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'''Neuhardenberg''' is an ''[[Amt (country subdivision)|Amt]]'' ("municipal federation") in the district of [[Märkisch-Oderland]], in [[Brandenburg]], [[Germany]]. Its seat is in Neuhardenberg.
'''Amt Neuhardenberg''' is a former ''[[Amt (country subdivision)|Amt]]'' ("collective municipality") in the district of [[Märkisch-Oderland]], in [[Brandenburg]], [[Germany]]. It was disbanded in January 2022.<ref>[https://www.destatis.de/DE/Themen/Laender-Regionen/Regionales/Gemeindeverzeichnis/Namens-Grenz-Aenderung/2022.html Gebietsänderungen vom 01. Januar bis 31. Dezember 2022], [[Statistisches Bundesamt]]</ref> Its seat was in Neuhardenberg.


The ''Amt'' Neuhardenberg consisted of the following municipalities:
The ''AmtSo this is for Tips and Tricks in the game Battlefield 1943. Everything that is typed here will be talked about in the video I will be creating for this, please note that this is actually my script that I will be using in the video, enjoy.
#[[Gusow-Platkow]]
#[[Märkische Höhe]]
#[[Neuhardenberg]]


== Demography ==
So, there are a lot of combinations and such that you can use in this game. But, I will go around that and focus on each thing seperately.
<gallery widths="250" heights="200">
File:Bevölkerungsentwicklung Amt Neuhardenberg.pdf|Development of Population since 1875 within the final boundaries (Blue Line: Population; Dotted Line: Comparison to Population Development of Brandenburg state; Grey Background: Time of Nazi rule; Red Background: Time of Communist rule)
File:Bevölkerungsprognosen Amt Neuhardenberg.pdf|Final Population Development and Projections (Population Development before Census 2011 (blue line); Recent Population Development according to the [[Census in Germany]] in 2011 (blue bordered line); Official projections for 2005-2030 (yellow line); for 2017-2030 (scarlet line); for 2020-2030 (green line)
</gallery>


{{historical populations
The first thing that I will be going over is the 3 classes and what they are used for, no matter what the original intention of each class was. The Rifleman, the Infantry, and the Scout.
|align=none | cols=3 | percentages=pagr
|title = Amt Neuhardenberg: Population development <br>within the final boundaries (2021)<ref>Detailed data sources are to be found in the Wikimedia Commons.[http://commons.wikimedia.org/wiki/Category:Population_projection_Brandenburg Population Projection Brandenburg at Wikimedia Commons]</ref>
| 1875 | 7789
| 1890 | 7099
| 1910 | 6066
| 1925 | 6097
| 1939 | 5606
| 1950 | 7038
| 1964 | 6129
| 1971 | 6836
| 1981 | 6795
| 1985 | 7020
| 1990 | 6887
| 1995 | 6288
| 2000 | 5314
| 2005 | 4996
| 2010 | 4550
| 2015 | 4513
| 2016 | 4431
| 2017 | 4510
| 2018 | 4571
| 2019 | 4688
| 2020 | 4752
| 2021 | 4753
}}


==References==
To start off, let's talk about the class I play the least, the Rifleman. While they are great for picking off people at a semi-long distance and medium range, they are poor when the person is up close and personal with you. Whether they are hitting you with a pistol or SMG, you tend to panic and they end up getting the better hand in the end.
{{Reflist}}


{{Authority control}}
Now, I'm not saying it's impossible to get point blank kills with the Rifleman, all that I'm saying is that the other two classes have better counter-measures when it comes to being that close to the target.


{{Coord|52.592306| 14.266667|display=title|source:wikidata}}
The thing you want to do is keep pressure on from a distance while gaining land at the same time, if that makes any sense... Kill people as soon as you see them, rather then trying to get closer for a better shot.


