GV battles are usually between a
group of moving or fixed
vehicles. The best way to notice
enemy GVs early is from the
Commanders turret position. The
best way to locate a closing
enemy is to listen for them and
hear where they are coming from.
The commanders position gives
you the perfect place to do
this. You can move the gun left
or right and the noise will be
the loudest in the direction he
is closing from. The sound of
the approaching vehicle will get
louder and louder as it closes
of course. Most turret mgs can
traverse the whole 360 degree
field of view but there usually
is one place where they stop. On
a Panzer its the 9 o'clock view
roughly. The turret mgs usually
do not have the ability to
circle around and around. The
ballistics of this turret mg is
very close to the ballistics of
the main guns AP rounds. This
can be used as a rangefinder if
the enemy is fairly close but
this delay in getting the first
shot off could be dangerous.
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Of course the main gun is the
killing tool of the tank. The
main gun will traverse and
circle the whole 360 view and
there is no stop in it's
movement. You will most likely
need to use the zoom feature to
see far out and locate and ID
enemy vehicles. Usually there is
NO enemy icon for ground
vehicles when viewed from a
ground vehicle. This shouldn't
be a problem because friendlies
still have them. Also,
friendlies will not be shooting
at you, hopefully. You need to
become familiar with view thru
the main gun and the apparent
size of enemy vehicles. That
will be your primary range
indicator, the size of the enemy
vehicle. This can be tricky
because it's size will depend oh
how much you have your view
zoomed. What I do is zoom in
slightly so you still see the
'circle' of view thru the main
gun with the edges of the circle
at the edges of your screen.
That would be your initial view
to spot them. When you do spot
them you can zoom in further for
more detailed view. I usually
zoom in so the 2.0 or 2.8 range
indicator on the gun is near the
bottom of the screen for
secondary visual and then zoom
in as appropriate for shooting.
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We have three types of round for
the main gun. AP, armor
piercing, for heavy vehicles
like tanks and M8s. HE, high
explosive, for structures and
light vehicles like M16s or M3s.
We also have SMK, smoke, rounds
to mark targets or for range
indicators. You can throw a SMK
round out to 2.8 or 3.0 and use
its smoke to help you gauge
range on targets. To actually
see the round type selected and
the range marks in the main gun
you may have to use max zoom.
The range scale for each round
is different due to the
ballistics of each type of
round. AP rounds have a lower
and straighter trajectory. HE
and SMK rounds have a higher and
more arc-like trajectory.
Commands.
You will use most basic GV
commands to move the vehicle and
man it's various machine guns.
Also the fire keys are basically
the same with the secondary fire
key activating the main gun.
You will use the backspace key
to cycle thru your AP, HE and
SMK rounds if you have them.
You will definitely use zoom
mode, z key to toggle it and [
and ] to move out and in.
Critical
items.
Like real tanking, the first
shot is critical. You definitely
do not want to give him many
shots and you should take the
time to aim and get that initial
first shot kill if you can.
Knowing where to hit the target
is very important to give the
target damage opposed to
watching you rounds bounce off
and do no harm.