1 postsMember, Battlefield 4, Battlefield, Battlefield 1Member
Lets be real for a moment.. tanks in BF1 are overpowered. The only class capable of taking out vehicles is the assault class and the gadgets are nearly useless. The anti-tank grenades does a mere 20 damage.. the anti rocket gun does 15 damage..
Comments
Light Machine Guns (or LMGs) are one of eight firearm categories in Battlefield 4. All the weapons in the game are from the three factions (USA, Russia, China), but any can be chosen despite the. Feb 14, 2020 The Mk153 SMAW is a Rocket Launcher featured in Battlefield 4. Singleplayer Edit. The Mk153 SMAW can be equipped from Gadget Crates on several missions. It also is the standard anti-tank launcher of the PLA and RGF. Multiplayer Edit. The Mk153 inflicts the third-highest damage against vehicles, only after the RPG-7V2 and FGM-148 Javelin.It has less drop over range than the RPG-7V2. Battlefield 4 Weapon Comparison: MTAR-21 vs AEK-971? - Which is better? - Damage, accuracy, attachments, mag size, fire rate, etc. Complete analysis to find the best weapons!
![Bf4 Bf4](https://vignette.wikia.nocookie.net/battlefield/images/a/a2/Bf4_2013-10-10_16-24-21-23.png/revision/latest/scale-to-width-down/185?cb=20131011191628)
- 326 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1MemberPlease stop with these threads, they are supposed to be strong, they're ¯_(ツ)_/¯ tanks.
- 1 postsMember, Battlefield 4, Battlefield, Battlefield 1MemberOctober 27, 2016 5:58AMedited October 2016Please stop with these threads, they are supposed to be strong, they're **** tanks.
lol ok then lets change the name of these anti tank grenades to ***** grenades0 - 3 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1MemberI can destroy tanks with 2-3 support mines, so not op.
- 56 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE, Battlefield VMemberThe only class capable of taking out vehicles is the assault class
Well yeah that's their job. Just like the medic is only class capable of reviving people - 13 postsMember, Battlefield 3, Battlefield, Battlefield 1Member1
- 341 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1MemberHeavy tank is OP
landship is fine some minor tweaking wouldn't hurt
light tank needs a buff or two - 1039 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1MemberTanks aren't OP, the players using them are. Tanks don't last long under a dedicated group of Assault players targeting them.
- 124 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, Battlefield VMemberOctober 27, 2016 6:25AMedited October 2016Hit the weakspots for more damage, or take out the turret or tracks with the rockets.
Then they're just sitting ducks for grenades, both regular and AT.
If all the snipers on the map would use their K bullets it would also make them die rather quickly.
If a single squad comes upon a tank at an obj, combined they can take it down in 5 to 10 seconds after respawn If even half the people on a 32 player team know what to do tanks die very very fast on the map.
Hell if 3 snipers hit it with a K bullet that's usually at least 15 damage. 2 AT grenades hit it that brings it down to nearly 40% health. at this point he's going to try to repair. Throw in any AT rockets disabling it, more snipers hitting it with K bullets, or half a dozen other gadgets I haven't mentioned, that tank is done.
It's not that tanks are OP, it's that people are clueless on how to fight against them. Or just refuse to and run away, or would rather respawn somewhere else and leave it someone elses problem instead of trying to help take it down. - 735 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, Battlefield VMemberYou realise how slow tanks are though ? They are supposed to be strong. They get taken down all the time when teams are ptfoing. Stop whining.
- 10 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1MemberTanks in this iteration are painfully slow, which requires even better positioning and map awareness by the driver than past iterations of BF. Most enemy teams' problems are the lack of awareness on how to take down a tank. There are so many ways to destroy one, i.e. field gun emplacements, limpet charges, K bullets, AT guns, AT grenades. People need to learn how to switch their classes in response to immediate threats instead of blindly sticking to one class hoping that the rest of the team will destroy the tank for them.
