S-Mines can also work for hyper-aggressive fun, though using them effectively means getting into sticky situations.Īn LLLX spec path is acceptable for larger maps, but puts the Panzer IV in a weird middle-ground between the Tiger I and the Sd.Kfz. Canister Shell works great for killing opponents instantly without wasting primary rounds, or where an opponent may not receive splash damage. It’s splash damage paired with flares is extremely effective, and with 5 of them it is possible to constantly saturate an objective with flares until it is captured. The splash on the default stubby 75mm cannon is generous, and while not as potent as the Pak 40 L/3 upgrade against armor, it can still hold its own at close range. The Panzer IV is the only German vehicle in the game that gets to use Flare Launchers in a viable loadout, and it does so incredibly well. S3jQNJXC07giz0_RecM7FCOKXwkXl3BMPZlKRLVOu6lmyi6wc2-KV0njQCxjPZL4c632WuOFXmpIZFieMS6hpOhzxuob5V5X1oNGMJKU3Ag2OIBwR9HlJ_xfHzm_Dj-dwAM3tgXt.jpg 1600×900 402 KB German Faction ↥ Armor ↥ Panzer 38t (LMRM) ↥ Reflection on the Vehicle Meta Īrrows next to text will return you to the Index. The order of letters denotes the level each letter refers to, from top to bottom.ī. Thanks to Masinski for his initial help in creating this guide. It should be relevant as-is for the foreseeable future. Recommendations are made based of game data, copious amounts of in-game time spent, and made in my own mindset of “I don’t want to change my d*mn vehicle specs every time I load a different map, so these are the best (most well-rounded) specs.”Ĭonsidering BFV support is over, it is unlikely this guide will be updated further. A fighting chance, really, is all I'm asking.Īlso, a flare gun and/or colored smoke is a must, so that those Hueys can see you and pick you up.As I’m sure vehicle specs can seem overwhelming to some, especially those new to the game, this list has been created to help BFV players make informed decisions of which vehicle specs to select, without having to sink large amounts of time into each vehicle to determine for themselves. This mechanic could (should) work for any flyable airplane from your faction (for example, in the mission editor you put an A10C on the ramp, and a KA-50, and mark them as Player if they're both Blue and you're playing for team Blue, you can fly them).Īnd since we're at it, give the Pilot a handgun, will ya? You eject in hostile territory and don't even have a gun to shoot peas at those enemy helicopter gunships when they come around to finish you off? Unacceptable. Where and how can I set the controls for my 1st person pilot? A simple WSAD + mouse for turning and aiming + trackir for looking around (like ARMA) would be perfect.Īlso, once you exit your airplane, it would be nice to be able to re-enter it by walking up to it and hitting (for example) space or enter once you're close enough so that DCS World understands what you're trying to do. To say that these controls are useless is an understatement. TrackIR is disabled, you control your view with your mouse (but only your head, meaning you don't turn by moving your mouse, only look around), while the movement is done with your joystick (Y axis of the joystick for moving forward/back, X axis for moving sideways) and your rudder (for turning around). 99.999 percent of people using modern computers, really. If you exit your airplane/helicopter by hitting LCTRL+E three times, you find yourself in 1st person view of your pilot, and even have control over him.īut controls for walking around make no sense for. So I apologize if this is an old and well discussed topic. I'm having trouble finding this info through the forums, there's just too much going on, what with the new updates and new modules.
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