[[Category:Former Ämter in Brandenburg|Neuhardenberg]]
If I had to grade the Rifleman on performance, I'd grade it:
[[Category:Märkisch-Oderland]]


Range: B+ It has a good range, but it gets harder and harder to pin-point the further the target is.
Damage to Vehicles: D- Run away from vehicles, it's a must. You will take forever to kill it, honestly.
Damage to Infantry Primary: B It does a good deal of damage, it seems overpowered sometimes when they are at low health though, that's with any gun though.
Damage to Infantry Secondary: A+ Depending on your aim, it's effective.
Ability to Hide: B You can hide if needed, and conserve ammo because of the amount of bullets it takes to kill someone. But it's not needed.
Overall Lethality: B-
Next one up is the Infantry. Now while it says Anti-Tank, this class is NOT the Anti-Tank. It can take well over 3 shots to kill a tank. If you can manage to hit an oncoming Car at the speeds it goes, it should kill in 1 hit. It can take out a boat in about 2 hits, but that takes too long. This isn't the best of the 3 classes to choose from, but it helps by suppressing fire on enemies that are trying to kill your buddies, as well as it is excelent and close ranged combat. And has an abillity that I don't think most people know they have...They can repair vehicles by holding your Melee button next to the damaged Vehicle. So if you're going to be driving a tank around... Please use this class.


If I had to grade the Infantry on performance, I'd grade it:

Range: D+ You can still attempt to pick people off from a distance, but with the damage of the SMG being as low as it is, and the change that they can simply run behind cover while you're shooting at them, doesn't give me the option to raise Range higher than this.
Damage to Vehicles: C+ While it does a lot more damage to vehicles than the Rifleman, it's still very, very weak.
Damage to Infantry Primary: C Depending on the range depends on your damage it seems. Because of this, it only gets a C. It takes almost a full clip to bring someone down.
Damage to Infantry Secondary: A As long as you hit them, it's a 1 hit kill. Otherwise it's useless and is not recommended unless if you're sneaking up on them.
Ability to Hide: D- You fire multiple rounds off and have a rocket launcher for crying out loud. Hiding isn't the best of options for this class. You can sneak around, but you certainly can not hide in the shadows with this class.
Overall Lethality: C
Then, finally, we have our Scout. Being my favorite class for many reasons of which you will see the reason of, in my opinion, it is the superior class of the three. There are 3 different ways you look for enemies when playing a game. When you're indoors you are cutting corners and quick-glancing at the current enviorment for things out of the ordinarry... Well, since that isn't the case in Battlefield games, you can cut that out. The other two are Far Distance and Close Distance viewing. You might not notice it when you're playing, but this is what occurs.

When you're running around with an SMG, your mind is basically telling you, "Don't worry about things in the distance. You can not kill them, so ignore them and focus on things that are close to you first. The same goes with the Rifleman. Since you are out in the open and have a weakness against enemies that are close to you, you go over the hill worrying if anyone is there to hug your face with bullets.

So, naturally, you will be worried at first about people that are close to you, and then worried about people in the distance. But, this is different for the Scout. The Scout has a scope, and has the potential to kill anyone anywhere. In turn, you are focused on everyone in the distance first, as well as who is near you, which improves your survivability as well as lets you plan tactics out a lot sooner.

Not only this... But this class IS the Anti-Tank class. Before I thought that you needed to use 2 or 3 charges to blow a tank up...apparently only 1 is needed. And while sometimes it does glitch, it is still much more effective then having to use 3 rockets, screaming "I'M RIGHT HERE!" to your enemy.

If I had to grade the Scout on performance, I'd grade it:

Range: A+ Furthest range you can get in the game.
Damage to Vehicles: A+ Strongest Anti-Vehicle weapon in the game. Only draw back is that you have to place it on the object, or have them get near it.
Damage to Infantry Primary: A Strongest gun in the game, and can pick people off from a distance, always an advantage. Only drawback is that it takes a while for the second shot.
Damage to Infantry Secondary: D+ The pistol is very weak. You must hit someone with every single bullet almost to kill them, otherwise you have to wait to reload. Only effective if you get them with the sniper first.
Ability to Hide: A+ You can sit in a bush the entire game without anyone knowing where you are...that is unless if you start missing a lot. :P
Overall Lethality: A+

The next thing to be spoken about is vehicles and the best ways to use them. Using them in a specific way can get you any edge that you may need to get up on the enemy.

