Removed errounous information about TOWs not 1 shotting certain airtargets. Added slight information to the attack boat page and a quirk relating to use with APS.
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Revision as of 15:01, October 8, 2016
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To operate, the vehicle operator must select the secondary weapon of the equipped vehicle. The cross HUD icon and text display on the bottom left-hand side of the screen will indicate when or whether the secondary weapon equipped, ready to fire, or reloading. Once selected, the operator must aim and fire at the target with the primary fire button. Once launched, the operator then must manually steer the missile towards the target aimed by the cross-hair. Depending on the range and movement, the operator of the TOW Missile must also compensate by leading the target or to manoeuvre the missile to avoid obstructions. Striking armored targets directly at a 90 degree angle either at the front, side or rear can produce different results with varying damage. Striking most light-armored targets, including Attack Boats at a 90 degree angle at any side of the vehicle usually produces a critical hit, especially when Reactive Armor is not present while impacts other than 90 degrees will often deal less damage. For action against Main Battle Tanks, 90 degree impacts at the front deals the weakest amount of damage and no critical hits regardless of angle and presence of Reactive Armor. 90 degree impacts against the side armor deals medium damage and critical hit depending on presence of Reactive Armor. Direct impacts towards the rear of all MBT at a 90 degree angle deals the most damage and will result in a Mobility Kill regardless of presence of Reactive Armor. All MBTs can be dispatched with as little as 2 TOW missiles to the rear with this method. The missile also has the ability to lock-on to [[Laser designation|laser designated]] targets for a damage boost.
To operate, the vehicle operator must select the secondary weapon of the equipped vehicle. The cross HUD icon and text display on the bottom left-hand side of the screen will indicate when or whether the secondary weapon equipped, ready to fire, or reloading. Once selected, the operator must aim and fire at the target with the primary fire button. Once launched, the operator then must manually steer the missile towards the target aimed by the cross-hair. Depending on the range and movement, the operator of the TOW Missile must also compensate by leading the target or to manoeuvre the missile to avoid obstructions. Striking armored targets directly at a 90 degree angle either at the front, side or rear can produce different results with varying damage. Striking most light-armored targets, including Attack Boats at a 90 degree angle at any side of the vehicle usually produces a critical hit, especially when Reactive Armor is not present while impacts other than 90 degrees will often deal less damage. For action against Main Battle Tanks, 90 degree impacts at the front deals the weakest amount of damage and no critical hits regardless of angle and presence of Reactive Armor. 90 degree impacts against the side armor deals medium damage and critical hit depending on presence of Reactive Armor. Direct impacts towards the rear of all MBT at a 90 degree angle deals the most damage and will result in a Mobility Kill regardless of presence of Reactive Armor. All MBTs can be dispatched with as little as 2 TOW missiles to the rear with this method. The missile also has the ability to lock-on to [[Laser designation|laser designated]] targets for a damage boost.
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When focusing on a more anti-vehicle, anti-armor-orientated combat role, the operator may choose to equip [[APFSDS-T]] Shells in IFVs for ease of engagement of vehicles at longer ranges with increased damage than the default [[25mm Cannon|25mm shells]], or to combat against aerial threats more effectively. To compensate for the lack of infantry-orientated weapons, the vehicle operator can choose to employ a secondary gunner, or in more convenient (or desperate) situations, switch to the secondary gunner position themselves temporarily to dispatch hostile infantry before switching back to the driver seat or to employ the AP shell itself as a last resort, especially when both primary and secondary weapons are still reloading. When targeting hostile vehicles head on, activation of Active Protection systems (if equipped) at the right moment can mean the difference between victory or defeat. The driver or secondary gunner can also, if equipped, choose to exit the vehicle quickly, select a dumb-fire rocket launcher (preferably an [[RPG-7V2]] or similar), fire at the target then re-enter the vehicle as quickly as possible before the enemy armor completes their reload/attack phase. When executed correctly, this can deal an extra damage boost between primary weapon and/or secondary reload of the cannon, with the next or second shot of the TOW Missile or primary canon shells usually resulting in target destruction.
