Fire fights: Difference between revisions
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Starting and Surviving a Firefight | Starting and Surviving a Firefight | ||
Start | Start a Firefight by ramming an EDF patrol car, | ||
encapment, facility, or toll booth. Any | encapment, facility, or toll booth. Any | ||
thing that will get them mad and your alert | thing that will get them mad and your alert |
Latest revision as of 15:53, 30 July 2009
Starting and Surviving a Firefight
Start a Firefight by ramming an EDF patrol car, encapment, facility, or toll booth. Any thing that will get them mad and your alert level to yellow. The ramming is the hardest way to start one. The cars consist of 1 driver and normally 1 gunner. They are easy to take out with an assault rifle or mounted gun. Blowing that car up will atract the closest bases attention. If your in the middle of no where this won't work. The base, encapment, facility, or toll booths' troopers will run over to help. Taking them out and any other veichles the send at you will get the alert level to orange. They will eventually be cleared out of the base and on the battle field. you should have 3-4 gurrillas following you, to keep them alive, have them follow you into the base and fight from there. I once faught for about 45 minutes, hunkered down in a mining facility building with one gurrilla in Parker as a noob. The EDF Attacked in waves of about 7-15 troopers and 1-2 heavy transports. There were about 6 Heavy Trnsp. blocking the only path that the EDF seemed to take. Destroying groups like that will bring the alert level to blood red, the highest. At this time, my gurrillas were dead and I was up against 20-25 troopers, 2-3 Heavy Trnsp., 2-3 Patrol cars and 0-1 tanks per wave. In these fights you will need to use my car blow-up trick. Between waves, get the veichles to start smoking out of the hoods with your sledge hammer or a minor ammount of charges. If the EDF ram them or shoot them, they will explode and destroy the surrounding damaged cars. You can either shoot the cars yourself when the enemy is close or place charges on all or one of them. A perfect trap.
Fighting and driving back waves will increase the morale
of the sector and will get you a lot of salvage after the fight. The more morale the sector has, the more salvage you get when a gurrilla action is completed. Remember that.
Add any tips or tricks I might have missed!