The Bombing Run can be very effective and can stall the enemy team by a great deal. The best opportunity to use the bombing run is when the enemy team has only 1 flag left. This will not only guarantee a great amount of kills on-top of that last remaining flag, but it also grants you a view of where every enemy on the map is...So you will know if there is anyone running for a flag solo, or if there's an annoying sniper hiding somewhere in the map of which your squad can't find him. Discussing this with your squad will help with the victory.

The Car is effective from getting from point A to point B. You are very open to getting shot, and getting killed is very likely if you stay with it. Use this as Transportation only, unless if it's absolutely needed. If you're running around in this thing shooting the machine gun off like crazy on the back, it only brings attention to yourself... And no one likes attention-getters.

The Boat is effective for transportation most of Wake Island. One map doesn't even have boats as transportation to my knowledge, and the other is only good for hitting the beach quickly. On Wake Island, you can hop from either side of the island quickly via the boat, rather then having to run all the way around. You can -easily- steal an enemy flag doing this. Also, if you have a buddy you can have him man the gun and hold the boat back far enough to give you supporting fire if needed.

The Tank can be devastating if used right. Use the Infantry to repair whenever needed. Otherwise the tank shell arcs like the rocket launchers shot... so it gets more difficult the further away you are. Don't worry though, I honestly have been show down by a tank shell while flying high in the sky... I was very surprised and I'm pretty sure the other player was rolling on his floor laughing. Use the machine gun for infantry and occasionally shoot off a shell here and there to try and get an instant kill... Shells have to be a dead on hit to kill people it seems, though.

The Plane is very important. It can be used as a mean of fast transportation from one side of the map to the other. It can also be used as a, "Anything" killer. The Tanks and the Cars to my knowledge you need to bomb to kill, but anything else can be killed via the machine gun on the plane. The best thing to do when there are no planes in the air to try and take you out, is to tip your nose to the sky and fly up for a bit, full throttle. Then tip the nose down and let off the throttle. You will float slowly to the ground, and have enough time to see what's going on, and if there are any infantry to go ahead and let off on.
The first thing you need to know when using any of the vehicles or classes is to kill the highest threat first... IE, if someone is shooting at you, kill them first, and THEN the guy who's facing away or shooting at someone else. If you're rolling in a tank and come up on a hill of 3 Rifleman and a Tank... Kill the Tank first, and then deal with the Rifleman if they are still there. If you're in a plane and there are planes in the sky... Kill them first, then look for bombing runs. Threats first, easy kills second, then what ever's left last. That's one of the golden rules.
And now on how to sneak through maps. NEVER go on the main road unless you are in a vehicle. Go around them, and only from Point A to Point B when needed, otherwise go around, go the long way. While it will take you a few extra seconds to reach your goal, you are a lot safer than running around on the main road.

Weapons you need to know about:

Scout:
Sniper - Do not move while shooting, your bullet trails off of your scope.
Pistol - Don't really on this. It doesn't do enough damage to do so.
Satchel Charge - You only need ONE to kill anyone and everything around the blast.

Infantry:
Melee - Yes, you can repair.
SMG - Use at close range, doesn't do much damage, make sure you hit them.
Rocket Launcher - Weak as well, make sure you use it wisely.

Rifleman:
Grenade Shot - Make sure to learn the arc
Rifle: It can be very accurate, don't be afraid to test it out
More Detailed random Tips:

Plane:

Enemy Planes: With the Plane, you should know when to have the throttle up and when to have it all the way down. When turning, you turn sharper when the throttle is turned down some... but if you don't have any momentum you will start "Sliding" sideways instead of actually turning. So you want to touch the throttle every now and then while turning while giving some bursts of power to gain some extra speed to swing across. So far, this, for me, is the fastest way to turn.

Enemy Tanks: Go into 3rd person view to get a better image of where the tank is when you're over them, to see if you need to make any final adjustments. It is difficult to nail them dirrectly on, but even if you just tap them, damage is damage, and it can save a team mates life.

Enemy Infantry: Fly straight up in the air, full throttle. Then when you believe you are high enough, tip your nose all the way down, and let your throttle off. You will slowly descend and will have enough time to blow some holes into enemy soldiers.

