The anti-tank class plays a very important support role in a squad. They are the perfect defensive against a tank as well as a fairly good offensive unit versus armor. While rockets don’t do overwhelming damage to armor, when defending the range is a major useful factor. By exchanging raw power for range, taking out a tank before they get near is the AT’s specialty. While not too well suited for froint line infantry combat, once the DAO-12 is unlocked this unit is the only class that has a chance at every situation in battle.
Rocket Launcher The AT comes equipped with five nice rockets. There is virtually no difference that matters in the game between the two. Really the only thing that is different is the reloading animation and the appearance, both of which don’t affect your ability to take down armor. What does however affect your chance against armor is where you hit the vehicle. That will be covered later in the guide.
Guiding a rocket is childishly simple. Click, hold, and move your cursor. However, even though the rocket has an accurate system some bath math is needed and some lead needed. The rocket doesn’t have too good of a turn rate and the speed makes this even worse. But once you get the hang of it you’ll be able to hit almost anything from helicopters to speeding DPVs. Always give a moving target a bit of a lead depending on their speed, and constantly keep your cursor at that lead point as the rocket will only turn so much. If a car is heading straight towards you, dont try and shoot it until after you dodge it. Hitting a car moving away is much easier than one heading towards you. More time to perfect your hit. Also, learn to utilize arcs so that you can have nice turns that shoot around corners, underground (rockets can fly underground if shot properly) and other ways to aid your attack. Better yet, learn to guide it without zooming in as this gives you a wider field of view and also removes the lock-on tone that drivers recieve.
Rockets can also take down infantry. Once armed with a shotgun, don’t waste rockets in close-quarters combat. The DAO-12 is more than enough to take down several opponents with ease. Rockets can be guided, so use them against far targets. Snipers, or people capping a flag some distance away. As rockets are one hit kills the element of surprise is major. Keep in mind that unlike many first person shooters featuring rocket launchers, there is very little splash damage from these things. So don’t go firing into the ground like you would in Quake or Unreal. You have to pretty much get a direct hit in order to utilize the full power. So when going long distance aim at them, but be ready to go down as it is easy to go prone to evade a rocket.
Now for the tactical launching of rockets. Against APCs your rockets do the same damage all round, even on the underside and the tires; 45%. However on tanks, the story is entirely different. The personal rocket does the most damage when aimed at the tracks. This deals a whopping 50 percent of damage. While this may not seem a lot, the rocket does around 25-35% on the other locations. Runner up is the underside of the gun barrel which does 46 percent, and the rest are all relatively low. Keep this in mind and conserve your rockets next time. When against the weak mobile anti-aircraft, the rocket does an equal amount of damage like the APCs; 45% once again. Same goes for attack choppers.
Secondary Weapon Although the submachine gun or DAO is the first selected weapon it is more of a back up secondary weapon as, being an anti-tank and all, these guns aren’t very anti-tank. The SMG’s are quite terrible, which put off a lot of people starting off with the AT, not knowing about the shottie. Their long range capabilities are obviously better than the unlock, but it is still very weak. This is one of the few shooters that make the MP5 an undesirable weapon.
The shotgun is what really makes this kit shine. In the hands of a skilled user who uses the AT class as an AT class, this gun is undefeatable. It is, however, still a secondary weapon and should not be the primary reason for the AT class. The slow reloading time is not a problem if the user backs off the front line to reload properly as these troops are not the main fighting force. When firing this powerful piece of ordnance, try not to go click-crazy. Although there is a very high ammo count of 12 rounds, they reload slow and you don’t want to do that in the heat of battle. Go psycho on the first three to four shots, then slow down your shots and fire in a more semi-auto mode as it should be.
What really makes this class great is the fact it has something for every situation. All other classes have a weakness to their abilities. For example, a medic has no way to defeat a tank. Every weapon in the medic’s arsenal is completely useless, even grenades, contrary to popular belief. Or, for example, an engineer has no chance against a sniper at long range. A sniper has no chance versus an APC. A SpecOps can’t do anything to a tank at range. The list goes on. However, the AT kit has something for every combat possiblity.
When faced with close-quarters combat, the shotgun shines over all. When faced against a long range soldier, the rocket is an instant kill. When faced against armor at long range or close range, the rockets can take it down. Faced against lighter vehicles, helicopters and the like, rockets again.
You see what I mean. The combination of a powerful close combat shotgun and a powerful long range tool that also acts as an antivehicular weapon is amazing. So this class also works for Infantry Only
EDIT: WOOOOT FIRST TIME I HAVE MORE POST THAN OSIRIS