- 54 postsMember, Battlefield 3, Battlefield 4, BattlefieldMemberPeople are lazy and dumb, running around in their medic/scout kits with a tank right in their business. The AT rocket gun is extremely powerful. One of them used properly will make a tank run away, two of them will kill it outright. Git gud, rambo.
- 210 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1MemberTheir not OP they just have to much health it take a whole Armory to destroy a tank. Light Tanks I feel are balanced Heavy tanks are the ones that need to be looked at.
- 177 postsMember, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1MemberBehemoth land is OP. Bohemoth sky (Zeppelin) is weak.
OP, fancy a game of World of Tanks?
They're not OP, silly, they're a massive part of the whole concept.
I love taking them out with my Land Mines, AT Rockets, Limpet Charge, K Bullets.
Tell you what is really OP.… Bullets. They should be ne - 197 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1MemberAssault and Support can make quick work of tanks.. not really an issue unless people are not doing their jobs which is pretty common since assaults seem to think those tank nades are for infantry.
Assault also has TnT which is deadly. There are also planes, placements, and one of the kits has mines which work really well. - 1055 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, Battlefield VMemberOctober 27, 2016 7:39AMedited October 2016I can get at least 20 kills in a light tank with machine gun until I step on an antitank mind which is instant death. I rarely get killed by rockets or anti-tank grenades. Took one hit I deploy smoke screen and re-position, repair, then snipe the guy. Light tank with howitzer FTW.
- 46 postsMember, Battlefield, Battlefield 1MemberOctober 27, 2016 7:43AMedited October 2016Man even artillery trucks can take out tanks easily, just go around the battlefield dropping mines, it's absolutely hilarious taking out several tanks on the other side of the map.
Tanks are not OP, you're just bad, get over it, get good. - 18 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Medal of Honor Warfighter, Battlefield 1MemberTheir not OP they just have to much health it take a whole Armory to destroy a tank. Light Tanks I feel are balanced Heavy tanks are the ones that need to be looked at.
That would be the difference between 'light' and 'heavy'. You all have to remember it's WW1 they were only just adapting to fighting tanks. - 1055 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, Battlefield VMember
That's why I play Operations, less mines.Man even artillery trucks can take out tanks easily, just go around the battlefield dropping mines, it's absolutely hilarious taking out several tanks on the other side of the map.
Tanks are not OP, you're just bad, get over it, get good. - 2421 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE, Battlefield VMemberObviously your team really isn't trying to take it out or it wouldn't be going on insane kill streaks.
- 21 postsMember, Battlefield, Battlefield 1MemberTanks are OP because there are not enough players that have any common sense playing Battlefield 1. Much like Medics that run by your corpse and don't revive, or throw bandages, there are Assault players that completely ignore their job at killing vehicles.
Once a good player gets into a Heavy Tank with a competent squad, they basically win the match. 9 times out of 10 my team will not make a switch to Assault, or the current Assault players will completely ignore vehicles and go for K/D like it's Call of Duty. I basically will zerg a tank as much as possible when I'm Assault but it's not enough for one man to do it.
Yes, the AT rockets and Anti Tank grenades don't do that much damage. You need teamwork. Sadly there is none in this game full of morons.
Tanks and Infantry Fighting Vehicles (IFVs) are a staple to the Battlefield series and Battlefield 4 will feature five battle tanks from the various factions, USA, Russian, and the Chinese side. Making a comeback from Battlefield 3 is the M1128, a fast moving tank destroyer. Most tanks sport two seats with the SPRUT holding five soldiers. Tanks will have their own set of unlocks ranging from different types of ammo, extra armor protection, to smoke screens.