Note: Not having the throttle up at all helps in A LOT of situations.. but you need to be careful and pay attention when your plane starts to 'slide'. You will notice that you're turning the plane a certain direction, but your plane isn't going that direction anymore, it is starting to slide. As soon as you notice this you need to hit full throttle, or end up hitting the dirt.


Tank:

Now, some people might find this not useful, but I think of it as being smart. The thing that kills people most is surprise... They aren't ready for it. The thing that people react to is movement of the eye, they try to catch things that are out of place... Well, how about this:
Let's say you jump in a tank and sit there waiting for the enemies to run up to the flag... They see no movement, you're just chilling on the tank spawn. So, nothing's out of place...and as soon as they least expect it, explosions and machine gun fire are flying their way. Tactical, Smart, and most of all Effective.
Boat:

Use the boat to your advantage! As stated before, you are able to make many tactical advantages in Wake Island due to how the island if formed. At the very start, if you grab a boat you can go to the opposite side of the island rather than the closest... Yeah, I know. You won't get there before the enemy does. But is that a bad thing? You'll be able to flank them from behind. But remember to keep an eye on your 6, slow spanwers can be heading near you at any second. Look into the water from the island to their ship, see if any boats are coming, if not then look on your map to see how many boats are docked on the island. They will show up as white ships, as if you were able to dock them. Expect 2-3 people on that side of the island per boat, and expect 2 planes being in the air. Move forward keeping all this in mind.
Also, keep in mind if you see a tank sitting on your map and it suddenly dissapears... That's an enemy jumping in it. Either run away or do something about it. (like sneak up on it)

Bombing Drop:
Make sure when you hear the sirens to pay attention to who currently is going to bomb... Don't know how many times my team has sat tight in a neat circle for them. Spread out, run different directions while keeping your head intact. Also note, that the person doing the bomb drop stays inside UNTIL they drop the bombs. Once the bombs have been dropped, then they exit forcefully.. So you can easily kill them unexpectedly. Also, keep in mind that you can destroy these bombers as well. So if you have a couple planes in the sky shooting them down, as well as some turrets putting fire on them, you should be able to take out all 3 before the bombs fall.

Thanks for reading and listening, I hope this has been a help to any and all who watch and or read this
There are those among you who may have purchased Battlefield 1943 and known the patriotic joy that is found in murdering hundreds upon hundreds of pixelated Japanese people. For some of you, however, this is not all joy and ‘splosions. For some this is running for five minutes, a quarter second of frantic death, then more running.
Fear not, for after days of mockery, I am here to help you.
Some of you may read these tips and tricks and scoff, noting how I fail to mention the exact hiding spot for sniping dudes at spawn X of Flag 2 in Map Zed. I might suggest that these tricks are not for you. Rather, they are for the Hildens of Battlefield 1943, who feel scorned and dejected after hearing such fond, loving stories of it’s earthly delights and find themselves rolled like unsuspecting marks in a German red light district.
So let us begin:
Sniping Do/Don’t do.
Do: Stay away from people. If you’re sniping a target you can sprint to in less than eight seconds, you’re doing it wrong. Your bolt-action death cannon can literally hit a target halfway across a map if you aim and lead the shot properly. Spend some time hunkered on a hillside popping off rounds at a distant spawn point to get the feel for this, then revel in your ability to annoy people from very far away. Remember, even a non-fatal body shot can put an enemy out of action for several seconds while their health recharges and net you assist points.
Don’t: Stand on the top of a hill. Yes, you are very high up. And since there’s nothing behind you but skyline, everyone in the world can see you and shoot at you. Even a Jeep’s M2 can pick you off from a fair distance with enough time, so presenting a target like this is a terrible, awful idea. Instead, plant yourself halfway up a hillside and crouch in tall grass. The scout suit’s top half will blend in, and as long as you remain stationary a roving eye won’t be drawn to you as a target, as you will blend in with the landscape behind you. Consider sniping below a target as well. It will present fewer shot opportunities, but opponents generally don’t search low for a sniper.
Do: Stay in a squad. Not only do you make a good spawn point (as you should be far enough from combat zones to allow a relatively safe spawn and regroup) by virtue of being high up with a scope you will spot enemy movements long before they become apparent. Give your infantrymen buddies warning so they can set up a bazooka ambush against that tank and they’ll love you forever.
Don’t: Stay in the same spot. The longer you fire from a position, the more likely someone is going to come gunning for you. As a rule of thumb, don’t spend more than two magazines in one place before moving on to a new spot. The more you move around the less likely you are to be confronted by one or more vengeful dudes you recently ventilated.
Do: Use your dynamite. As a scout you can use the right bumper to lay out 9 sticks of dynamite in 3 stick bundles and create horrible death whenever you want by virtue of your plunger. Your dynamite is one of the single most destructive items in the game, so make as much use of it as you can. Drop your dynamite around a flag and detonate it when the flag goes white for an almost guaranteed kill or three. Likewise, look for choke points a tank or jeep has to go through and plan to ruin someone’s day. Your dynamite can be blown up by other sources, but making the effort is always worth it.
Don’t: Take on multiple guys at medium range. You’re a sniper. Remember this. You have a pistol that is kind of effective, a bolt-action rifle, a knife, and no grenades. Combat monkey you ain’t. So if a bunch of dudes come your way, get in a tank, get on a gun, or run away. People celebrating your apparent cowardice make great targets for head shots.
Do: Go for spawn points. An abandoned spawn point is an easy thirty points and a place for your team to rally. Since you spend most of your time running around in the bushes like a crazy murderous marksman, you can often find yourself isolated in enemy territory. Use this to your advantage. Set ambushes, take flags, and make yourself a giant trouble to the opposition.
A lot of this stuff sounds pretty basic, and it is. However, it all works well. As in all of the Battlefield games, a good sniper can be terrifying. The addition of dynamite in 1943 can make you a pro.So this is for Tips and Tricks in the game Battlefield 1943. Everything that is typed here will be talked about in the video I will be creating for this, please note that this is actually my script that I will be using in the video, enjoy.

