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 Sfifers Vietnam Survival Guide: Weapons

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Sfifer
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PostSubject: Sfifers Vietnam Survival Guide: Weapons   Thu Oct 15, 2009 9:31 am

Ok so here is a few tips for new players or even those of you who need some help

The first guide is Weapons

Knives

Machete, Plantation knife, Combat knife

Knives are dangerous--they will kill in a just a couple of good hits. Let's be honest here, though. This is a gun fight--don't bring a knife. The chances of you living long enough to run out of ammunition in every other weapon and not being able to find a replacement or an ammo box are rather slim. About the only time a knife is really useful is when you find an enemy not paying attention (such as a sniper who stays zoomed in) and want to embarrass him in front of the entire server.


Sidearms

M1911, .357 Magnum, TT-33

Sidearms were issued as a backup if you ran out of weapon for your main weapon, or for those troops who weren't expected to see heavy combat. Look at them the same way--they are meant as a backup only, to give you an edge until you can get more ammunition for your primary weapon. Every class has a serviceable primary weapon that serves better in combat, except, perhaps, for the scouts with a sniper rifle; they may need to switch to a pistol if an enemy gets too close.

Keep this in mind when forced to use a sidearm: if you have to face a properly-armed enemy with only a pistol, you have probably already lost. At the very least, you are at a severe disadvantage. If you get into a dance--running back and forth, strafing and dodging, then his superior firepower will win out, and you will die. Your best bet with a pistol is to drop to a crouch the instant you see an enemy, put the sights on his head, and pull the trigger as quickly as you can. The pistol's accuracy makes it easy to hit at close range, and your opponent will be expecting you to run around. When you don't, many opponents will pause before adjusting to your tactics. By that time, he will hopefully be dead.


Rifles

M14, Type 56 Carbine

Going prone with a rifle provides for the greatest accuracy.

Rifles are long-barreled, single shot weapons. You pull the trigger once, one bullet comes out. If you want three bullets, you have to fire three times. Rifles are, generally, extremely accurate weapons. You may not be able to fire as fast as you can with an M16, but you can put every round on target! They also regain their highest accuracy rating extremely quickly, especially if you are crouched or prone. As long as you move your aim down a bit between shots, you should be able to fire as quickly as the gun can manage with full accuracy.

If you see an enemy at a distance, you have an advantage second only to the sniper. Go prone (or at least crouch), and aim at the upper body unless you are close enough to guarantee a headshot. Fire, lower your aim a smidge, and fire again. You should always plan on firing your rifle at least twice, as only a headshot will kill a healthy enemy with one bullet.

If you are close enough that you don't have the time to choose your shot, treat the rifle like a handgun. Drop to a crouch and fire as quickly as you can, right at their head, and keep firing until somebody falls down.

Sniper Rifles

M21 sniper, M16 sniper, M40 sniper, SVD sniper

Sniper rifles tend to be extremely powerful. Most of them will kill in one headshot or two shots to the body. They are amazingly accurate at extreme ranges. With a sniper rifle, you can accurately put a bullet between the eyes of an opponent that you would have trouble even seeing with a normal gun. The real drawback of sniper rifles is that they are slow; if an enemy gets close to you, you will usually get one shot. If that misses, you will have to rely on your pistol for defense, as you will be killed before you can get off a second shot.

Firing a sniper rifle in Battlefield Vietnam is easy. You put the dot on the target and click the mouse. Being an effective sniper is a much, much more difficult proposition. You have to take into account a number of factors, such as location, positioning and cover, situational awareness, and choosing the right targets.

Location: You need to be someplace where you can see prospective targets, but where wandering enemy soldiers won't step on you. Nothing makes a grunt happier than finding a sniper looking the other way! Most of the time, your location will be higher than the surrounding terrain, like a hill or a building. Avoid guard towers. They are great locations, but they are obvious; everybody checks them for snipers! The best locations are around the edges of the map on a hill overlooking multiple control points. If you are in the middle of the map, the chance of being discovered by an Assault soldier wandering between control points is much greater.

Positioning and Cover: Snipers are effective because nobody knows where they are. The way you stay hidden is through proper positioning. The worst spots are in the middle of a rooftop or on the top of a hill. Terrain is composed of straight lines. The top of a hill, for instance, is a straight, flat line. If you are on the top of that hill, you will be a big, sniper-shaped bump on that straight line, and as obvious as if you waving a flag. The same thing holds true with architecture--windows don't normally have human-shaped structures in the middle of them!

The way you avoid being seen is by combining your little bump with something else's bigger bump. Lying right next to a tree, for instance, or in a pile of rubble will make your silhouette indistinguishable at a distance from the terrain. If nothing like that is available, than you are better off partway down a hill so that you don't create a bump against the skyline. In buildings, crouch next to a window and aim through it at an angle, or move back a few yards and aim through it from a distance. On a rooftop, position yourself next to some three-dimensional feature, such as a chimney or a bit of rubble.