Rpk On Tank 21 Dmg Bf4 3
A Main Battle Tank is a heavily armored land vehicle, capable of withstanding nearly any small-arms fire. In terms of stopping power, tanks are the most powerful ground vehicles in every Battlefield game. The large-caliber guns are able to pierce any armor, and the co-axial guns can mow down infantry and deal large amounts of damage to light-armored vehicles. One tank may hold 2 players – the primary position having control of the tank and the turret which has the Tank’s Main Cannon and co-axial gun, and the secondary having control of the exposed Heavy Machine Gun in front of the hatch. Open password protected dmg on windows.
Item | Score | Desc. |
Thermal Camo | 7,000 | Special plating that increases the time that it takes for targeting systems to lock onto the vehicle. |
Guided Shell | 12,000 | A laser-guided anti-tank shell that requires the user to maintain lock-on to the target. Can also lock on to laser-designated targets even if they are out of line-of-sight. |
Gunner Prox. Scan | 17,000 | Scans the area surrounding the vehicle, revealing enemy movement on the minimap. |
IRNV Optics | 21,000 | Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges. |
HE Shell | 25,000 | A shaped charge fired from the tank’s main cannon. Travels at a lower speed but deals heavy damage when used against armored targets. |
Smokescreen | 29,000 | Releases a thick cloud of smoke that surrounds the vehicle, impairing target aquisition and makes it impossible for incoming missiles to achieve precise, critically damaging shots. |
Autoloader | 32,000 | An enhanced mechanism that reduces the time taken to reload. |
Gunner IRNV | 36,000 | Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges. |
Coaxial HMG | 39,000 | Attaches a .50 caliber machine gun to the turret for eliminating infantry and light armor. |
Thermal Optics | 42,000 | A black and white night vision system that shows heat signatures across all ranges. |
Canister Shell | 46,000 | Fires a 120mm canister of deadly tungsten pellets for eliminating enemy infantry. |
Fire Extinguisher | 49,000 | An integrated fire extinguisher system that clears any critical states and starts the vehicle recovery. Can only be activated when in a critical state. |
Gunner SOFLAM | 52,000 | Paints a target, allowing it to be locked onto by missile weapons that respond to laser designation. |
Reactive Armor | 55,000 | Reactive armor absorbs some of the shock from incoming attacks, requiring hits to deal higher damage to count as critical. |
Staff Shell | 58,000 | A 120mm shell with a smart warhead that will identify enemy targets and explode above them for a critical hit. |
Gunner Thermal | 61,000 | A black and white night vision system that shows heat signatures across all ranges |
Sabot Shell | 64,000 | A shell without an explosive payload that travels at an increased velocity compared to other shells of the same caliber. |
Gunner Incendiary | 67,000 | Releases a cloud of incendiary smoke that damages all soldiers in its area of effect. |
Active Protection | 69,000 | When this system is activated it will sense incoming missile and rocket threats and detonate them before they reach the vehicle. The system will enter a cooldown state after a threat has been neutralized or no threats have been detected for a short time. |
A Mobile Anti-Air (MAA) vehicle (aka Anti-Air Artillery, Triple A, Air Defense) is a self-propelled artillery piece that is used to repel or defeat enemy aircraft using cannons or guided missiles. Although land-locked and much less mobile than aircraft, it can make use of nearby terrain to supplement its armor and specialized weapons. Though not designed for use against ground armor or infantry, MAA vehicles can defend themselves against infantry or supplement a ground attack. Certain vehicles can also damage ground armor.