So, there are a lot of combinations and such that you can use in this game. But, I will go around that and focus on each thing seperately.

The first thing that I will be going over is the 3 classes and what they are used for, no matter what the original intention of each class was. The Rifleman, the Infantry, and the Scout.

To start off, let's talk about the class I play the least, the Rifleman. While they are great for picking off people at a semi-long distance and medium range, they are poor when the person is up close and personal with you. Whether they are hitting you with a pistol or SMG, you tend to panic and they end up getting the better hand in the end.

Now, I'm not saying it's impossible to get point blank kills with the Rifleman, all that I'm saying is that the other two classes have better counter-measures when it comes to being that close to the target.

The thing you want to do is keep pressure on from a distance while gaining land at the same time, if that makes any sense... Kill people as soon as you see them, rather then trying to get closer for a better shot.

If I had to grade the Rifleman on performance, I'd grade it:

Range: B+ It has a good range, but it gets harder and harder to pin-point the further the target is.
Damage to Vehicles: D- Run away from vehicles, it's a must. You will take forever to kill it, honestly.
Damage to Infantry Primary: B It does a good deal of damage, it seems overpowered sometimes when they are at low health though, that's with any gun though.
Damage to Infantry Secondary: A+ Depending on your aim, it's effective.
Ability to Hide: B You can hide if needed, and conserve ammo because of the amount of bullets it takes to kill someone. But it's not needed.
Overall Lethality: B-
Next one up is the Infantry. Now while it says Anti-Tank, this class is NOT the Anti-Tank. It can take well over 3 shots to kill a tank. If you can manage to hit an oncoming Car at the speeds it goes, it should kill in 1 hit. It can take out a boat in about 2 hits, but that takes too long. This isn't the best of the 3 classes to choose from, but it helps by suppressing fire on enemies that are trying to kill your buddies, as well as it is excelent and close ranged combat. And has an abillity that I don't think most people know they have...They can repair vehicles by holding your Melee button next to the damaged Vehicle. So if you're going to be driving a tank around... Please use this class.

