Basicfield: Armored Warfare – Battlefield 4

Basicfield: Armored Warfare – Battlefield 4


Hi YouTube, Darth Here:
In today’s Basicfield, I’m going to walk you through all the basics of armored warfare.
Every now and again I get an enemy that throws a grenade at my tank hoping for something
to happen, which tells me that there might be a few of you that would benefit from this
information. When I’m talking about armored warfare, I’m
talking about the big guns, the tanks and infantry fighting vehicles. In this video
guide, I’m going to walk you through some basic tactics, strategies, and decisions that
should help you be a much more effective player when using, and fighting against, armor in
Battlefield 4. In Battlefield 4, there are two main categories
of armored vehicles: the Main Battle Tanks and the Infantry Fighting Vehicles. Each faction
has their own flavor of vehicles, with their own benefits and detractions. I won’t get
into the specifics of each faction’s vehicle in this video, but I do want to talk about
the differences between Main Battle Tanks and Infantry Fighting Vehicles. The MBT is a Battlefield monster whose specialty
is taking out other vehicles, particularly armored vehicles. The powerful main canon
has the best ranged damage of the armored vehicles. Combine this with the secondary
gunner position, and you’ve got a vehicle that is more than capable against other armored
targets and infantry. The front and side armor of the tank is incredibly
durable, giving it more lasting power than any other vehicle in the game. From most projectiles,
it can absorb up to 5 hits on its front armor, 3 direct hits on its sides, and only 2 in
the rear. So it’s important to point the front of this rolling battleship towards the enemy
at all times. The IFV is a heavily armed transport that
is great for taking out infantry, and well suited for taking on armored vehicles as well.
While not possessing the same effective range as the tank, it can be just as deadly in an
anti-armor role at close range. The armor of the IFV is equalized throughout
the vehicle, so positioning matters less than the tank, but overall the IFV is generally
less forgiving of damage taken. It can only take roughly 2 to 3 direct hits from most
projectiles on each of its sides. To make up for that, the IFV has a wide arsenal
of weapons available to it. The driver can specialize the vehicle in both the anti-armor
and anti-infantry roles by substituting different vehicle loadouts. The Zuni rockets provide
some of the best knife-fight damage in the game, while the TOW missile gives the IFV
great reach. And in addition to a secondary gunner, the
vehicle can also carry up to four allies. Take that combat load and combine it with
the fact that the IFV is also mildy faster than a tank, and this makes it very effective
for capturing points quickly. The IFV also has the distinct advantage of
being a vehicle that can go in land and water. This can be used to get around to areas that
armor might not otherwise be able to, which is yet another advantage you can use in finding
the perfect position. Now that you know the basics of the armored
vehicles, I want to talk about one of the most important aspects of Armored Warfare,
and that’s positioning. Particularly I want to talk about how positioning affects damage.
During an armored skirmish, where an armored vehicle gets hit, and at what angle will vastly
affect the outcome of th e skirmish. In Battlefield 4, the three main parts of
any armored vehicle you should be concerned about are the front, side, and rear. In a
tank, the front and sides take far reduced damage, and the rear takes significantly increased
damage. While the infantry fighting vehicle takes equal damage from all three sides.
However-and this is important-something that is true of both vehicles is that the angle
of the attack makes a huge difference in the amount of damage dealt. For example, on the
rear of a defending tank, a H.E. shell from an attacking tank will do 67% damage if it’s
landed directly on target. This means the attacking tank shell is fired directly at
a 90 degree angle at the defending tank. But as that angle of attack increases, you
can see that the damage vastly decreases. At roughly 45 degrees from center, the damage
hits its minimum value. What was 67% damage is reduced to merely 25% damage. This is a
huge difference for more than numerical reasons, as damage done over 39% immobilizes an armored
vehicle, and damage over 29% slows it significantly. And a slowed or disabled armored vehicle is
a “sitting duck.” Again, for tanks, the side you’re attacking
matters. For IFVs, it doesn’t matter because the damage is normalized between all four
sides. However, on both vehicles, the angle of attack matters. What this means is that
your positioning in a combat situation can determine the winner between two armored vehicles.
It can also mean the difference between taking 42% damage from an RPG and just 21%.
One good rule is that on both vehicles, you want to try and orient the front corners of
