so you've gotten good at gunplay and now you want to take it to the next level with some vehicle play. i'll briefly go over my preferred loadouts for each vehicle and why i chose each option as well as some variables.
Main Battle Tanks - Anti Vehicle set-up
Main -AP Shell.
if you have someone gunning and repairing you can substitute with the Sabot Shell. i prefer the AP shell because it has and explosive warhead for anti infantry and you can track it easier when your trying to take out choppers.
Secondary - Staff Shell
this shell is kind of like a MBT Law except for your tank but that's not the reason why i use it. using this shell as a secondary over canister or guided turns your tank into the baddest mother fucker on the battlefield. you can start by hitting with a AP shell, switch to Staff, back to AP, and back to Staff for the kill. with this setup i many times taken out other tanks 1 v 1 while they got the first shot. i have taken out 2 tanks while i was already at only 67% percent health and they were full. i have taken out 1 tank and 1 IFV while i was at 73% health. like i said - baddest mother fucker on the battlefield.
Countermeasure - Active Protection
both smoke's are viable options but this is the only one that will save your ass when another tank or IFV gets the jump on you. it only lasts for 10 seconds so the key is using it at the right time, otherwise it is worthless. 30 second cooldown, so again, use it wisely.
Optics - Zoom Optics
INRV and Thermal are both viable versus infantry but not when your trying to take out choppers and this set-up is designed to take on ALL vehicles with the exception of jets.
Upgrades - Reactive Armor
Maintenance isn't a bad option but ideally you should have someone running the tank with you and repairing you.
Infantry Fighting Vehicle - All around set-up
if anyone remembers in BF3 the answer to a good tank was IFV. not so much now. it's primarily infantry but if played correctly you can still take out tanks. here's my preferred set up.
Primary - 25MM Shell
APFSDS-T shells are a variable for Anti Vehicle but you want to utilize the speed of IFV's and ability to control infantry to your advantage.
Secondary - TOW Missile
Zuni Rockets are an option against infantry but not against Tanks or other IFV's. besides, that's what the 25MM shells are for. TOW Missile are what really allows this set up to still be able to take on other tanks if the situation is played correctly.
Countermeasure - Active Protection
again, when used correctly this will allow you to take on tanks. i normally let the first two shells hit, depending on the angle and damage they do, then hit my protection about 4-5 seconds after the second shell is fired. this will allow you to block the third and finish the tank/IFV.
Optics - Zoom Optics
this is debatable but again it comes down to being able to take on choppers and zoom optics are the only one's that effective allow you to do that.
Upgrades - Active Protection
The best way to play this set up is to start by landing 3-4 shells. follow it up with a TOW Missile and IMMEDIATELY after firing it go back to your shells. as long as your still aiming at the target with your crosshairs the TOW will hit. Spend the rest of your 25MM shells then finish them off with another TOW, it should be reloaded by then and they should either be immobilized if not disabled.
also, as you get in shot one 25MM shell. this will begin the reloading process for your next 12 and give 35 overall in reserve instead of 24. keep an eye on your shells and get in the habit of doing this.
Mobile AA - All around set-up
Primary - 30MM Cannon
Very good against infantry and DEVASTATING against choppers. you don't need to use heatseekers with this as your primary.
Secondary - Zuni Rockets
believe it or not you can take out tanks and IFV's with this set-up. i will take about how to do it after the conclusion of the set-up
Countermeasure - Active Protection
the other crucial piece of set-up when taking out tanks and IFVs.
Optics - Zoom Optics
this is for taking out choppers and infantry including those pesky snipers at long range
Upgrades - Reactive Armor
the way to take out tanks and IFVs is similar to the way i talked about taking out tanks with IFVs. start will a volley of Zuni Rockets. when you run out switch to your 30MM and pound away. back your Zunis for another volley and if that doesn't finish them go back to your 30MM.
the trick to making this work consistently is timing - timing when your Zuni Rockets are reloaded for another volley. the better you are at knowing when they are ready the easier this will be.
the same goes for hitting the active proctection. try to take 2 shells from tanks and then wait 3-4 seconds before hitting it. with IFV's you want to block their 2nd TOW as that is the big damage dealer.
once you get used to timing this all correctly you will be able to take out tanks and IFVs consistently. trust me, i do it all the time and then laugh my balls off.
THERE IS NO SHAME IN TAKING OFF IF YOUR ENEMY HAS ACTIVE PROCTECTION! IN A MOBILE AA YOU WILL GET FUCKED UP IF YOU SIT THERE AND TRY TO SURVIVE THEIR SHOTS!
that's the key to Mobile AA's. knowing when to duke it out and when to take off and repair. he who fights and runs away lives to fight until later in the round.
Tomorrow i will go over Attack/Scout Chopper loadouts as well as Fast Attack Craft. if you have any questions about these loadouts or the basic tactics feel free to PM me.
Once i get done go over loadouts I will start to work on Basic and Advanced Infantry and Vehicle Tactics.