If I had to grade the Infantry on performance, I'd grade it:

Range: D+ You can still attempt to pick people off from a distance, but with the damage of the SMG being as low as it is, and the change that they can simply run behind cover while you're shooting at them, doesn't give me the option to raise Range higher than this.
Damage to Vehicles: C+ While it does a lot more damage to vehicles than the Rifleman, it's still very, very weak.
Damage to Infantry Primary: C Depending on the range depends on your damage it seems. Because of this, it only gets a C. It takes almost a full clip to bring someone down.
Damage to Infantry Secondary: A As long as you hit them, it's a 1 hit kill. Otherwise it's useless and is not recommended unless if you're sneaking up on them.
Ability to Hide: D- You fire multiple rounds off and have a rocket launcher for crying out loud. Hiding isn't the best of options for this class. You can sneak around, but you certainly can not hide in the shadows with this class.
Overall Lethality: C
Then, finally, we have our Scout. Being my favorite class for many reasons of which you will see the reason of, in my opinion, it is the superior class of the three. There are 3 different ways you look for enemies when playing a game. When you're indoors you are cutting corners and quick-glancing at the current enviorment for things out of the ordinarry... Well, since that isn't the case in Battlefield games, you can cut that out. The other two are Far Distance and Close Distance viewing. You might not notice it when you're playing, but this is what occurs.

When you're running around with an SMG, your mind is basically telling you, "Don't worry about things in the distance. You can not kill them, so ignore them and focus on things that are close to you first. The same goes with the Rifleman. Since you are out in the open and have a weakness against enemies that are close to you, you go over the hill worrying if anyone is there to hug your face with bullets.

So, naturally, you will be worried at first about people that are close to you, and then worried about people in the distance. But, this is different for the Scout. The Scout has a scope, and has the potential to kill anyone anywhere. In turn, you are focused on everyone in the distance first, as well as who is near you, which improves your survivability as well as lets you plan tactics out a lot sooner.

Not only this... But this class IS the Anti-Tank class. Before I thought that you needed to use 2 or 3 charges to blow a tank up...apparently only 1 is needed. And while sometimes it does glitch, it is still much more effective then having to use 3 rockets, screaming "I'M RIGHT HERE!" to your enemy.

If I had to grade the Scout on performance, I'd grade it:

Range: A+ Furthest range you can get in the game.
Damage to Vehicles: A+ Strongest Anti-Vehicle weapon in the game. Only draw back is that you have to place it on the object, or have them get near it.
Damage to Infantry Primary: A Strongest gun in the game, and can pick people off from a distance, always an advantage. Only drawback is that it takes a while for the second shot.
Damage to Infantry Secondary: D+ The pistol is very weak. You must hit someone with every single bullet almost to kill them, otherwise you have to wait to reload. Only effective if you get them with the sniper first.
Ability to Hide: A+ You can sit in a bush the entire game without anyone knowing where you are...that is unless if you start missing a lot. :P
Overall Lethality: A+

The next thing to be spoken about is vehicles and the best ways to use them. Using them in a specific way can get you any edge that you may need to get up on the enemy.

The Bombing Run can be very effective and can stall the enemy team by a great deal. The best opportunity to use the bombing run is when the enemy team has only 1 flag left. This will not only guarantee a great amount of kills on-top of that last remaining flag, but it also grants you a view of where every enemy on the map is...So you will know if there is anyone running for a flag solo, or if there's an annoying sniper hiding somewhere in the map of which your squad can't find him. Discussing this with your squad will help with the victory.

The Car is effective from getting from point A to point B. You are very open to getting shot, and getting killed is very likely if you stay with it. Use this as Transportation only, unless if it's absolutely needed. If you're running around in this thing shooting the machine gun off like crazy on the back, it only brings attention to yourself... And no one likes attention-getters.

The Boat is effective for transportation most of Wake Island. One map doesn't even have boats as transportation to my knowledge, and the other is only good for hitting the beach quickly. On Wake Island, you can hop from either side of the island quickly via the boat, rather then having to run all the way around. You can -easily- steal an enemy flag doing this. Also, if you have a buddy you can have him man the gun and hold the boat back far enough to give you supporting fire if needed.

The Tank can be devastating if used right. Use the Infantry to repair whenever needed. Otherwise the tank shell arcs like the rocket launchers shot... so it gets more difficult the further away you are. Don't worry though, I honestly have been show down by a tank shell while flying high in the sky... I was very surprised and I'm pretty sure the other player was rolling on his floor laughing. Use the machine gun for infantry and occasionally shoot off a shell here and there to try and get an instant kill... Shells have to be a dead on hit to kill people it seems, though.