your vehicle at the enemy. This increases their angle of attack, enough so that their
projectile does minimum damage to you. On a tank, this can increase survivability on
side shots from 3 hits to 5. In a tank-on-tank skirmish, a frontal attack
is simply going to come down to who is doing more damage per second, and who shot first.
Being the first to attack in any skirmish is important, as this initiative will often
decide who wins the skirmish in many coin-flip circumstances.
However, a smart driver who positions themselves correctly against another tank, can quickly
inflict a lot more damage than one who is not positioned correctly. Getting shots in
as directly as possible, and on the best side possible is critical in armored skirmishes.
When attacking an IFV, the choice in side doesn’t matter, but the angle of attack still
plays a critical role. Something important to keep in mind: is that
all this damage modification also applies to hand-guided infantry-based weapons. So
if you’re an engineer attacking an armored vehicle, or an armored vehicle defending from
attacks, you’ll want to consider positioning as a key element to maximizing or minimizing
your damage; whatever the case may be. In summary, positioning can cost you-or win
you the battle. When thinking about how you’re going to attack your enemies, or defend from
them, always choose the best angles in how you position yourself against an enemy. The next most important lesson you can learn
about armored warfare is teamwork. Now I’ve already made a video about teamwork, but teamwork
in an armored vehicle is all about keeping your vehicle alive and keeping it number one
on the battlefield. Both the IFV and the tank have a driver position
and a secondary gunner position. Ideally, any armored vehicle should be crewed by two
individuals, as it increases the effectiveness of the armored vehicle substantially. If you
see a tank running by itself, do the driver a favor and hop in.
Additionally, one or more of the crew should be an engineer with the repair torch equipped.
Rockets are optional, but can also provide a significant boost in c runch times.
Now let’s go over some ground rules for successfully operating a vehicle with a teammate. First,
one of you must be in the vehicle at all times. If you both get out in order to repair the
vehicle in combat, the chances of your vehicle being stolen increase from zero… to absolute
metaphysical certitude. Secondly, if you’re in the gunner position,
your job is to protect the vehicle from incoming infantry. With this in mind, it’s best practice
to face in the opposite direction as your driver is aiming and shooting. You can find
this information on your HUD. Trust the driver to handle their situation,
and you handle the infantry in your direction. Sometimes you’ll need to have your head on
a swivel when the threats are all around you. Nobody wants to be killed by C4 just because
the gunner was greedy or wasn’t paying attention. Also, as a gunner, you can’t destroy enemy
armored vehicles with your marshmallow shooter, so don’t bother with that. Light-skinned vehicles
and aircraft, however, are fair game. Shooting at nothing is right out. It gives away your
position on the map, and it will cause you to get targeted by anything hunting armor.
As a final rule, communicate whenever possible. This is easier if you’re in voice communication
with your fellow crewmember. If you can’t be in direct communication, make the best
of it or swap to their squad for VOIP. Now with the rules out of the way, communication
really is key to a good two-man crew. Call out when threats appear (especially other
armored vehicles). If you see a support running at you, chances are that they have C4 and
they mean to blow you up or kamikaze in the process. If you’re the gunner, make sure the
driver knows about these threats. If you’re the driver, be sure to call out targets that
the gunner can handle or should be aware of (for example, infantry charging at you, engineers,
or enemies that are thick in an area or on a rooftop).
When you enter a skirmish with another armored vehicle, and need to be repaired, be sure
to call out who is exiting the vehicle to do any repairs. If you are a gunner exiting
the vehicle, and can spare a moment, help out your driver by shooting a rocket at any
attacking enemy vehicle. It really can make a big difference. Then get to your repairs.
Remember to stick to the side of the vehicle that isn’t being shot at.
If you’re on normal mode, you can get behind your vehicle and have your driver push you
around while you repair. On hardcore, be careful to not get in your vehicle’s way while repairing
as you will likely be squished by its movements. As a driver, if you need to move, be sure
to communicate this to your teammate if he left the vehicle or is considering getting
out. Ideally, as the driver you will be specifically calling for repairs, as you are the captain
of the vehicle. If you’re not in communication, I suggest
the following general principle. In an armored vehicle vs. armored vehicle skirmish, I recommend