Item | Score | Desc. |
Thermal Camo | 2,500 | Special plating that increases the time that it takes for targeting systems to lock onto the vehicle. |
IRNV Optics | 4,500 | Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges. |
Autoloader | 6,500 | An enhanced mechanism that reduces the time taken to reload. |
Passive Radar | 8,000 | Surface-to-air homing missile system that requires the lock to be maintained all the way to the target. |
Proximity Scan | 10,000 | Scans the area surrounding the vehicle, revealing enemy movement on the minimap. |
Smokescreen | 11,500 | Releases a thick cloud of smoke that surrounds the vehicle, impairing target acquisition and makes it impossible for incoming missiles to achieve precise, critically damaging shots. |
30MM Cannon | 13,000 | Fires 30mm anti-air shells at a moderately high rate of fire. |
Thermal Optics | 14,500 | A black and white night vision system that shows heat signatures across all ranges. |
Reactive Armor | 15,500 | Reactive armor absorbs some of the shock from incoming attacks, requiring hits to deal higher damage to count as critical. |
Fire Extinguisher | 17,000 | An integrated fire extinguisher system that clears any critical states and starts the vehicle recovery. Can only be activated when in a critical state. |
Zuni Rockets | 18,500 | Unguided rockets that are effective against infantry, light vehicles, armor and structures. |
Air Radar | 19,500 | Replaces the minimap with a radar display, highlighting airborne targets in a large radius around the aircraft. |
Active Radar | 21,000 | Once fired, these missiles will locate and track toward the nearest airborne target and explode within close proximity. |
Active Protection | 22,500 | When this system is activated it will sense incoming missile and rocket threats and detonate them before they reach the vehicle. The system will enter a cooldown state after a threat has been neutralized or no threats have been detected for a short time. |
Rpk On Tank 21 Dmg Bf4 2
An Infantry Fighting Vehicle (IFV), also known as a mechanized infantry combat vehicle (MICV), is a type of armored fighting vehicle used to carry infantry into battle and provide fire support.
IFVs are similar to armored personnel carriers (APCs), designed to transport a section or squad of infantry (generally between five and ten men) and their equipment. They are differentiated from APCs—which are purely transport vehicles, armed only for self-defence—because they are designed to give direct fire support to the dismounted infantry and so usually have significantly enhanced armament. IFVs also often have improved armour and some have firing ports (allowing the infantry to fire personal weapons while mounted).
Rpk On Tank 21 Dmg Bf4 Free
Item | Score | Desc. |
Thermal Camo | 4,000 | Special plating that increases the time that it takes for targeting systems to lock onto the vehicle. |
Tow Missile | 6,000 | A wire guided anti-tank missile that deals a large amount of damage to heavily armored targets and infantry within the blast radius. |
Gunner Prox. Scan | 9,000 | Scans the area surrounding the vehicle, revealing enemy movement on the minimap. |
IRNV Optics | 11,000 | Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges. |
APFSDS-T Shell | 13,000 | A shell without an explosive payload that travels at an increased velocity compared to other shells of the same caliber. |
Smokescreen | 15,000 | Releases a thick cloud of smoke that surrounds the vehicle, impairing target acquisition and makes it impossible for incoming missiles to achieve precise, critically damaging shots. |
Gunner IRNV | 17,000 | Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges. |
Autoloader | 19,000 | An enhanced mechanism that reduces the time taken to reload. |
Thermal Optics | 21,000 | A black and white night vision system that shows heat signatures across all ranges. |
Gunner SOFLAM | 23,000 | Paints a target, allowing it to be locked onto by missile weapons that respond to laser designation. |
Canister Shell | 25,000 | Fires a 25mm cannister of tungsten balls. Very effective for eliminating enemy infantry. |
Fire Extinguisher | 26,000 | An integrated fire extinguisher system that clears any critical states and starts the vehicle recovery. Can only be activated when in a critical state. |
Reactive Armor | 28,000 | Reactive armor absorbs some of the shock from incoming attacks, requiring hits to deal higher damage to count as critical. |
Gunner Thermal | 30,000 | A black and white night vision system that shows heat signatures across all ranges |
Zuni Rockets | 31,000 | Unguided rockets that are effective against infantry, light vehicles, armor and structures. |
Gunner Incendiary | 33,000 | Releases a cloud of incendiary smoke that damages all soldiers in its area of effect. |
Active Protection | 35,000 | When this system is activated it will sense incoming missile and rocket threats and detonate them before they reach the vehicle. The system will enter a cooldown state after a threat has been neutralized or no threats have been detected for a short time. |