APC: Difference between revisions
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|data3 = Vehicle | |data3 = Vehicle | ||
|label4 = Health | |label4 = Health | ||
|data4 = 600 | |data4 = | ||
*600 (Recruit) | |||
*650 (Veteran) | |||
*700 (Elite) | |||
*750 (Heroic) | |||
|label5 = Armor Type | |label5 = Armor Type | ||
|data5 = Heavy | |data5 = Heavy | ||
|label6 = Armaments | |label6 = Armaments | ||
|data6 = M134 Minigun | |data6 = M134 Minigun | ||
|label7 = Seats | |label7 = Clip | ||
| | |data7 = | ||
| | *100 (Recruit) | ||
| | *100 (Veteran) | ||
*125 (Elite) | |||
*150 (Heroic) | |||
|label8 = Seats | |||
|data8 = 5 | |||
|label9 = Cost | |||
|data9 = $500 | |||
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Revision as of 08:00, 1 August 2016
The Armored Personnel Carrier (APC) is the main transport Vehicle for both the Global Defense Initiative and the Brotherhood of Nod.
Appearance
GDI
GDI APCs are gold-colored, trapezoid-shaped carriers with standard treads. It has a backdoor entrance along with a manhole that allow access to the transport. It is also armed with a minigun mounted on the top.
Nod
Nod APCs are colored with hues of red and black, are trapezoid-shaped, and move on wheels. It has a backdoor entrance along with four manholes that allow access to the transport. It is also armed with a minigun mounted on the top.
Armaments
APC comes equipped with M134 Minigun with 100 rounds magazine capacity. It takes 7.5 seconds to empty it, with 3 seconds to reload. Full magazine does 6.5 points damage to buildings.
Function
The APC is mainly used for transport, carrying up to four more players besides the driver. It possesses heavy armor, plenty of health to sustain punishment, and it faster than tank vehicles.
APC may also be employed as patrols or support for tanks, possessing a minigun capable of shredding infantry and light armored vehicles.
Strategy
Usage
The APC is usually used to rush into the enemy base, both in early game and late game. They can also be used to mow down infantry and light vehicles.
A early game APC rush is done prior to the opponent placing Proximity C4 to protect their buildings; this can be usually accomplished if a player gets Credits from a Mystery Crate, which coupled with their starting credits, allows them to purchase an APC right away. After the vehicle is ready, 5 Engineers will hop into the APC, drive towards an enemy building, evacuate the carrier to rush into the doors, towards the Master Control Terminal, and throw both Remote C4 and Timed C4 to blow up the building. The opponent faction will receive the APC used to rush but they will most probably lose the building.
Late game APC rushes are made up by a group of APCs, carrying either Hotwire/Technician, or advanced infantry such as Mobius/Mendoza. They will all rush into the enemy base simultaneously, passengers will evacuate to deploy Superweapon Beacons near a building, while APC drivers and other passengers will attempt to cover them.
If APCs are carrying lots of engineer infantries, they will evacuate and either throw C4 on the buildings' exteriors, or rush into the doors, where one player will sacrifice themselves to clear the Proximity C4, allowing others to fill the MCT with C4. Sometimes a passenger will possess an infantry with EMP Grenade to clear the mines, although it takes more time than clearing them by jumping in.
An APC is not limited for transporting: it can double as a patrol, sweeping the base with its minigun to search any Stealth Black Hand around, and keeping other infantry away, or it can shoot down aerial vehicles quite effectively. Lastly, an APC can support tanks by killing any infantry harassing them.
Counter
The APC poses a threat to infantries: while not fast as a Humvee or a Buggy, it is still capable to ram you over, and its minigun will make short work of you. Because of its heavy armor, bullet and sniping weaponry will not be able to properly damage an APC, only anti-tank infantry will do reasonable damage to it; however, most infantries of that type wear flak armor, therefore taking more damage from the APC's minigun. An exception would be Mobius, who wears Kelvar armor and his Volt Automatic Rifle is able to considerably damage an APC.
Since APCs have no Area of Effect/splash damage, try to find some cover in a place they cannot drive to avoid minigun fire.
To counter an APC rush, the golden rule is to be prepared to face it: try to spot the rush and message back to your team, telling them to be ready; have at least one or two players protect each building. Keep a close eye on the rushing APCs, they will usually target your rear buildings, while shooting at another building to distract your team. It is also advisable to lay Anti Tank Mines at chokepoints to weaken incoming APCs. Should the map only have one main vehicle entrance to the base, such as Walls, consider blocking the path; a couple of Mammoth Tanks would be the best choice, but any heavy armored vehicle is a viable option.
Trivia
- Some players will occasionally stand and form a group on top of APCs, allowing them to fire but leaving them unprotected. This may or may not be frowned upon, since APC are intended to be fast transports. Always consult the server's rules if you are unsure if such tactic is allowed.
- The Nod APC, when driven backwards downhill, will gain a boost of speed that will remain permanent until it collides with another object. This is considered a glitch and is it frowned upon, since it can allow players to reach the enemy building in a blink, possibly leaving the opponents bewildered with no time to react.
- Having wheels instead of tank treads might be the reason of the glitch only happening to the Nod APC.