the gunner getting out to repair. He’s going to do the least good staying in his position.
If your attackers are mainly infantry, getting out puts you at substantial risk of being
raked by gunfire. So it’s probably better to drive to a safe position if possible.
Ideally the driver would only ever get out if the vehicle is perfectly safe, and the
gunner merely keeps the vehicle safe from any surprise infantry threats.
Finally, the crew should be working to make the team’s job easier. If there is an enemy
tank that is racking up kills, it should be a priority target. Honestly, any enemy armor
should be a priority target with your armor (assuming you’re appropriately set up in your
loadout to handle it). Just because you’re in a vehicle doesn’t mean you can give up
on taking points. But if you’re alone, without any teammates as supporting infantry, keep
in mind that you’re the only target for enemies in the area that are defending. It’s always
better to assault a point with teammates. Ultimately, the more used to working with
each other a crew is, the better they will be. And the better they communicate, the more
effective the armored vehicle will be. And the more that armored vehicle works towards
the overall goals of the team, the better off the vehicle and the team will be. Defensive driving isn’t only for the driver’s
ed classroom and your insurance adjuster. It’s a good way to keep your armor alive and
continue blowing your enemies to tiny bits. So let’s look at the extreme opposite example
first. Let’s say you’re an armored vehicle and you floor the gas on that vehicle into
the middle of the enemy team looking for some kills. You might get one or two, but what
you’ve also done is expose yourself to fire from every angle. If you remember from earlier
in this video, you’ll know why giving your enemy the best angles of attack is bad. No
gunner or repairing teammate can save you from this bad decision.
Instead, work with your team to capture points, or consider approaches that will lead you
into engagement range with enemy armor. Just like on foot, flanking enemy armor pays off
quite significantly. Now, unless you’re particularly sneaky, you’re
going to be taking damage during a skirmish. Firstly, you should be working to minimize
the amount of damage you’re taking by facing your vehicle towards your attacker. If you
can, try to point the vehicle at an angle that reduces the damage to a minimal amount.
As you take damage, you have a few choices to make about the amount of damage your vehicle
is taking. If you think you can win the engagement, you should stay and fight. But if you’re taking
enough damage quickly enough, it’s probably time to back away and find cover.
When is it time to retreat? It comes down to doing some simple math in your head. If
the next enemy shot(s) would kill you, you probably should have already started to retreat.
Keep an eye on the minimap while you make your way out of the situation. Remember that
you’ll want to keep your strongest sides pointed at your threat while you back away. You definitely
do not want to turn and show the enemy your rear.
If you’ve got a teammate that can repair you, let them do their work and continue to fight
on. This can often be enough to survive a skirmish with a vehicle that is not being
repaired. Sometimes your teammate is repairing you but
you’re not going to survive if you stay in one place. Unfortunately, if they can’t jump
back in before you have to go, they’re going have to be sacrificed in order to preserve
the armored vehicle. Unless you’re on an instant vehicle respawn server, it’s going to be much
faster for your teammate to respawn than your vehicle.
Always be aware of where you can retreat to. On maps with a lot of building cover like
Dawnbreaker and Siege of Shanghai, using the buildings as easy go-to cover is very helpful.
One effective tactic you can use is to “pillar” your enemies, or simply alternating shooting
and staying behind cover while your next shell reloads. You want to try and time your pillar
defensive maneuvers to when your enemy is shooting or about to shoot to get the maximum
effect from your cover. For “bonus points,” try to work the angle
of your vehicle so any shots that do land have a minimum effect on your armored vehicle.
You don’t want to give an enemy a clear shot at your broadside.
Finally, always s be aware of where your enemies are. It’s a huge benefit to open your map
during an idle moment and see where enemy vehicles are located. If they’re spotted,
you may even be able to take them by surprise. I like to keep the map open on a second monitor
just so I can assess these threats at all times, but you may not have that luxury. I’ve covered most of the ways that you can
drive your armored vehicle to safety, and now I want to cover some more special-case
tactics. Something that you might not immediately pick
up on in Battlefield 4, is wherever you are looking in a vehicle is where you will be
exiting at when you get out. So if you’re driving a tank or infantry fighting vehicle,
rotate your turret to the direction you want to get out at. This can be the difference
