It’s a happy medium of speed, rudder and pitch. To slow and you won’t have the control you need. Make note of landmarks coming from each direction because you will need to make several passes in a badly damaged jet to repair fully if your not support class. It does only take one pass to fully rearm though. As long as you a even with the ground you can touch down at full speed. Air to Air combat maneuvers The Break The break is most likely the simplest combat maneuver. In this maneuver the defender turns until the aircraft is sideways then applies rudder to make the aircraft quickly turn. If the attacker does not turn with the defender then the defender has broken away from behind the attacker and therefore has a greater possibility to gain the advantage in a later maneuver ![]() The High Yo-Yo The High Yo-Yo was invented by a Chinese pilot named Yo-Yo. This maneuver is used to improve a pilot’s offensive position and to prevent the pilot from overshooting. Overshooting is when the attacking aircraft is chasing the defender from behind and either the attacker is going to fast and passes the defender or the attacker turns inside of the defender during a bank. The result in either case is that the attacking aircraft passes the defender and their roles reverse. Thus the attacker becomes the defender while the defending plane switches to the attacker. The Yo-Yo works by causing the attacker to gain altitude therefore losing speed and decreasing the closure on the defender. This prevents the attacker from overshooting its target. Then the attacker dives downward while turning with the enemy aircraft. The attacking aircraft thus gains back the speed it lost from the climb and gains a better offensive position almost directly behind the enemy aircraft. ![]() The Low Yo-Yo The Low Yo-Yo accomplishes the same objective as the High Yo-Yo except does it by causing the attacker to dive instead of climb to decrease the closing speed and prevent an overshot. ![]() The Rollaway This maneuver is accomplishes the same basic task as the High Yo-Yo which is to improve the attackers offensive position and prevent the attacker from overshooting the defender. The Rollaway does this by causing the attacking plane to climb therefore decreasing closing speed much like the High Yo-Yo except after the climb the attacker dives off to the outside of the defenders turn and then comes in behind the defender. ![]() The Barrel Roll Attack This is another maneuver that improves the attacker's offensive position and prevents the attacker from overshooting. In this maneuver the defender breaks one direction and so the attacker rolls the opposite direction from the defender's break then climbs to reduce closing speed. Finally the attacker completes the roll so he is level again and turns in behind the defender ![]() The Scissors This maneuver is used to get the defender behind the attacker by slowing its speed as fast as possible by flying in a zigzagging flight path. This slows the plane because it is traveling a longer distance instead of in a straight line which is the fastest path. The attacker is also going to be doing this to remain in the offensive position behind the defender. The aircraft that executes this maneuver best is going to end up in the better offensive position. ![]() The Lufbery In this maneuver both jet are circling trying to get the inside radius to maintain a lock. Neither can leave for the first to do so will open himself to lock as soon as the other makes it around. Western collations usually come out ahead in these battles due their low turn radius. If give a chance roll belly towards opponent this will increase turning speed to get the edge on the fight. Defensive maneuvers Air to air The lufbery By circling as sharply as possible counters the missiles own turn radius and causing opponent to follow along to maintain offensive position. If opponent doesn’t follow suit continue circling till you have visual heading given you the attack position. High GU Once again the jet will make much tighter turn towards the belly. While you have a close distance attack make a bank U-turn belly side that your opponent is not in position to pull to continue pursuit. Lag pursuit Lifted aviation term but not use in the same context, but a tribute to our own Lag sonata. It’s a daredevil knife edge low run though the multiple poles, wires and mountains. Challenging your opponent to a test of equal skill in maneuvering to maintain a lock or even visual barring. Ground to Air Pop n’ stop One of the easiest way to avoid missile locks. Is to jam on the breaks and pop your flares. This keep you jet close to you flares for a longer period of time. Also make sure you are out of line of fire for other possible locks. Mostly on the outer edges of map low behind the ridge. High GU Same principle once again a high G bank U-turn belly side. AA missiles have a worse turn radius then AV rockets. Works well if running full speed away to safe area once there pop flares then U-turn back into them to increase effective time of flares. Run and Hide The two greatest means of defense used the world over. For unknown locks while on bombing runs and chopper patrol. Pop flares immediately full throttle and afterburners to main base. Popping flares on every reload till in safe area to pull a pop n’ stop. Works the majority of time because the jet will travel faster then missiles for a short period of time. Give enough running room eventually they will be traveling behind you where flares become most useful. With the added bonus of already at the the base for repair should one hit you. Talking about At the Flag
Quote At the Flag Talking about create your own gamer card
Quote create your own gamer card Thanks for visiting!
|
||||||||||||||||||||||||||||
|
|