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Homefront Vehicle Guide Tips & Tricks for Muliplayer
Battle Points can be difficult to accrue in Homefront. So when players have enough to spend on vehicles, the last thing you want to do is waste them by getting destroyed immediately. With the help of this guide, hopefully you will understand how to effectively use the vehicles in Homefront to lead your team to victory.
Number #1 TIP: Always have a secondary gunner for any vehicle that allows for it. The secondary person can help watch areas that the driver cannot see. Doubling the guns and eyes means doubling the firepower.
Homefront Video Vehicle Guide
Humvee
The Humvee is the cheapest of the vehicles and is also the weakest. The driver can only kill enemies by running over them with the vehicle. The primary weapon is a mounted machine gun which can be controlled by an accompanying teammate. The machine gun is good against enemy jeeps, soldiers, and drones. You will want to avoid tanks and LAV’s at all costs. The Humvee is great for attracting attention and getting to bases quickly. Some useful perks to use are “Gryo” “Full Tank” and “Speed Boost”. Using these perks with boost, as well as continually moving will make it more difficult for enemies to track you down with a rocket or EMP. Also note that the gunner can easily be shot out of the turret.
Light Armor Vehicles
The LAV is a great “all-around” vehicle. The primary cannon can fire off several rounds before reloading and it has decent splash damage. The primary cannon is great for ground soldiers, drones, and even scout choppers.
The secondary weapon is also good against ground units, but it has the added feature of being able to lock onto enemy helicopters like the Rhino Drone. This DOES NOT however lock onto other airborne drones like the parrot or buzzard.
The LAV is weaker than the tank but has higher maneuverability in both ground speed and turret turning capability.
Heavy Tank
Written By: Alpine Gremlin
Once you achieve the necessary Battle Points, you can call in your tank. It spawns generally on a main road in your spawn. You need to bring up to the fight as soon as possible. However, when you call it in, be sure to alert your team mates. Get one of them to be the gunner. I emphasized highly the importance of a secondary gunner in Bad Company 2. This is the same in Homefront. Your gunner is your second pair of eyes and firepower. The gunner sees thing that you don`t and call out targets for you. Having him call out enemies, particularly helicopters, other tanks, and RPG-armed enemies, is a life-saver. It`s imperative that you know the enemy is there before they see you. Especially so when engaging enemy armor. Whoever gets the first shot off generally wins the fight. The gunner can also keep infantry off you while you engage other targets. Seeing that extra gun going may even discourage foes from rushing your vehicle. Partnering up with a Parrot drone is also great. It can spot targets for you and keep you up-to date on enemy locations and movements. Red and I had that going in an earlier match, and the combo was devastating on the enemy as there was no where to hide from me.
When driving the tank, you need to keep tabs on your surrounding areas. Particularly when in close quarters. Urban areas and tight paths are a tank`s worst nightmare, as you have less area to move and fire on enemies. While people may complain that it is "over-powered", it really isn`t if countered correctly. There are plenty of ways to counter a tank; EMPs, RPGs, airstrikes, and C4 just to name a few. Whether your enemies decide to use them effectively is up to them, but never count on them to not use them effectively. Getting EMP`d is usually followed by rocket barrage, so be ready. Do your best to stay out of crowded areas. Unless capturing objectives, stay out the open space where you have room to move and shoot effectively.
Smart enemies will take cover when attacking you. A popular tactic that I have seen is to EMP the tank and take cover behind fences and walls. Pop up only to fire rockets and EMP the tank. When encountered by this tactic, your tank`s splash damage comes in handy. Even though you can`t see the enemy, you can shoot near them. This will either severely damage them and cause them to change locations, or kill them. Don`t be conservative with your firing. If you know where they are, fire in that area, building, etc... Fortune favors the bold so don`t be afraid to go hunting them either.
While the tank is a great asset to have, it should not be the focus of your strategy. Tanks provide a great distraction. Chances are high that a team will focus their fire away from infantry and on to a marauding tank. Use this to distract enemy defenses, particular in objective games. Luring enemies away from objectives and toward you can give your team a good chance to sneak in and take a base. Tanks are a great bullet sponge and resist all types of fire for some amount of time. A good tactic that I find is to allow team mates to use you as cover. As you go in to take a base, you offer a symbiotic relationship. You get added protection from foot soldiers and your infantry get cover and protection from armor threats thanks to you. Mobile cover is great for attacking teams. As a tank, you are also the team`s primary LAV and Hummer killer. One shot from a tank takes out a Hummer, while 2-3 shots takes out an LAV. Keeping these nuisances off of your infantry will prevent unnecessary friendly deaths.
