21 February, 2009

Raid Operation




RAID:

R = RAPID
A = ACTION
I = IMMEDIATELY
D = DESTROY TO ENEMY


20 February, 2009

AK- 47 Assault Rifle

AK- 47 Assault Rifle


The AK-47 stands for Avtomat Kalashnikova, model of 1947; it was designed by M. T. Kalashnikov in the 2nd half of the 1940’s and was adopted by the Soviet army in 1947 as AK, it was manufactured in huge numbers for both internal use and export.
In addition to the Soviet Union, the People’s Republic of China, East Germany, Poland, Bulgaria, North Korea, Hungary, Yugoslavia and Egypt have manufactured the AK-47.
The AK came in two versions; one with a fixed wooden stock, and another with a folding metal stock issued primarily to armor troops.



The goal of this course is to train the students in the safe, practical use of the AK-47 to allow them to operate the weapon as part of their operational equipment.
At the conclusion of that lesson, the participants will be able to:
Introduce the AK-47, its origins, specifications, and necessary technical information
Explain operation of the weapon, list at least four (4) accessories, and identify the difference between service and training ammunition
Describe and demonstrate how to disassemble and reassemble AK-4, and explain the importance of maintenance and cleaning :

1,Identify the three (3) malfunctions for the AK-47
2,Demonstrate the three (3) shooting positions with AK-47
3,Apply the Principals of Marksmanship (Steady Hold, Sight Alignment, Trigger Control and Follow Through)
4,Demonstrate how to control vehicles and how to search persons with AK-47; explain the difference between soft and hard search
5,Demonstrate how to operate the AK-47; demonstrate the shooting with AK-47 at the shooting range .

The AK47 is cheap, light to carry, and easy to clean and repair in the field. It is mostly reliable though the ejector pin tends to break. Derivative designs replaced the AK-47 during the 1980s.


The weapon was developed for motorized infantry, adopted for service with the Soviet Army in 1949 and designated the AK-47. It was not provided with a bayonet.





Characteristics Caliber, mm 7.62
Cartridge 7.62x39
Sighting radius, mm 378
Length, overal, mm 870
Barrel Length, mm 415
Magazine capacity, rds 30
Sighting range, m 800
Weight w/empty magazine, g 4300
Weight w/loaded magazine, g 4876
Rate of fire, rds/min 600
Muzzle velocity, m/s 700
Killing range, m 1500
Rifling Grooves 4
Rifled Bore, mm 378

Assault rifles

Introduction of rifles:

Assault rifles are primary offensive weapons of modern troops. Today's AR (Assault Rifles) usually have calibers ranging from 5.45mm to 7.62mm, magazine capacity of 20-30 or more rounds, selective full auto and single shot modes of fire, plus, in some models, 2 or 3 round burst mode. Effective range of fire is some 600 meters or so; effective rate of fire - up to 400-500 rounds per minute in full auto mode. Many assault rifles shown here are, in fact, parts of whole families of assault firearms (from short carbines to light machineguns - Steyr AUG is a good example). Almost all AR's may be equipped with bayonet, optical or Night Vision scope/sight and, some of them, with underbarrel grenade launcher or rifle grenade launcher (rifle grenades usually are put on the barrel and fired with a blank cartridge). Todays trends in AR design are wide usage of hardened plastics and lightweight alloys and built-in holographic (collimator) or optical scopes with magnitfication of 1X to 4-6X (usually 1X or 1.5-3X).

Most of the worlds' recent assault rifles are designed in bull-pup configuration. This means that buttplate is attached directly to the receiver and handle with the trigger placed ahead of the magazine veil. The only major countries that still stick to conventional AR design are Germany (their latest G36 looks a little bit more 'conservative', comparing to Austrian AUG or latest Israeli Tavor), and Russia, where latest ARs are developed in both 'classic' (AN-94, AK-10x) and 'bull-pup' (Groza OC-14) styles.

The history of the concept of the assault rifle started in the early 1910's, when the famous Russian armorer, col. Fedorov designed a small-bore selective-fire rifle with detachable box magazine. Initially, Fedorow designed a brand new small-caliber 6.5mm cartridge for his rifle, but, due to WW1, switched to the Japanese 6.5mm Arisaka load, which was less powerful than the Russian 7.62x54R and available in quantity. This rifle was aquired by the Russian army in small numbers in 1916 and served (in very limited quantities though) with the Russian and Soviet (Red) Army up to 1925. While the design of the selective-fire rifle was not unique for that time, the concept of the "lightened" cartridge, more suitable for full-auto fire, was new. Also, col.Fedorov invented the idea of infantry weapons families (assault rifle, light machinegun, medium machinegun, vehicle and/or aircraft mounted MGs) based on the same actions and receivers.

