again, perfect guide. Something what could be added is: Using AP is preferable on moving targets like fast cars or helicopters since the vilocity of the round is faster therefore the lead doesent need to be that far.
@@AirGibson good point, but thats where another possible tip comes in: "keep AP loaded all times and only switch to HEAT in case you need it" You dont wanna face an unexpected enemy tank with a heat round in the chamber XD
@@PRRonVideosyeah, keep ap loaded at all times, ap kills all vics very well and effectively, heli? Bam!logi? Bam! Ifv? Bam!, you see enemy at? Switch quickly to MG, if you see inf behind cover or a fob/hab THEN switching to he is better
@@PRRonVideos I like to switch to HEAT once the enemy tank is confirmed dead (by us or others) especially on tanks that carry a lot of HEAT. It's somewhat situational though: What IFVs they have, how close we are to infantry (friend and foe), how fast their vehicles are, IED bikes...
One argument that used to exist for using ATGMs VS helicopters was that you wouldn't expose your position using the main gun so it could also be heard as an IFV or Tow truck by nearby infantry and so on. I haven't really used ATGMs since the new updated ATGM adding the line though so that probably is just too tough to pull off now. Just food for thought.
One thing worth mentioning when fighting against ATGM vehicles/emplacements, if you destroy the vehicle while it's missile is in the air, the missile gets destroyed and won't impact/damage anything even if it visually looks like it's still there
I once push towards Bradley to get inside ATGM min arm and it worked great... Except infantry didn't inform me of the *SECOND* Bradley just around the corner. We popped the first Brad and tried to use it's carcass as cover once we realized the second was there, but he landed both TOW and finished us.
Is that model you have for a vehicles a website? I'd love to get the link to that? That being said, I think its also helpful to know where the gunner optics are on most tanks when playing the MBT RWS. If you are able to consistently hit that optic, the sparks can nearly fully blind the gunner, just like hitting the tank with a smoke.
again, perfect guide. Something what could be added is: Using AP is preferable on moving targets like fast cars or helicopters since the vilocity of the round is faster therefore the lead doesent need to be that far.
Great point! Although if it is fast-moving, you probably won't have time to change the ammo loaded, anyhow.
@@AirGibson good point, but thats where another possible tip comes in: "keep AP loaded all times and only switch to HEAT in case you need it" You dont wanna face an unexpected enemy tank with a heat round in the chamber XD
@@PRRonVideosyeah, keep ap loaded at all times, ap kills all vics very well and effectively, heli? Bam!logi? Bam! Ifv? Bam!, you see enemy at? Switch quickly to MG, if you see inf behind cover or a fob/hab THEN switching to he is better
@@PRRonVideos I like to switch to HEAT once the enemy tank is confirmed dead (by us or others) especially on tanks that carry a lot of HEAT.
It's somewhat situational though: What IFVs they have, how close we are to infantry (friend and foe), how fast their vehicles are, IED bikes...
One argument that used to exist for using ATGMs VS helicopters was that you wouldn't expose your position using the main gun so it could also be heard as an IFV or Tow truck by nearby infantry and so on. I haven't really used ATGMs since the new updated ATGM adding the line though so that probably is just too tough to pull off now. Just food for thought.
Yeah, ATGM conceal your position better.
One thing worth mentioning when fighting against ATGM vehicles/emplacements, if you destroy the vehicle while it's missile is in the air, the missile gets destroyed and won't impact/damage anything even if it visually looks like it's still there
I once push towards Bradley to get inside ATGM min arm and it worked great... Except infantry didn't inform me of the *SECOND* Bradley just around the corner.
We popped the first Brad and tried to use it's carcass as cover once we realized the second was there, but he landed both TOW and finished us.
Incredible thank you
So glad that I discovered your channel... All the info you teach add value.
Awesome guides, tons of info neatly laid out, are you gonna do a guide on strategies?
@hamburguejasalvapor Yes. Driver guide next. Then general strats after that
Fantastic guide, I will be linking these to new players!
Great guides, will pass them on to all the new players I come across!
great video, this is the kind of info I've been looking for
nice video, but you forget to mention about reload speed. it's very crucial in face to face fight
@@nexthra8542 That is covered in depth on vol. 1
@@AirGibson oh okay then
is there a way for us to access the tables you show in the video? Really well made guide have my respect.
Not yet. I'm kind of scared to do so since everyone will expect you to maintain them if I put them in a google doc 😅
@@AirGibson fair point, if you ever decide to share it tho I would love to check it out
fantastic armor guides my dude
great guide !
Is that model you have for a vehicles a website? I'd love to get the link to that?
That being said, I think its also helpful to know where the gunner optics are on most tanks when playing the MBT RWS. If you are able to consistently hit that optic, the sparks can nearly fully blind the gunner, just like hitting the tank with a smoke.
@@babyclifford1759 squad-armor.com
@@AirGibsonthank you! This has been an amazing video looking forward to the next one!!!
I feel that jab at the command seat. Lol there has been alot of times ive run command seat for ya lol
Hey its the track and smoke strat from the other day that i ran lol. Most bl strat i know