CAG Clan Forums Check In CAG on Twitter CAG YouTube CAG RSS Feed
+ Post New Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 15

Thread: BF4 Vehicle Loadout Guide

Discuss the Battlefield 4 Regiment of CAG's Battlefield Brigade here

  1. #1
    BlameItOnGod13's Avatar
    Rep Points: 202790
    Rep Power: 3762
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    05:05 AM
    Location
    Wilkes Burrr
    Co-Leader

    BF4 Vehicle Loadout Guide


    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.

    CAG Dogg Level: 60 [?]
    Experience: 48,864,430
    Next Level: 55,714,302


  2. The Following 4 Users Said Fucking Hell Yeah ! to BlameItOnGod13 For This Fucking Post:

    CAG Archangel (January 7th, 2014),CelticSaint (January 6th, 2014),FSU NOLES 2323 (March 2nd, 2014),Kujeaux (January 7th, 2014)

  3. #2
    CAG Archangel's Avatar
    Rep Points: 202743
    Rep Power: 2963
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    09:05 AM
    Location
    South Coast, England
    XBOX One Division Member

    Thanks for putting this together mate...very useful info :-)

    sent from the back o' da bus.

    CAG Dogg Level: 52 [?]
    Experience: 14,436,562
    Next Level: 16,259,327


  4. The Following User Says Fucking Hell Yeah ! to CAG Archangel For This Fucking Post:

    BlameItOnGod13 (January 7th, 2014)

  5. #3
    BlameItOnGod13's Avatar
    Rep Points: 202790
    Rep Power: 3762
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    05:05 AM
    Location
    Wilkes Burrr
    Co-Leader

    I also forgot to mention, if your struggling to unlock stuff for any vehicle use an XP Boost. 50% will work but 100% is more desirable especially if you can score a couple kills. if you use a 100% and get killed in the vehicle, sit in the loadout screen until it respawns. no sense in wasting a 100% boost if your using it specifically to get unlocks for a vehicle.

    and the most important piece of advice i can give anyone is always go down with your ship meaning don't hop out your vehicle and take off it hasn't blown up. there's nothing worse than leaving a vehicle and having an enemy repair it and use it for the rest of the round. it can really put your team at a disadvantage to not have a tank or IFV when your team needs a big armor push.

    CAG Dogg Level: 60 [?]
    Experience: 48,864,430
    Next Level: 55,714,302


  6. The Following 2 Users Said Fucking Hell Yeah ! to BlameItOnGod13 For This Fucking Post:

    CAG JB (January 7th, 2014),kenpachi (January 7th, 2014)

  7. #4
    Kujeaux's Avatar
    Rep Points: 0
    Rep Power: 0
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    03:05 AM
    Location
    Texas
    I was a Bitch and got Banned

    Regarding gunner repairs ... many times I find the driver/gunner not in sync with when to repair, then the driver ends up driving off from the repair. Should the repair always be requested by the driver? Or is this specific to a situation ... such as, in a tank on tank fight the gunner should know to jump out and repair from the back, otherwise repair when requested?

    CAG Dogg Level: 49 [?]
    Experience: 9,299,290
    Next Level: 10,000,000


  8. The Following User Says Fucking Hell Yeah ! to Kujeaux For This Fucking Post:

    CelticSaint (January 7th, 2014)

  9. #5
    CelticSaint's Avatar
    Rep Points: 35576
    Rep Power: 1069
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    04:05 AM
    Location
    Connecticut,USA
    Senior Member

    Quote Originally Posted by Kujeaux View Post
    Regarding gunner repairs ... many times I find the driver/gunner not in sync with when to repair, then the driver ends up driving off from the repair. Should the repair always be requested by the driver? Or is this specific to a situation ... such as, in a tank on tank fight the gunner should know to jump out and repair from the back, otherwise repair when requested?
    No repair mans job is to watch vehicle condition as well as driver so he can get out of harms way to be repaired


    Sent from the DOG TAG collector

    CAG Dogg Level: 46 [?]
    Experience: 5,359,407
    Next Level: 6,058,010


  10. #6
    Kujeaux's Avatar
    Rep Points: 0
    Rep Power: 0
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    03:05 AM
    Location
    Texas
    I was a Bitch and got Banned

    Well yeah, but often the driver doesn't realize that the gunner has jumped out to repair and it might not be the best time for the driver to get repaired b/c he wants to move. So, should the driver be saying when the gunner should jump out? Sometimes, he'll want to retreat before beginning repairs. Sometimes, he'll want repairs during a battle.