The next step in this history was made by Germany - in the 1930's, theybegan research to develop a medium-power cartridge, which would be much lighter than 7.92mm German and easier to fire accurately in full-auto mode. This development led to the 7.92x33mm cartridge (Pistolenpatrone 7.92mm). The Germans developed some weapons designs for this load, including the MP43 and Stg.44, but this was too late for Germany... Further development of such designs was made by German engineers in Spain, and later in West Germany, and led to the HK G3/G41 family of battle&assault rifles.

The United States also put in some effort to this idea, and before WW2 developed a special less-than-medium powered cartridge .30Carbine and a rifle for this cartridge - a so-called "baby-Garand" in semi-auto M1 and selective-fire M2.

But the largest stride forward was made by the USSR, when, in 1943, the Soviet Army adopted a new cartridge - the 7.62x39mm medium-power load. In 1945 , the Soviet Army adopted the semi-auto SKS rifle in this chambering, and, in 1947 - the AK (known for the West as AK-47). The AK was Worlds' first sucessful assault rifle, and one of the most widely used. The Last major step on this road was made by US again - in the late 1950's, the US Army adopted a new (for the US) concept of military selective-fire rifle using a small-caliber cartridge. The first of such weapons adopted was the Armalite AR15/Colt M16, designed by Eugene Stoner. This adoption lately set the new world trend for small-caliber (5.45-5.56mm / .22in.) high-velocity cartridges.

19 February, 2009

Meaning Of Commando

COMMANDO:

C = Clever ( चलाख)
O = Obedient ( अनुशासन ,अ।ज्ञा पालक)
M = Mettle (तेज,सहास)
M = Maintally strong ( बलिष्ट मानसिकता)
A = Alert ( साबधान)
N = Nominate member of Force ( युनिटकै चुनिएकाे सदस्य)
D = Defend (प्रतिरक्षा)
O = omniscient ( सर्बज्ञानी)





Survivor: Rambo Vs. Commando - Click here for the funniest movie of the week

Commando :
A commando is a member of a specially trained, highly mobile military unit.Commando units have often carried out operations behind enemy lines.the first commando units were the British Combined Operations Command .A member of a military unit trained as shock troops for hit-and-run raids.an amphibious military unit trained for raids into enemy territory.any military unit organized for operations similar to those of the commandos of World . A member of a military assault unit or team trained to operate quickly and aggressively in especially urgent, threatening situations, as against terrorists holding hostages.




COMMANDO:

C = Clever ( चलाख)
O = Obedient ( अनुशासन ,अ।ज्ञा पालक)
M = Mettle (तेज,सहास)
M = Maintally strong ( बलिष्ट मानसिकता)
A = Alert ( साबधान)
N = Nominate member of Force ( युनिटकै चुनिएकाे सदस्य)
D = Defend (प्रतिरक्षा)
O = omniscient ( सर्बज्ञानी)


Real Life Of Commando:

How to Use M-16 rifle

एम - १६ राइफल चलाउने तरीका हेर्नुस..



Rifle Handling method:

Army course

Ambush (एम्बुस)

Commando raid martial arts

Bugs, Complications, and General Issues:

Line of sight:
This is still a huge issue for the commando profession. Due to the fact that all AOE type HW's are ground targeting and aim for the feet, the slightest bump or object causes us to lose our line of sight resulting in the weapon not firing. If the weapons could aim for a torso like all other weapons it would greatly reduce our LoS issues.