There is one obvious form of cover that does not work, however--the grass. Most of the terrain in Battlefield Vietnam is covered in knee-high grass that seems like ideal cover. If you pay attention, however, you will note that the grass is only visible in a small circle around you. That means that the nifty clump of grass you are hiding in is invisible to anyone further than about fifty feet from you, and you are actually fully exposed to the enemy. Not all vegetation disappears, though, and there is an easy way to check. Go prone. The grass nearby should go partially transparent to allow you to see what is around you. Foliage that remains solid in appearance when you are prone (many ferns and bushes do) will be visible to anyone, and makes great cover.

Situational Awareness: Snipers are exceedingly vulnerable to attacks from other soldiers that they don't see. When you are zoomed in with your rifle, you will only be looking at a tiny, tiny piece of the battlefield. With that kind of tunnel vision, a tank could sneak up on you. The point of this example is that it is a bad, bad idea to stay zoomed in. Keep your rifle down and look around without the scope. If you see something that looks like a potential target, zoom in to take a closer look, and then zoom right back out. If it is a target, take the shot and hold just long enough to make sure the target is dead before zooming back out. Look around, and pay attention!

Choosing Targets: When playing as a sniper, you will usually be far away from the nearest ammunition box, and you will have a very limited number of rounds. If the server you are playing on has the death camera enabled (always check if you plan on being a sniper), then as soon as you kill someone, their camera will automatically turn and center on you, giving away your position and forcing you to move after every couple of kills. All of this means that a good sniper must work for his kills, and must therefore make those kills count. That means choosing your targets, sometimes letting an easy kill go so that you don't give away your position (or your ammo) too soon. If you snipe a lone soldier at his spawn, you just cost the enemy--nothing. One ticket and a seven-second wait. That isn't going to make any difference in the battle at all. Leave the wandering soldiers alone, and save your precious shots for vital targets. Engineers laying mines or manning mortars, people in vehicles with their heads exposed, people manning fixed weapons, enemies near a flag waiting for it to turn--these kinds of targets can make a big difference in the course of a battle!

Automatic Rifles & Submachine Guns

M16, CAR-15, AK-47, AKMS, MAT-49

Automatic rifles and submachine guns are the meat & potatoes of an army. They are not as accurate as a single-shot rifle, especially at long range, but they make up for it with their high rate of fire. This allows them to be useful at long range as well as in close confrontations. Submachine guns (like the AKMS and MAT-49) lie at the end of the spectrum--they are more accurate than their larger cousins when extremely close to a target, but don't have as much range. From a crouch or in close quarters, though, they can dominate a fight.

The longer you fire at full automatic, the more your accuracy drops. At all but extremely short range, therefore, automatics should be fired in brief bursts. Line up your target, hold the button down just long enough for three or four bullets to fire, then stop and wait for the crosshairs to move together again before firing off another burst. A single burst like this will usually kill a target, and any rounds fired after the first three or four will probably be so inaccurate that they will miss and be wasted. You can use a slightly longer burst when crouched, and much longer bursts when prone.

If you get extremely close to an enemy, spinning and turning, don't worry about counting bursts. Whenever you manage to get your crosshairs near the enemy, fire, and keep firing until you can't hit them. It is a bad idea to fire nonstop while dancing with an enemy, as you may run out of ammunition before killing them. A reloading soldier is an easy kill.

Machine Guns

M60, RPD, Type 53

In real life, machine guns are heavy weapons, the use of which involves unique strategies and skills. In the game, however, they function more or less as a type of automatic rifle. They have some real drawbacks as opposed to regular automatic rifles. First of all, they are not as accurate, and regain their accuracy more slowly. This is more than made up for by their rate of fire--while an M16 puts three rounds in a three inch circle, the M60 puts ten in a one foot circle--either one of which is bad for a man with an 18-inch wide chest!

You can use a machine gun much like you use an automatic rifle, firing short bursts at specific targets. It is also useful to stay back as more lightly armed troops move in, and lay down heavy fire into the area they are advancing on. This may result in wounded enemies, a few kills, or just overly cautious enemies who are paying more attention to you than to the three other guys coming in from the side.

Hand Grenades

Fragmentation Grenade, Stick grenades

Hand grenades can be used against tanks in a pinch.

While they may seem simple - small, hand-thrown bombs with a timed fuse--hand grenades have a great many uses. To begin with, there are two ways to throw hand grenades. If you use your primary fire, you will throw them as hard and as fast as you can. If you use secondary fire, however, you will see a small grey meter in the lower right corner of your screen charge up. This is your throwing power. Release it when it is low for a light toss, or wait until it is full for a full power throw (the same as primary fire).