between getting out and safely repairing your vehicle, versus taking a tank shell to the
face. This is particularly important if you’re the gunner and you’re repairing your driver
in the middle of combat. One of the things you’re going to encounter
in Battlefield 4 is lock-on weapons. There’s two primary ways you can deal with this threat.
First, you can find the threat by looking at your HUD and finding the direction the
threat is coming from, and then shoot them in the face. This will break the lock and
send their weapon harmlessly spiraling away from you. Second, you can use the same technique
to put cover between yourself and whatever is locking on to you.
Both methods are relatively effective at stopping weapons that simply locking onto you. But
finding nearby tall-emphasis on tall-cover is the most effective way at stopping weapons
that are already in flight. Of course, if you have IR Smoke or Smokescreen
equipped, this can help to dissipate attacks from lock-on weapons. If you’re taking a point without backup on
a non-hardcore server, it can be effective to go to Third Person camera to get a better
view of the battlefield around your entire vehicle. On PC, by default, you can do this
by pressing the C (as in Charlie) key. On consoles, this is accomplished by pressing
the right analog stick. You still have to look around to make sure that the coast is
clear, but your view is much improved from the typical first person camera. If you’ve got the Active Protection countermeasure
unlocked, timing your usage of the countermeasure is crucial. First, the easiest advice to give
is that: if you ever see a tank point it’s barrel at you, it’s time to turn on the APS.
You’ll block at least the first shot, which will probably be enough to win the skirmish,
even if they turn on their own APS. Second, if you’re taking damage from multiple
sources at the same time, it’s probably time to turn on the APS and back away to a spot
in cover so that you can repair. You can use this time to consider how to better approach
the target the next time you attack. Finally, one of the most common uses I have
on maps with wide open spaces and lots of air cover, is to time it for countering lock-on
missiles from aircraft. You’ll want to spot the missiles and activate the APS just before
the missiles land. This will give you protection from the missiles, and any immediate follow
up shots (for example, from the canon on an attack jet). One VERY situational bit of defensive advice
is to use the commander crate. When you’re next to a crate, your vehicle will start repairing
immediately, and will instantly begin to replenish ammo. This can give you a very serious winning
edge in an otherwise even skirmish. One of the most common mistakes I see players
make is to exit an armored vehicle near enemies, with plenty of health still left in it. What
happens is that the player will likely be killed and the armored vehicle will be stolen
by a quick-thinking enemy. This is why it’s essential that only one teammate exit a two-man
vehicle, and why you should always take the death in the tank, rather than risk handing
it over to the enemy. An enemy getting their hands on armor from your spawn is a huge swing
in the game in their favor. Dominating the battlefield and getting huge
kill-to-death ratios in an armored vehicle is relatively simple task if you take a couple
of lessons from this video away with you. Let’s do a quick review of everything I’ve
covered: First, know your armored vehicles. Tanks are
good for attacking other armored vehicles, particularly at medium and longer ranges.
They also have the most gain from positioning. IFVs have better infantry fighting capability,
and are very dangerous in close quarters, but are a little more fragile than a tank.
Second, positioning is critical in skirmishes. Always keep your tank’s front pointing at
the enemy, and look for ways to minimize incoming damage while maximizing your damage against
the enemy. Third, teamwork is essential. An armored vehicle
with a crew and repairs is going to defeat one without in just about every circumstance.
Fourth, drive defensively. Make sure you know where your cover is, and where your exits
are. Leave a losing battle and repair. Finally, I went over several tips for increasing
your survivability in special circumstances. If I can give you one bit of extra advice,
pick a loadout that maximizes your damage and minimizes your damage taken. But loadouts
are a whole different topic for a whole other day.
If you’re new to armored warfare, I suggest you practice the techniques of positioning,
and being defensive with your vehicle. Simply preserving your vehicle to fight again another
day is a critical aspect of being a good tank driver.
Thanks for watching YouTube. If you found this video helpful or insightful, please click
like. If you’d like to see more Battlefield videos, please subscribe to my channel. If
you have something you’d like me to cover in a future Basicfield video, please mention
that in the comments below. And I’ll see you next time, YouTube.