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When focusing on a more anti-vehicle, anti-armor-orientated combat role, the operator may choose to equip [[APFSDS-T]] Shells in IFVs for ease of engagement of vehicles at longer ranges with increased damage than the default [[25mm Cannon|25mm shells]]
(though the difference in shells required to kill between the 2 is a mere handful)
, or to combat against aerial threats more effectively. To compensate for the lack of infantry-orientated weapons, the vehicle operator can choose to employ a secondary gunner, or in more convenient (or desperate) situations, switch to the secondary gunner position themselves temporarily to dispatch hostile infantry before switching back to the driver seat or to employ the AP shell itself as a last resort, especially when both primary and secondary weapons are still reloading. When targeting hostile vehicles head on, activation of Active Protection systems (if equipped) at the right moment can mean the difference between victory or defeat. The driver or secondary gunner can also, if equipped, choose to exit the vehicle quickly, select a dumb-fire rocket launcher (preferably an [[RPG-7V2]] or similar), fire at the target then re-enter the vehicle as quickly as possible before the enemy armor completes their reload/attack phase. When executed correctly, this can deal an extra damage boost between primary weapon and/or secondary reload of the cannon, with the next or second shot of the TOW Missile or primary canon shells usually resulting in target destruction.
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After the introduction of the ''[[Battlefield 4: Community Operations|Battlefield 4: Community Operations]]'' update, a direct hit against Helicopters of all types will no longer result in instant target destruction however, will result in a Mobility Kill and critical disable of the target. A short burst of the driver's primary canon secondary gunner's machine gun will ensure target destruction.
For a more infantry-orientated role, the operator of the vehicle and shell can choose to equip the default 25mm HE Shell or [[Canister Shell]] enabling easier dispatch of pockets of infantry resistance with relative ease while the secondary weapon is reloading. However, this can leave the vehicle operator more vulnerable to hostile armor, as the operator may be left with less effective means to counter them. The TOW Missile's splash damage, accuracy and lack of 'bullet drop', also eases the difficulty of engaging hostile infantry at extremely long ranges. In this method, the operator can utilise the missile in the same way a Sniping Rifle.
For a more infantry-orientated role, the operator of the vehicle and shell can choose to equip the default 25mm HE Shell or [[Canister Shell]] enabling easier dispatch of pockets of infantry resistance with relative ease while the secondary weapon is reloading. However, this can leave the vehicle operator more vulnerable to hostile armor, as the operator may be left with less effective means to counter them. The TOW Missile's splash damage, accuracy and lack of 'bullet drop', also eases the difficulty of engaging hostile infantry at extremely long ranges. In this method, the operator can utilise the missile in the same way a Sniping Rifle.
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For Attack Boats, the TOW Missile can be employed similar to the TV Missile, as a discrete attack weapon as it lacks the requirement of a target lock, however in naval-warfare based maps such as [[Paracel Storm]], the TOW Missile's guidance and trajectory may be negatively effected by waves from the ocean, as it can both obstruct view and/or cause it to destruct upon contact with the water.
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For Attack Boats, the TOW Missile can be employed similar to the TV Missile, as a discrete attack weapon as it lacks the requirement of a target lock, however in naval-warfare based maps such as [[Paracel Storm]], the TOW Missile's guidance and trajectory may be negatively effected by waves from the ocean, as it can both obstruct view and/or cause it to destruct upon contact with the water
. The TOW missles allow for movement when firing, and can be used to inflict high amounts of damage in a relatively short amount of time versus enemy vehicles. Another advantage is that TOW missles are way less likely to have "dusting" occur when hitting enemy targets, compared to the alternative TV missles. A downside is that you are required to maintain line of sight to effectively use the missile, unlike the TV
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For Attack Helicopters, the on-board TOW Missile is most commonly used in conjunction with the primary rocket launchers to deal a damage combo and quick destruction of ground targets, usually in a single pass. However, the lack of counter-air weapons in place of the TOW Missile may render the vehicle vulnerable to other aerial threats. This can be compensated by the employment of a secondary gunner.
For Attack Helicopters, the on-board TOW Missile is most commonly used in conjunction with the primary rocket launchers to deal a damage combo and quick destruction of ground targets, usually in a single pass. However, the lack of counter-air weapons in place of the TOW Missile may render the vehicle vulnerable to other aerial threats. This can be compensated by the employment of a secondary gunner.
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APS can throw of the guiding system and send the missile flying off in a random direction. This should be considered when running with a loadout that contains the Active Protection System countermeasure.
All in all, the TOW Missile is a well-balanced and versatile weapon, able to be utilised and adapt both quickly and well for almost any situation and thus, has proven itself to be a popular choice for many Attack Boat, Attack Helicopter and IFV operators over other available selection of tank shells.
All in all, the TOW Missile is a well-balanced and versatile weapon, able to be utilised and adapt both quickly and well for almost any situation and thus, has proven itself to be a popular choice for many Attack Boat, Attack Helicopter and IFV operators over other available selection of tank shells.