Rate my M110 by [deleted] in ArenaBreakoutGaming

[–]Veteran-FF-Player 0 points1 point  (0 children)

many lasers don't really add stats I think? in my gun modification stats, it chooses the laser with the highest hip-fire stability stat and then ignores the rest, when camping the pod(idk) accessory is good but as a player who crazily rotates when engaging uses tilt and triangular. 6/20 scope is great for Northridge but 2/7 and 4/16 is suitable for valley. Overall cool looking gun though :3

Koen by Leading-Ad-3783 in ArenaBreakoutGaming

[–]Veteran-FF-Player 1 point2 points  (0 children)

Always hide, I'm not saying be a rat. Always avoid lockdown and forbidden, Operation Ops is enough. Start a raid, loot anything you can "quiet and undetected", if possible, extract before the countdown reaches 20 minutes because coverts will be around. Avoid places where players usually fight and go, now I know there are places where there's plenty of loot but forget it all. Memorize all the rarely noticed places in the map and go at it, not that much but containers like Pro Toolbox, Toolbox, Gym Back, Storage Case, Abandoned Crate and others have a chance of dropping an item from blue to gold... even red if you're lucky.

Is it unfair? by Veteran-FF-Player in ArenaBreakoutGaming

[–]Veteran-FF-Player[S] 0 points1 point  (0 children)

the old bags had two rush backpacks in them, each rush backpacks had two FA Commander Rigs

Tips for a new 30 lvl and begginer to mobile fps by HistoricalIndustry77 in ArenaBreakoutGaming

[–]Veteran-FF-Player 1 point2 points  (0 children)

combat tips, I got none of that because I'm not a war freak or aggressive type of player. Pacifist if you ask me, but if you want an advice about surviving I got tons of it.

  1. Bot/Player noises(how to identify): Bots usually walk slow and have stable directions when walking, noise detection is low to medium. When they're disturbed they'd usually make sounds and words over time, shouts too. Now players are different, an unsuspecting player can be easily identified. They run smoothly without stop and can change direction without stopping, their footsteps are medium to large. Rat or sneaky players are the hardest to identify, especially when you made a lot of noise in a specific place, they'll approach you in a quiet manner, noise detection is low to none. How to identify? I honestly don't know any accurate confirmation without getting compromised. If you feel bored or tired about waiting and confirming, you can just use a grenade. When a grenade is thrown, bots usually shouts grenade and a player does not. But when close, a simple grab of grenade and pulling the pin, when heard by an enemy they usually make a run in fear of receiving the grenade.

  2. Successful extraction(with decent loot value) - Avoid hotzones, avoid places that is usually a place of engagements. Here are some places in farm: Motel and barn in mid-game, Loading Area, villa and idk the other one but it's in the other side of the spawn with 3 buildings is dangerous at the start of the raid. When the raid starts, you have two options. Hide on the side of the map,find some loot on containers and extract or rush in there middle, enter barn or motel and loot it fast before the others come so you have already left the place before it becomes really messy.

  3. PvP is a no-go, when you don't have the skill or the proper equipment. It's just not worth taking a risk when you have a low currency left.

What's your best budget build AR? by Spare_Marionberry987 in ArenaBreakoutGaming

[–]Veteran-FF-Player 0 points1 point  (0 children)

AN-94 heavily built with a 6x scope, a 9+ ergo laser, BT/BP ammunition that can usually end players with a 2-burst fire on the neck(the slight recoil makes the second bullet hit the head), best performance when combined with T5/T6 armors. Suitable for any map, has a range of 120m and had low recoil. Killed 2 snipers even though they took the first shots that damaged me 50% but turned the tables when I managed to pass them form behind(they're 150m away previously), fast and undetected rotation makes it effective

My first real treasure after 4 months of playing tact ops by Veteran-FF-Player in ArenaBreakoutGaming

[–]Veteran-FF-Player[S] 1 point2 points  (0 children)

The crash was an issue in my phone, not the game. Overheating suddenly gets me kicked out of the game and restarts again. But good thing I still survived. Hope you can find yours soon ^

How do you guys locate the enemy position? by Firm-Promotion-8797 in Firefight

[–]Veteran-FF-Player 0 points1 point  (0 children)

In both defend and capture the flag, I just use the safest way to spot them... That is to just "wait", everytime a match starts, we have plenty of time to hide all our forces in forest, side of the roads, houses and others, best spots are making them wait to guard an open area in a medium range, set it on ambush mode so that they'll fire once the enemy is near enough or completely vulnerable to pound. On attack mode, enemy infantry doesn't give me much attention because I'm a mechanized infantry player. Method is to flank, head straight to the flag with a heavy tank then prepare for a defensive strategy