35 thoughts on “Basicfield: Armored Warfare – Battlefield 4

  1. Thanks for the video! I actually learned something. I didn't know you can be repaired while being next to a commander crate

  2. Great video, but two things: you can fire the tow on ifvs and immediately change to your primary and still be able to guide it; and dont put two dialogues playing at once like around 9:00, its confusing.

  3. Thank you! I knew everything from here but I have finally found someone who agrees with me about the ratatat of the useless gunner's gun.

  4. I hate you so much!!!!!!!!! teaching the gunner to look on the other direction will not help me to Sneak my C4 on that tank UNSUBSCRIBING!!!!!!!  Joke =D

  5. Great video. Even though I knew 99% of it. It's good to see someone help others to up the skill of others. True team players are hard to find out there. You do great commentary on every video you do. Anther train to watch. Keep up the good work?

  6. I love Battlefield and I love your videos. I'm italian and the way you speak in your videos is easy understandable even for those, like me, that are not english mother language. What I really like is that you speak from a neutral point of view and you give just a little space to your personal preferences (but that most of times is perfect) . This shows your respect for the other's personal preferences and I like the way you put a bit of you without pushing anyone to change their opinions. I can se that in all your videos, those are always interesting and useful, that's why I'd like to see more videos of you and like someone else bfore of me said, I'd like to see a larger odience for you, because you really deserve that!!!!

  7. Just stumbled upon your videos today and watched a whole bunch. Great work on each and everyone. Subbed 🙂

  8. What most people don't understand about the APS is that it is actually a predictive countermeasure rather than a reactive countermeasure.  What I mean by that is, other countermeasures are used when you react to being shot at or locked on to, like smoke or flares.  With APS you have to predict when the best time is to use it, instead of just using it in reaction to someone shooting you.  What I often see is tank drivers using their APS just after they've been hit by an engineer's rocket, and it just disadvantages them because all the engineer needs to do is get behind cover and reload while the APS is active.  You need to be able to predict when you are going to be hit.

  9. If I'm a gunner I still shoot any vehicle that the enemy is in to get points, assists and kill assists.

  10. 8:44 – 8:46 What about protecting the tank from infantry, C4, kamikaze, rockets, etc. Like you said earlier in the video.

  11. LOL Your videos are 9/10 quality where are the millions of subs o.O If only you would organice nice playlists then 10/10, as it's hard to look for specific vids when you got so many of them

  12. Great video, but the part where you had two bits of commentary going on simultaneously was very confusing, I found myself focusing more on the team chat than what you were actually saying in the video. Aside from that good job though.

  13. And if you are Assault and have no chance to hide just run Straight to the tank. many players will get out panicly to avoid a c4 blow up. now you can just steal the tank and kill the enemy

  14. Why am i so bad at this, i do the same thing, i do not rush, i stay away and give support to my teammates, but i always get killed by RPG's.

    Having a mouse and keyboard is much better than a controller…

  15. Man, I’d LOVE a team like this for tank warfare. I’m always a solo player, but this looks so damn fun ! Real tank warfare.

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