The Plane is very important. It can be used as a mean of fast transportation from one side of the map to the other. It can also be used as a, "Anything" killer. The Tanks and the Cars to my knowledge you need to bomb to kill, but anything else can be killed via the machine gun on the plane. The best thing to do when there are no planes in the air to try and take you out, is to tip your nose to the sky and fly up for a bit, full throttle. Then tip the nose down and let off the throttle. You will float slowly to the ground, and have enough time to see what's going on, and if there are any infantry to go ahead and let off on.
The first thing you need to know when using any of the vehicles or classes is to kill the highest threat first... IE, if someone is shooting at you, kill them first, and THEN the guy who's facing away or shooting at someone else. If you're rolling in a tank and come up on a hill of 3 Rifleman and a Tank... Kill the Tank first, and then deal with the Rifleman if they are still there. If you're in a plane and there are planes in the sky... Kill them first, then look for bombing runs. Threats first, easy kills second, then what ever's left last. That's one of the golden rules.
And now on how to sneak through maps. NEVER go on the main road unless you are in a vehicle. Go around them, and only from Point A to Point B when needed, otherwise go around, go the long way. While it will take you a few extra seconds to reach your goal, you are a lot safer than running around on the main road.

Weapons you need to know about:

Scout:
Sniper - Do not move while shooting, your bullet trails off of your scope.
Pistol - Don't really on this. It doesn't do enough damage to do so.
Satchel Charge - You only need ONE to kill anyone and everything around the blast.

Infantry:
Melee - Yes, you can repair.
SMG - Use at close range, doesn't do much damage, make sure you hit them.
Rocket Launcher - Weak as well, make sure you use it wisely.

Rifleman:
Grenade Shot - Make sure to learn the arc
Rifle: It can be very accurate, don't be afraid to test it out
More Detailed random Tips:

Plane:

Enemy Planes: With the Plane, you should know when to have the throttle up and when to have it all the way down. When turning, you turn sharper when the throttle is turned down some... but if you don't have any momentum you will start "Sliding" sideways instead of actually turning. So you want to touch the throttle every now and then while turning while giving some bursts of power to gain some extra speed to swing across. So far, this, for me, is the fastest way to turn.

Enemy Tanks: Go into 3rd person view to get a better image of where the tank is when you're over them, to see if you need to make any final adjustments. It is difficult to nail them dirrectly on, but even if you just tap them, damage is damage, and it can save a team mates life.

Enemy Infantry: Fly straight up in the air, full throttle. Then when you believe you are high enough, tip your nose all the way down, and let your throttle off. You will slowly descend and will have enough time to blow some holes into enemy soldiers.

Note: Not having the throttle up at all helps in A LOT of situations.. but you need to be careful and pay attention when your plane starts to 'slide'. You will notice that you're turning the plane a certain direction, but your plane isn't going that direction anymore, it is starting to slide. As soon as you notice this you need to hit full throttle, or end up hitting the dirt.


Tank:

Now, some people might find this not useful, but I think of it as being smart. The thing that kills people most is surprise... They aren't ready for it. The thing that people react to is movement of the eye, they try to catch things that are out of place... Well, how about this:
Let's say you jump in a tank and sit there waiting for the enemies to run up to the flag... They see no movement, you're just chilling on the tank spawn. So, nothing's out of place...and as soon as they least expect it, explosions and machine gun fire are flying their way. Tactical, Smart, and most of all Effective.
Boat:

Use the boat to your advantage! As stated before, you are able to make many tactical advantages in Wake Island due to how the island if formed. At the very start, if you grab a boat you can go to the opposite side of the island rather than the closest... Yeah, I know. You won't get there before the enemy does. But is that a bad thing? You'll be able to flank them from behind. But remember to keep an eye on your 6, slow spanwers can be heading near you at any second. Look into the water from the island to their ship, see if any boats are coming, if not then look on your map to see how many boats are docked on the island. They will show up as white ships, as if you were able to dock them. Expect 2-3 people on that side of the island per boat, and expect 2 planes being in the air. Move forward keeping all this in mind.
Also, keep in mind if you see a tank sitting on your map and it suddenly dissapears... That's an enemy jumping in it. Either run away or do something about it. (like sneak up on it)