In Battlefield, I stress to my team the importance of keeping the front armor; the strongest part of the tank, pointed at threats and to try and shoot the sides or rear of an enemy, which are the weak points. This is untrue in Homefront. Here, you actually want to keep THE SIDE armor pointed at the enemy. This is the strong point on Homefront tanks. When engaging threats, keep the side armor facing them and keep them away from the front and sides. It is important to note that the side armor can be destroyed. The damage meter in the bottom right corner of the screen will alert to you the state of the armor. Black indicates that the side armor has been destroyed. When you see this, switch sides to keep the stronger armor pointed at threats. You`ll find that even when a critical damage, pointing the side armor at threats (assuming it isn`t destroyed) can keep you alive longer, even if it is just a second. When engaging enemy armor, go for their front or back. The back is preferred, as it takes about 2-3 shots to down an enemy tank from the rear.
Helicopters are your natural predator. Try to avoid a toe-to-toe fight with one. While it is possible to shoot one down with the main gun, it is very difficult. This is more so if you`re facing a competent pilot. Good pilots will always stay out of your gun`s range. However, don`t run away. Stay on your objective but manuever around to make yourself harder to hit. Call it out to your team so they can take it down. Again, you`re a good distraction to the chopper, giving your team a better shot at taking it down. While Scout choppers are more of a nuisance, huge threats come from attack choppers. Beware of these foes.
In terms of perks, I find that the early perks work great. I love using fast reload and gyro right now. Gyro gives me faster turret speed, allowing to train my gun on enemies more quickly then normal. Be advised that this applies when EMP`d, giving you additional speed to find and traverse the gun to fire on the guys doing it. Fast Reload is another good one. This allows you to fire rounds every 1-2 seconds, allowing you to keep a constant barrage on enemies. This is crucial when engaging enemy tanks or large groups of infantry. Another perk to save up for is Monkey Wrench which costs 3 ability points. This repairs your vehicle when not taking damage, and really can come in handy when recovering from a battle, especially after taking critical damage. If you get enough kills in Battle Commander, this happens anyway, but buying this perk for regular games is a great advantage. Ejection Seat is effective too, allowing you to stay alive when the tank gets destroyed, but it seems to be a waste to me personally, since for me, getting in a tank basically means that you`re willing to die with it. If you must get out, at least ensure the tank is destroyed.
Finally, listen to the tank. I`m not crazy, it talks to you. It will alert you to enemy presence. It isn`t ambient noise. It generally tells you about threats before you even know about them. Listen to cues like "Warning: enemy helicopter in your area." Take these cues, and be on the lookout for the threats the tank calls out. It`s a great compliment to your secondary gunner.
Scout Helicopter
The Scout is a very small and fast chopper with a 2 mounted machine guns on each side. On the console version it is only a 1 person chopper. On the PC it can seat 2 players. This helicopter is extremely agile which makes it lethal. The machine guns are not very effective against armor, but they are deadly against soldiers and drones. It can also be used to sneak up on attack choppers.
Master using the Scout to hide behind billboards, buildings, and mountains and when the time is right then pop up to throw down a barrage of fire on unsuspecting enemies. This is especially useful for sneaking up on snipers. If a lock-on is acquired then use the FLARES (A Button on Xbox) and use the speed to evacuate the area.
Attack Helicopter
Attack Chopper is the most expensive vehicle and one of the most deadly in the hands of an experienced driver. The primary weapon is a barrage of unguided rockets that can take out anything that moves on the ground. It also features a guided missile that can lock on to enemy choppers similar to the LAV.
Use the barrage of rockets to defend or clear out open bases. I suggest keeping a safe distance from the ground. This allows the driver plenty of time to see incoming missiles from ground rhinos. Once a rhino attack has been spotted, use the flares and duck behind objects to obscure the line of sight for the rhino (or LAV). Players can then work on sneaking up to dispose of the object. “Faster Reload” and “Missile Defense” are both great perks. Once unlocked, players also might find “Monkey Wrench” useful for the long haul.
The secondary gunner isn’t as effective but can still deal out damage by using the infrared scope to snipe enemies on the ground.
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