DoT Issues:
DoTs not holding players in a combat state: This is a major problem for a commando in PvP due to the fact that once combat breaks the out of combat health regen kicks in and then defeats the DoT damage. The commando profession is a profession that has no snare break and no decloak. That means there's no way to chase after people who've taken off running or a way to pop a spy out of stealth to finish them off. In the past we've relied on the fact that once we apply our DoTs to a target combat will hold and the DoTs will keep ticking to hopefully incap the person.Looking at the old style of DoTs they all held combat once the DoT was applied meaning you stayed in the combat state until the DoT stopped ticking. This proved to be a crucial part in how a commando would deal with certain professions in PvP. Anyone who has a snarebreak/movement speed buff and the ability to snare is now capable of snaring a commando, and then running beyond 64 meters and breaking combat even while having a 10 stack on them ticking away. Under any other circumstance the player would incap from the DoTs upon trying to run away, and then the commando would be able to run over and DB. Having the ability to have DoTs hold combat was also a key factor in our ability to combat spies. Prior to the change in the DoT system a tactic often employed by commandos as a way to combat spies was to apply your DoTs either as soon as the spy came out of stealth or by free firing your weapon at the ground. Land as many DoTs as possible on the spy, and then after they cloak continue trying to free fire and dropping plasma mine while the DoTs kept ticking on them while they were in stealth. As is currently, you can build your stack up, but unless your able to hit the spy after they've cloaked (which is often easier said than done when its a ranged spy) the DoTs will stop doing damage due to the out of combat regen.Once the stack is established it needs to hold players in combat for the duration of the DoT effect.

DoT effects stop doing damage: There have been several reports of the new stackable style of DoTs breaking and even though the stack is refreshed it simply does not produce any damage. One method that causes this has to do with a conflict between the old style of DoTs and the new stackable style of DoTs. What happens is if an older style of DoT is applied first (say a medics bleed DoT from the gas cloud), and then a new stackable type of DoT is applied after, once the older style DoT wears off the target damage from the stackable DoT stops ticking.The problem posed by this bug is that unless the players using professions that still have the older style DoTs constantly keep them applied the commandos stack will break and they'll have to start it over. There have also been reports of this bug happening when no one has used any of the older style DoTs, but there are no steps on how to reproduce that issue as of yet.




Kinetic and Energy elemental types:



With the release of GU4 and GU5 commandos have access to the kinetic and energy elemental types. The release of these elemental types was so that a group thats heavy with commandos would still be able to put out full DPS with out multiple commandos having to share a stack. These elemental types are needed. But the problem is they produce no elemental proc effect. So litereally speaking unless your in a group that has more than 4 commandos there is NO reason to use them because your infact gimping yourself by using them unless there's 4 other commandos present. With any other elemental type you get some sort of bonus for using it... Fire produces the DoT effect, Acid causes the target to take more crits, Cold causes the target to take more damage, and Electric causes the target to have a higher chance of glancing. But kinetic and energy do nothing and have no incentive to be used.

Grenades cannot be used while wielding heavy weapons:
This was something that the commando community has wanted for years. As is currently we have to switch to a non HW to be able to throw our nades, and its simply not needed. When its mass pvp and there's the combination of serverside/clientside lag switching weapons can be very difficult if not impossible depending on how bad the lag is. Prior to GU4 we were told that it wasnt possible for grenades to work with HW's, and then late in the development of GU4 we were told that it was possible but wasnt going to be done due to balancing reasons. Grenades dont draw influence from any of the weapon mods so the weapons shouldnt cause any added DPS to the grenades. Having to constantly switch weapons just to be able to use grenades also causes a commando to have a lot of issues with toolbar space since you then have to have between 2-3 weapons on your toolbar (HW's and your rifle/carbine). Overall with no clear cut seperation between a HW user and a grenadier, forcing a commando to switch weapons to throw nades simply isnt needed.

Remote Detonator:
The remote detonator is still completely buggy and almost not worth the points due to how bugged it is to use. The change in GU4 to make it cost no action was a decent change due to the fact that when the ability failed to work prior to GU4 it would cost you action and do nothing, but even with it costing no action its still a buggy nightmare to try to use. Targeting something thats out of range causes it to bug. Using an AOE type HW can cause it to bug. Having a plasma mine down can cause it to bug. Having grenades out that are still unexploded can cause it to bug. There are several triggers that cause this ability to simply either not work, or to instantly go to cooldown with out working. For 11 points of the commandos expertise its a huge investment to put into something thats not going to work half the time when you try to use it.
Cryoban Grenade: For some reason this does Acid damage as opposed to cold damage. Its not really much of a bug, but the cryoban grenade by description implies cold damage, yet it doesnt actually do cold damage.

