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  • "HwanZike" started this thread

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11

Monday, January 13th 2014, 3:47am

I watched the videos and I tried it, its all very neat except it can be shot down so easily by the gunner its practically useless against any competent tank crew. Also, I don't think giving up rep tool+launcher as a driver/gunner is worth it. Leaving your tank to plant the MP-APS? Either you get killed by the gunner or the MP-APS gets killed by the gunner. It has to be planted facing the threat after all. All while you could be shooting a rocket at the enemy tank or repairing. I can see it being useful to setup a camping tank on rush defense though.

Quoted

1) for vehicles it can be used as a shield. You can fire through it with your tank, but the enemy tank can't. Put one down, get back in your tank, and rape the enemy
2) in bottleneck situations (i.e. mainly locker, rush, and small areas (like the small buildings in dawnbreaker), where explosivespam commonly happens
3) roofcamping. it stops xm25's, helicopter rockets/gunner, jet rockets...anything that goes boom, and some extra
The 3rd one is actually decent in Shanghai C if you're trying to defend against the attack heli and when you're camping F in Zavod against the scout chopper. But all the explosive spam and bottleneck situations you mention are mostly grenades (Lockers, C/D on Zavod, etc). That's why I thought making it stop nades would be pretty nifty and it would counter the whole nade spam movement most apparent on Domination/Op Locker.

Anyways, now that we've seen it does have some use in defensive vehicle combat. What's up with its infantry capabilities? Can't think of any reasons not to make it pop a couple of nades too (say 3 or 4, before a reload), it would be very useful.

And I haven't read anything about the lack of points when it does stop an explosive. That should certainly be made consistent with other gadgets, right?
This is where I'm coming from: Clicky

BanzaiB

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Monday, January 13th 2014, 11:22am

Enemy tank should be more than 100 meters away, gunner will have hard time hitting it. Also, I rarely see competent tank crews on pubs.

MrT3a

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13

Monday, January 13th 2014, 1:44pm

Tapatalk didn't send my post. Will have to retype it.

I'm talking about a crew defending an MBT that have to defend a position, not lead attacks
MP-APS is a great asset if you have a 4 men crew to protect a MBT (or any ground asset)
2 engis with rep tools, 1 stinger and 1 law
1 engi with mines and a tool of choice (Rep or launcher)
1 support to resupply all the engis, drop an MP-APS when MBT's APS is down
Add in a Recon with PLD and Soflam for Full squad and you have a strong defense crew.
All engis have different loadouts to respond to almost every situations.

That is an optimum use of MP-APS, defending a position with heavy armor and useful crew.
Definitively not the funniest way to play the game, but a trully efficient one.
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Monday, January 13th 2014, 1:49pm

MP-APS destroys grenades before the explode?
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15

Monday, January 13th 2014, 3:19pm

I watched the videos and I tried it, its all very neat except it can be shot down so easily by the gunner its practically useless against any competent tank crew. Also, I don't think giving up rep tool+launcher as a driver/gunner is worth it. Leaving your tank to plant the MP-APS? Either you get killed by the gunner or the MP-APS gets killed by the gunner. It has to be planted facing the threat after all. All while you could be shooting a rocket at the enemy tank or repairing. I can see it being useful to setup a camping tank on rush defense though.
Basically this. If they have a gunner, or if the driver is running LMG / HMG, its worthless. And as its noted, you have to leave your tank to redeploy a new one which leaves you vulnerable if there are enemies nearby.

A mediocre gadget at best while being very very situational.

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16

Monday, January 13th 2014, 3:31pm

MP-APS destroys grenades before the explode?

nah, nades are the exception

For as far as I'm aware..not sure
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17

Monday, January 13th 2014, 3:40pm

I have used them on Lockers to a good effect however there are so many explosions I can't say for sure whether it blocks nades or not, it sure blocks those xm--25 love bursts.
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Monday, January 13th 2014, 4:32pm

I use it on metro and lockers because of the nade spam. And yes it does stop them from coming through. At lest on X1 it does.

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19

Tuesday, January 14th 2014, 12:07am

MP-APS destroys grenades before the explode?

nah, nades are the exception

For as far as I'm aware..not sure


It stops hand grenades, 40 mills, XM-25s, all sorts!...Well sometimes. Me and Rezal saw it clearly stopping incoming nade spam on Op Cockblocker once and I've seen it sporadically stop the odd one a few times now. I get the feeling it only stops them on certain inclines and very specific angles but I've not tested it (nor can I theorize a way to test it).

Anyways, the MP-APS is a fantastic gadget it you're committed to its maintenance and adjustment/relocation. As I said in a previous thread it doesn't really work as effectively as it should if you just pop it somewhere and assume its existence is helping everyone.
The best example I've used it in is when working along side Rezal who was tanking on Langcang, I'd run around resupplying people and capping flags while he sat behind it on the riverside bridge and denied EVERY SINGLE advancing vehicle access, occasionally calling on me to replace, adjust or move it up. The only times he went down was when it became inactive due to heavy combined fire or he was flanked!

And that's just one example! It makes a brilliant vehicle safe zone that can be set up in seconds while repairing aircraft or valuable/vulnerable map assets (MAA, Magic School Bus, etc), it can be used to fortify friendly positions and can be deployed rapidly during heavy pushes to remove the threat of explosives as a method of infantry clearence, its a great way to defend armed and unarmed MCOMs too as it stops enemies from just decimating the area surrounding the MCOM with explosive spam, that and don't forget you can remotely access a camera it has that allows you to zoom and spot targets effectively making it a second pair of eyes on the battlefield as well!

Like I said, it works best when its being maintained and it works even better than that when you're including it in squad tactics and communicating with one another about its status :)

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Tuesday, January 14th 2014, 12:40am

The MP-APS is best for when you're glitching inside the upper floor around C on operation locker!

I've actually used it one time briefly and I wasn't aware of its many tactical uses that Viper just described. How high does its protective 'barrier' or whatever go above the gadget itself? Like would it eat a SRAW that was coming down on it at a 90 angle?
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