    CAG Dogg Level: 49 [?]
    Experience: 9,299,290
    Next Level: 10,000,000


  11. #7
    CelticSaint's Avatar
    Rep Points: 35576
    Rep Power: 1069
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    04:05 AM
    Location
    Connecticut,USA
    Senior Member

    Then that would be an executive decision as it comes that's why your fire team leader you command your squad and figure out your squad and who is better at what depending on scenario. Example you would never put wildwest in a repair position if sniping was an option for the map or put a guy like me in a sniping position when eliminating air support and explosives are my specialty


    Sent from the DOG TAG collector

    CAG Dogg Level: 46 [?]
    Experience: 5,359,407
    Next Level: 6,058,010


  12. #8
    DEF4LT515's Avatar
    Rep Points: 40694
    Rep Power: 1166
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    04:05 AM
    Location
    WISCONSIN
    Senior Member

    guys when I joined, tank battles always had the repair man repping while the driver would engage. the driver and gunner should be in sync with everything. talking to each other. its that simple.

    CAG Dogg Level: 47 [?]
    Experience: 6,453,041
    Next Level: 7,172,237


  13. The Following 2 Users Said Fucking Hell Yeah ! to DEF4LT515 For This Fucking Post:

    BlameItOnGod13 (January 7th, 2014),pisspawz (January 7th, 2014)

  14. #9
    Emperor XIX's Avatar
    Rep Points: 21389
    Rep Power: 845
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    04:05 AM
    Location
    MI, USA
    Junior Member

    I think you really need to rethink your AA setup. Active Radar Missiles are incredible (OP, really), and you can solo refuse the enemy team air support for virtually the entire match as long as there isn't someone on their team dedicated to taking you out. It's much more practical than barely being able to take out tanks or LAV's with Zunis imo.
    Emperor XIX

    CAG Dogg Level: 40 [?]
    Experience: 2,033,910
    Next Level: 2,111,327


  15. #10
    BlameItOnGod13's Avatar
    Rep Points: 202790
    Rep Power: 3762
    This member is currently
    Offline
    Local Date
    February 6th, 2025
    Local Time
    05:05 AM
    Location
    Wilkes Burrr
    Co-Leader

    one thing i didn't get it is when your the gunner, the way your gun is facing is where you will be when you get out of tank/IFV, so when your going repairs you want to be facing the back of the tank/IFV.

    that's a good question kujeaux and d4rky hit it on the head. when your about to engage a tank or IFV, your gunner/repair should already be spun around and ready to hop out and start repairing. now, every tandem of driver and gunner needs to play together running the tank/IFV as much as possible. it takes some practice before you both get on the same page. in the beginning you should tell them when to hop out or get ready to start repairing, this way the gun is spun around and ready to go. as you get used to playing with each other, the gunner should tell the driver when he is about to start repairing or when he is about to jump out.

    when you are really comfortable as a team, the gunner will be able to jump and hit the other tank/IFV with a RPG/SMAW and jump back in. like anything in battlefield it takes practice practice practice.

    as far as using ground to air missile's in the AA, i prefer using the Zuni's. you have a much broader role. when you using ground to air missile's you define your role as purely Anti-Air. i prefer my set-up to be flexible. let's say the other team isn't using their jets or stops using them after a couple deaths. then all you have left is choppers. i played around with this for awhile, using Zuni's or any ground to air missile, and once i got good and comfortable with the set-up, there's is nothing i can't do. the 30MM is plenty powerful on it's own to take out air targets. if the same target get's hit my a stinger/igla from a teammate, and keep in mind their are 31 now, it's pretty much over for that target. as far as jet's go, hitting them with some rounds usually scares them off and i count on there being 1 random that can fly.

    in the end, if your more comfortable using the missiles and it works for you, go for it. the beauty of BF4 is everyone paid for it, they can play however they want. i'm just sharing some insight on what works best all around, especially for me.

    CAG Dogg Level: 60 [?]
    Experience: 48,864,430
    Next Level: 55,714,302


+ Post New Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  




About CAGCLAN.com

    CAGCLAN.com Is A Discussions Forum Community for All-Terrain & Offroad Vehicles !

CheechDogg.0n37's All-Terrain Garage Is Secured By:

CAGCLAN.com is Secured by Comodo