Battlefield 3 - Some lessons learned
Posted: Wed Nov 02, 2011 5:00 am
Just thought I'd post some handy things I learned playing in a non-populated server today:
Guided Missiles do approx. 35% Damage to Tanks and APCs, but do 50% Damage when guided via SOFLAM. This applies to helicopters and jets, I have not been able to test Guided Shells from tanks or Javelins but I imagine it is the same 35%/50% swap.
The Guided Missile does 50% Damage to Jeeps/Buggies without a SOFLAM.
IR Flares, while selectable, are not actually functional when used by the Gunner of a Viper/Havoc. If using an Attack Helicopter the PILOT must use flares, the gunner flares DO NOT WORK.
The extinguisher is available only for helicopter pilots, not the gunner. It takes the same spot as the IR Flares.
The AGTM missiles on APC's do 40% to 50% damage depending on hit location. Flying the missile upwards then back down onto the top of the enemy tank/apc seems to increase the damage.
LMG's mounted on tanks WILL NOT damage helicopters, but the HMG will.
Lock on times with Jets are MUCH MUCH lower than lock on times for other vehicles when using Guided Missiles, seemingly to compensate for their rate of speed. This allows for jets to fire missiles at targets they've only seen for a few seconds. SOFLAM assistance accelerates this time even more, making jets possibly the most lethal anti-tank weapon on the battlefield if properly support by Recon or CITV.
The AIR RADAR unlock for Jets and Planes also reveals enemy LAND VEHICLES. This may be a glitch, but it is an obvious and glaring benefit over the Proximity Radar making it far more useful. Land Vehicles will not automatically be spotted but they will appear on your minimap. The Air Radar also increases the size and range of your minimap, expanded with the 'N' key.
Using the Extinguisher sets your vehicle health to 53% regardless of how much damage you had when you activated it. IE: if you have 1% health or 49% it doesnt matter, hitting 'X' will instantly put you at 53%. You must then wait for the Auto-Healing to kick in and do the rest.
Unlike the missiles on planes/helo's that are interupted by flares, man-portable AA can maintain a lock on an air vehicle even after flares have been fired. The only way to successfully remove a man-portable AA lock such as an Igla or Stinger is to hit the Flare AFTER the missile has been fired. Hitting the Flare early will allow the Man Portable to fire at you mere moments after you ignite your flares leaving you defenseless.
Smoke from a tank will lead active Guided Missiles away from you, even if you dont move. The smoke apparently scares the missiles into flying in random ass directions.
AGTM Missiles fired by APC's appear to generate a few feet in front of the vehicle, rather than directly from the barrel. The result is that firing at POINT BLANK targets may result in a miss even though you should have hit. To avoid this, make sure your APC is at least a few feet back from the target before firing.
That's all I remember for now... Happy Hunting!
Guided Missiles do approx. 35% Damage to Tanks and APCs, but do 50% Damage when guided via SOFLAM. This applies to helicopters and jets, I have not been able to test Guided Shells from tanks or Javelins but I imagine it is the same 35%/50% swap.
The Guided Missile does 50% Damage to Jeeps/Buggies without a SOFLAM.
IR Flares, while selectable, are not actually functional when used by the Gunner of a Viper/Havoc. If using an Attack Helicopter the PILOT must use flares, the gunner flares DO NOT WORK.
The extinguisher is available only for helicopter pilots, not the gunner. It takes the same spot as the IR Flares.
The AGTM missiles on APC's do 40% to 50% damage depending on hit location. Flying the missile upwards then back down onto the top of the enemy tank/apc seems to increase the damage.
LMG's mounted on tanks WILL NOT damage helicopters, but the HMG will.
Lock on times with Jets are MUCH MUCH lower than lock on times for other vehicles when using Guided Missiles, seemingly to compensate for their rate of speed. This allows for jets to fire missiles at targets they've only seen for a few seconds. SOFLAM assistance accelerates this time even more, making jets possibly the most lethal anti-tank weapon on the battlefield if properly support by Recon or CITV.
The AIR RADAR unlock for Jets and Planes also reveals enemy LAND VEHICLES. This may be a glitch, but it is an obvious and glaring benefit over the Proximity Radar making it far more useful. Land Vehicles will not automatically be spotted but they will appear on your minimap. The Air Radar also increases the size and range of your minimap, expanded with the 'N' key.
Using the Extinguisher sets your vehicle health to 53% regardless of how much damage you had when you activated it. IE: if you have 1% health or 49% it doesnt matter, hitting 'X' will instantly put you at 53%. You must then wait for the Auto-Healing to kick in and do the rest.
Unlike the missiles on planes/helo's that are interupted by flares, man-portable AA can maintain a lock on an air vehicle even after flares have been fired. The only way to successfully remove a man-portable AA lock such as an Igla or Stinger is to hit the Flare AFTER the missile has been fired. Hitting the Flare early will allow the Man Portable to fire at you mere moments after you ignite your flares leaving you defenseless.
Smoke from a tank will lead active Guided Missiles away from you, even if you dont move. The smoke apparently scares the missiles into flying in random ass directions.
AGTM Missiles fired by APC's appear to generate a few feet in front of the vehicle, rather than directly from the barrel. The result is that firing at POINT BLANK targets may result in a miss even though you should have hit. To avoid this, make sure your APC is at least a few feet back from the target before firing.
That's all I remember for now... Happy Hunting!