Grenades are not all that useful in direct, head-to-head confrontations. It is tough to time things well enough to ensure that your opponent is near the grenade when it goes off. They are more useful, however, against enemies that have not seen you yet, and against enemies that are out of sight. Did a VC just fire at you and duck back behind a corner? Don't chase him--toss him a grenade! There is a bunker nearby that you want to be in--don't go in hoping to shoot first; lead with a frag, then go in.

Hand grenades are also useful against material targets like tanks and mobile spawns. Even the largest tank can be taken out if multiple grenades go off underneath (in real life, soldiers would stuff a grenade into the treads hoping to disable a tank). Keep moving, as the turret of a tank (or most other vehicles) can't track a running soldier, and keep throwing grenades, aiming right where the vehicle's treads or wheels touch the ground.

Anti-Vehicle Launchers

SA-7, RPG-7V, RPG-2, M72 LAW

These weapons usually consist of a simple tube launcher designed to aim a rocket toward an enemy vehicle. At its heart, the concept is simple; line up the crosshairs and shoot the vehicle. In practice, it is quite a bit more complex, and takes a good bit of practice.

Launchers don't work like guns. First of all, the projectile runs out of power quickly. That means that while they may start out flying in a straight line, they will quickly arc toward the ground. How soon the shot arcs and by how much depends upon the individual weapon. An RPG-7V will fly straight for quite a long distance before it begins to fall. An RPG-2, on the other hand, will only fly straight if you are launching it straight down from a cliff. With practice you will be able to learn to judge how far away you have to be from a target before you have to start compensating by aiming high. Start a solo game and fire at distant trees with a launcher until this becomes second nature.

The other thing to be aware of is that rockets are very slow. To hit a moving target, you have to lead it by a good distance. If the target is far away, you will have to lead it even more.

This brings us to the secret of effective anti-vehicle rocketry--choosing your target. Some targets will be very, very difficult to hit because you will have to aim high to account for the rocket dropping, plus aim ahead to account for the projectile's slow movement. You have to get both estimates exactly right to score a hit on a moving tank from a distance! If the target is armored, it will probably take two shots to destroy it. That means that you will not only have to guess right, but you will have to survive long enough to reload and guess right a second time.

What is the answer? Don't engage that tank. Get closer or wait for a different target. When you do find a viable target, aim, fire, and duck for cover. Don't wait to see if the rocket hit. Once you have reloaded, stick your head out and fire again. If you can, move to a different location for each and every shot. In a city this is easy--fire once, then go to a different window, or around the other side of the building to finish the tank off.

I'll Post More Later in A Different Topic
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PostSubject: excellent guide   Thu Oct 15, 2009 10:01 am

excellent guide sfifer, well done i read the whole thing and pritty much do everything thats on there already

also with the last one about the tank, just like in BF1942 the rear armor is the weakest, i love it when noobs just fire straight at you, cause u just aim at there rear and there gone in like 3 shots

cheers, thanx sfifer

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PostSubject: Re: Sfifers Vietnam Survival Guide: Weapons   Thu Oct 15, 2009 10:06 am

ill try make a vehicle guide for ya
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PostSubject: Re: Sfifers Vietnam Survival Guide: Weapons   Mon Oct 19, 2009 1:53 am

The AKMS is is just an AK47 with a modified stock bud, not an SMG, because it still fires the 7.62x39 rifle catridge. Good work
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PostSubject: Re: Sfifers Vietnam Survival Guide: Weapons   Mon Oct 19, 2009 7:52 am

LOL, you tell him Judge.

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PostSubject: army dude   Mon Oct 19, 2009 11:48 am

well he is in the army snipe, so u think he would know

Terrorists love the AK Very Happy

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PostSubject: Re: Sfifers Vietnam Survival Guide: Weapons   Mon Oct 19, 2009 10:20 pm

BigUnit22 wrote:
well he is in the army snipe, so u think he would know

Terrorists love the AK Very Happy

Me too, fine weapons they are.
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PostSubject: Re: Sfifers Vietnam Survival Guide: Weapons   Tue Oct 20, 2009 12:08 am

ok this guide is not meant to based on realistic specs, just the games ones
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PostSubject: Re: Sfifers Vietnam Survival Guide: Weapons   Tue Oct 20, 2009 8:22 am

i think also the AK is the most manufactured gun of all time ?

there cheap, reliable, and do the job Very Happy

(my fav gun on COD4 is the AK-47)

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PostSubject: Re: Sfifers Vietnam Survival Guide: Weapons   Tue Oct 20, 2009 8:45 am

nice guide it really helps for me actually im like owning

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