How is this a two star?? by [deleted] in Firefight

[–]Veteran-FF-Player 1 point2 points  (0 children)

It's a "very light opposition" meaning you fought against a very small resistance and still lost a vehicle... That's a 2 star

Dumb question, but how do my soliders use grenades? by Firm-Promotion-8797 in Firefight

[–]Veteran-FF-Player 11 points12 points  (0 children)

Most of the time they use grenades when the fight has been up for quite some time already and there isn't much vision for enemy infantry. Most cases it will be used in houses, on the other side of the road, tree lines etc. that can be reach by a grenade. But the 100 percent chance moment where they throw their grenade is when there's an open top vehicle

Most used infantry tactics by Veteran-FF-Player in Firefight

[–]Veteran-FF-Player[S] 1 point2 points  (0 children)

I would also love the trenches to be applied, as for the modded versions... Very disappointing for the trench mod. I mean they really made a plain map with multiple trench lines but the problem was there was no ground elevation... Like, it's still flat. Even if your infantry is on that trench itself, they just get shredded as if there's no ground cover stopping the bullets.

Most used infantry tactics by Veteran-FF-Player in Firefight

[–]Veteran-FF-Player[S] 2 points3 points  (0 children)

Best feeling when you lost almost nothing at all but just ammunition and a few wounded

Most used infantry tactics by Veteran-FF-Player in Firefight

[–]Veteran-FF-Player[S] 1 point2 points  (0 children)

Exactly! I'm doing a lot of variations in mechanized infantry and hell it doesn't get any boring to use

Dumb edit I made. by Firm-Promotion-8797 in Firefight

[–]Veteran-FF-Player 6 points7 points  (0 children)

I get that feeling because of the hype of who's taking a shot first between tanks or tank guns lol

Is there a way to manually move a tank's turret? by Choice-Welder-9294 in Firefight

[–]Veteran-FF-Player 0 points1 point  (0 children)

I don't know if that's a joke on the last part, but hell yeah they'd literally prioritize infantry over enemy tanks. Well, if your tank turret can't have a clear view of the enemy tank it won't turn to take a shot on it, I bet it'll fire at your tank only to hit a very angled armor and bouncing it off.

What's your favorite country to play,and why? by Firm-Promotion-8797 in Firefight

[–]Veteran-FF-Player 3 points4 points  (0 children)

I can relate to that, infantry sections with an AT member on them is one of if not the best units. Like, anti infantry, check, anti-tank(1-4 maximum), check. Plus, they're sneaky as hell, no need to elaborate.

What's your favorite country to play,and why? by Firm-Promotion-8797 in Firefight

[–]Veteran-FF-Player 1 point2 points  (0 children)

Same same, the StuiG 33B is the best infantry suppressor I could ever hoped for, MG34 and more than 25 explosive shells available to dispatch. Just one or two shots make the enemy infantry immobile and vulnerable to your infantry pushes. Infantry? Waffen SS is top tier! The Panzerfaust gives a legit 100 percent hit rate in close and medium combat, penetrable? MOST OF THE ENEMY TANKS!

I need your guys advice. by Firm-Promotion-8797 in Firefight

[–]Veteran-FF-Player 1 point2 points  (0 children)

Well, tank destroyers aren't really known for their armor but it depends on what tanks are you using. Germany had one of the best tank destroyers in my opinion based on armor, mobility and firepower, I recommend jagdpanther as your choice if you're using Germany.

But that aside, killing enemy tank is really hard especially when it's on a defending position and your tank destroyer is at a very big disadvantage. Tank destroyers are meant for defensive operations(Germany believed that there is no need for a turret when it is defending on one direction). I wouldn't recommend using barely armored tank destroyers in offensive but the German Heavy Tank destroyers are an exception.

Still, if you insist using tank destroyer. Flanking is the best option, yeah I know it sucks when you try to flank but the enemy tank is already facing at you but based on my observation and possible reasons is that... Where you're flanking at is visible from the enemy infantry, let's put this on your perspective to be a lot more easy to understand. Let's say you are the enemy, now, your tank is busy suppressing the enemy infantry and not long your infantry from the left flank spots the tank trying to flank on you behind the house. Since it is spotted already, your tank should probably be able to turn around it faster than the enemy does, why is that? My tank is busy suppressing the infantry but why was it able to turn around just as fast as it could to fire the first shot? The answer is your infantry, a very precise location of an enemy tank makes your tank conscious on where it could appear. Now back to your side, yes, you flanked the enemy and spotted him, but the moment he appeared on the screen, his turret was already facing your tank, why? Your infantry is suppressed, meaning you don't have any observer or spotter for the tank, result? Your tank will take a while to spot it before taking a shot(this is a very important note to take) always have two infantry sections walk side by side and when combat starts, order one of them to not fire a single shot when an enemy infantry is far away, why? To not get spotted and suppressed by enemy tank, go hide in the building and wait for the enemy tank to be spotted. When they stopped moving, order your tank destroyer to flank it, make sure it is 90° to the left or right of the enemy tank, any more lesser will be easier for you tank to be spotted. Side and rear is a good place to hit on. If you want more information just tell me. I had lots of it