Kinetic DoT message:
When reading the combat log after a kinetic DoT effect wears off it says that "the electrical effect on you has subsided" when it should read the crushing effect.
Double Time: Not really sure what happened to this between the time it was on TC to the time it hit live, but for costing 10 kills off the meter and not having a snare break attached to it, it produces almost no movement speed increase. When this ability first hit TC it actually produced a pretty decent increase to the commandos movement speed, as is now its not worth using really unless your trying to get out of position secure faster. Killing Spree: With the way killing spree functions it will attack targets at random that are near your intended target. If there's only one target all procs will hit the same target meaning you'll have 3 procs hit the same target. The problem is when LoS is a factor it will try to attack targets that are not within your line of sight resulting in lost DPS.

Stat mods not showing up in the character sheet:
There are several commando stats that do not show up in the character sheet. Devistation from SEA's doesnt show up. HW action decrease from expertise doesnt show up. So a review of all commando modifiers from expertise and SEA's is needed to ensure that all mods show up correctly in the stat mod sheet.
Devistation Modifier Bit: Currently the only combo for devistation comes from junk loot from both EK and TK... Needless to say the junk loot is so rare that for most players they'll never be able to accumulate enough to make the 3-4 required bits to set up a suit with out buying the parts which can cost several million for each part. This overall means that even if you have a 5 piece juggernaut set you wont be able to get full use out of it due to the fact you cant cap out your devistation chance.

Which Weapons can a commando use ?

What Heavy Weapons can a commando use, and what are the perks of using them?

Commandos can use every Heavy Weapon currently in the game. All but those noted are commando-only weapons. The list is divided for Directional Fire, Ground Fire weapons,

Commando Rifles:
Directional Fire (Cone AoE)
CL72 - Flame thrower (General Certification)
CL75 - C-M Fragstorm Shotgun (General Certification; Restuss Loot)
CL80 - Plasma Flamethrower
CL88 - Heavy Republic Flamethrower V1-5 [Cube Loot]
CL88 - Malevolent Flamethrower [Loot]
CL88 - Oppressor Flamethower [Loot]

Ground Fire (Radial AoE)
CL1 - Nickel Plated Targeting Pistol (General Certification; Publish Gift only)
CL48 - Launcher Pistol (General Certification)
CL56 - Heavy Acid Rifle
CL56 - Rocket Launcher
CL72 - The Void Rocket Launcher [Loot]
CL75 - M-XX Heavy Rifle [General Certification; Restuss Loot]
CL80 - Blackscale Acid Launcher [Loot]
CL88 - Lava Cannon V1-5 [Cube Loot]
CL88 - Devastator Lava Cannon [Loot]
CL88 - Devastator Acid Launcher [Loot]
CL88 - AK-Prime Rocket Launcher [Loot]



Commando Rifles (Non-AoE, function as rifles)
CL64 - Heavy Particle Beam Cannon
CL64 - Corellian Destroyer Lightning Beam Cannon [Loot]
CL72 - Acid Stream Launcher
CL80 - Lightning Beam Cannon
CL80 - Proton Rifle [Loot]

The Perks of Heavy Weapons are commando-specific:
Heavy Weapons do not have action costs
Commandos can get devastation attacks in addition to our critical shots, which bumps up damage and DOTs by 50%
Commandos gain a HEAT, POISON, and ACID DOT from HWs
Misc Notes about Heavy Weapons:
Heavy Weapon Damage is similar to every other weapon except for the DOTs they produce and their higher overall Elemental values
Damage abilities are not useable by Heavy Weapons, exceptions are Heals, Mines and Certain Expertise abilities .

Commandos can swap weapons to stack their DOTs to output the maximum damage
A maximum of 3 DOTs can be placed on a PvP target
Never underestimate the power of DOTs, but do not rely on them only
What is the radius of ground-fire Heavy Weapons?The radius is 6 meters.

What's the best Heavy Weapons to use?
(Taken from Starnick's original FAQ) For a CL90 commando, it is generally accepted to either use the Lava Cannon (or variants) or AK-Prime Rocket Launcher. The Lava Cannon is energy-damage and the Rocket launcher is kinetic, so its up to you. Both produce fire DoTs. Also, an acid launcher such as the Devastator Acid Launcher is a good weapon to use for its acid DoT and since its similar to the Lava Cannon and AK-Prime Rocket Launcher in damage stats. To attain a third DoT, most commandos use the looted rocket launcher "The void" or the Restuss Heavy Rifle.

What is a Commando in SWG?

What is a Commando in SWG?A Commando can be the most feared player in battle. With a combination of heavy offense and defense, mixed with Area of Effect (AOE) and Damage over Time (DOT) attacks, you can send your enemies running for their lives .

Israely Commando :