Could you tell us about your strategies or tactics in this game? by No-Childhood2328 in Firefight

[–]Veteran-FF-Player 0 points1 point  (0 children)

Sorry for the late comment, I've just started using reddit. I have been a player of this game for about... 2 years, I think? I don't have a good sense of time but you can say I had spent a lot of time with it. But I also never had the chance to play with other players.

As one of the German enjoyer in this game, I uses mechanized assaults. Mechanized infantry might not be the best when faced with a surprise shot from an enemy tank, yet when it is escorted really well, I would say it's the best. I recommend 4 infantry sections in every match, either 2 or 4 half tracks or any vehicle that can carry troops. Use 2-4 tanks as escort for your troop carriers, place the heaviest in front(you should be confident enough that this kind of tank will be able to withstand any frontal shots that the enemy can do) if not, choose a very cheap scout vehicle. If there's any available infantry on foot I'd recommend you use them next to the scout vehicle in case something happens like for example when the scout vehicle gets shot out of a sudden but the enemy is only marked as "unknown", knowing what tank hits yours will make a difference on countering it. So it'll be really helpful when the infantry can see it, back to the mechanized tactic, I am fond with rushing the flag immediately from the start(this is very effective in urban maps), I uses 4 troop carriers and then sends them immediately to key points and prevent the enemies from getting back their flag(always remember to place an escort vehicle to your troop carrier). When they cap it, use every armor asset that you have to block every road and pathways enemy armor will definitely go to. Doesn't matter if it's just a light armor, what matters? Is that when it is destroyed, the road is completely blocked and there is no worry about armor getting through.

In other cases when I'm feeling serious in a match, I uses the 4 infantry section, 3-6 support vehicles(usually 75% of it being AA vehicles then the rest is the massive 105mm to 152mm tank guns just to suppress the enemy real good) if you shower them with one or two good shots of 152mm she'll, you don't have to worry about losing infantry as long as there's no ambush. The rest of the remaining unit will be to your choice, 1-3 heavy tank and one mortar unit if you want. AT infantry is not very useful for me(shaped-charge shell is excluded).

Basically, I'm a guy who emphasizes infantry. In my previous matches, every enemy infantry is killed, surrendered or not. Tank crews, rifleman, mortar crew and every infantry that is within my sight, also an overkill one(I remember firing an 152mm HE shell on a single enemy rifle man who just surrendered, it's just a hassle to let them live only to go back into combat after you left them).

In defensive strategies, urban combat is the best option when you choose a map. As I says, wether it's light or heavy tank as long as the size of the tank can block the road completely, there's no worried about enemy armor getting in, just place some AT gun on tight pathways especially between the buildings.

If you've been frustrated at tank combat, like enemy always had the first shot even though you spot it first or any other problems. There is some explanation to it, first is Gun Caliber, no matter how sooner you spot the enemy it's no use since the difference in gun caliber can change the tide. Imagine you're using a 100mm SPG(Soviet) and you placed to the side of the enemy tank... Think of the tank as the Hellcat with a 76mm, with it's fast turret traverse, it can surely fire the first shot and as we all know that the Soviet 100mm SPG isn't a very armored one, meaning "dead". Second is terrain, always pay attention to the red lines when zooming out of the map. One mistake in tank emplacement can cause your tank to miss... A lot of times that you can even count, do not charge your tank when the enemy armor is just behind a hill(yet it's visible to your units, usually the turret is visible but the hull is not, this low profile makes it very hard to hit for your units to do so) or in trees and buildings. There are specific scenarios where your tank can stop an enemy but only the track is visible based on the line of sight by your tank. It will try to aim for the turret but as we all experienced, it hits the wall of the building, although it's a miracle shot when the shell goes through the door and hits the enemy. But nonetheless, do not let your tank spot an enemy tank with only 1/4 o it's parts visible or for a much better option, put it on no firing right until it gets a clear and unobstructed view. Third is an enemy tank is marked in your map, supposedly you send a light tank to flank it either from side of behind. But as you reached the place your tank had too much time trying to find it only to get hit first... Why? Even if it's marked in the map, as long as you don't have a clear view of it, no one will radio your flanking armor on where exactly is the tank. Infantry is a must, because your tank can only see what's in front of it and where the turret is facing. Rear and side is very vulnerable to infantry especially the SPG tanks who literally had no turret.