Bombing Drop:
Make sure when you hear the sirens to pay attention to who currently is going to bomb... Don't know how many times my team has sat tight in a neat circle for them. Spread out, run different directions while keeping your head intact. Also note, that the person doing the bomb drop stays inside UNTIL they drop the bombs. Once the bombs have been dropped, then they exit forcefully.. So you can easily kill them unexpectedly. Also, keep in mind that you can destroy these bombers as well. So if you have a couple planes in the sky shooting them down, as well as some turrets putting fire on them, you should be able to take out all 3 before the bombs fall.

Thanks for reading and listening, I hope this has been a help to any and all who watch and or read this
There are those among you who may have purchased Battlefield 1943 and known the patriotic joy that is found in murdering hundreds upon hundreds of pixelated Japanese people. For some of you, however, this is not all joy and ‘splosions. For some this is running for five minutes, a quarter second of frantic death, then more running.
Fear not, for after days of mockery, I am here to help you.
Some of you may read these tips and tricks and scoff, noting how I fail to mention the exact hiding spot for sniping dudes at spawn X of Flag 2 in Map Zed. I might suggest that these tricks are not for you. Rather, they are for the Hildens of Battlefield 1943, who feel scorned and dejected after hearing such fond, loving stories of it’s earthly delights and find themselves rolled like unsuspecting marks in a German red light district.
So let us begin:
Sniping Do/Don’t do.
Do: Stay away from people. If you’re sniping a target you can sprint to in less than eight seconds, you’re doing it wrong. Your bolt-action death cannon can literally hit a target halfway across a map if you aim and lead the shot properly. Spend some time hunkered on a hillside popping off rounds at a distant spawn point to get the feel for this, then revel in your ability to annoy people from very far away. Remember, even a non-fatal body shot can put an enemy out of action for several seconds while their health recharges and net you assist points.
Don’t: Stand on the top of a hill. Yes, you are very high up. And since there’s nothing behind you but skyline, everyone in the world can see you and shoot at you. Even a Jeep’s M2 can pick you off from a fair distance with enough time, so presenting a target like this is a terrible, awful idea. Instead, plant yourself halfway up a hillside and crouch in tall grass. The scout suit’s top half will blend in, and as long as you remain stationary a roving eye won’t be drawn to you as a target, as you will blend in with the landscape behind you. Consider sniping below a target as well. It will present fewer shot opportunities, but opponents generally don’t search low for a sniper.
Do: Stay in a squad. Not only do you make a good spawn point (as you should be far enough from combat zones to allow a relatively safe spawn and regroup) by virtue of being high up with a scope you will spot enemy movements long before they become apparent. Give your infantrymen buddies warning so they can set up a bazooka ambush against that tank and they’ll love you forever.
Don’t: Stay in the same spot. The longer you fire from a position, the more likely someone is going to come gunning for you. As a rule of thumb, don’t spend more than two magazines in one place before moving on to a new spot. The more you move around the less likely you are to be confronted by one or more vengeful dudes you recently ventilated.
Do: Use your dynamite. As a scout you can use the right bumper to lay out 9 sticks of dynamite in 3 stick bundles and create horrible death whenever you want by virtue of your plunger. Your dynamite is one of the single most destructive items in the game, so make as much use of it as you can. Drop your dynamite around a flag and detonate it when the flag goes white for an almost guaranteed kill or three. Likewise, look for choke points a tank or jeep has to go through and plan to ruin someone’s day. Your dynamite can be blown up by other sources, but making the effort is always worth it.
Don’t: Take on multiple guys at medium range. You’re a sniper. Remember this. You have a pistol that is kind of effective, a bolt-action rifle, a knife, and no grenades. Combat monkey you ain’t. So if a bunch of dudes come your way, get in a tank, get on a gun, or run away. People celebrating your apparent cowardice make great targets for head shots.
Do: Go for spawn points. An abandoned spawn point is an easy thirty points and a place for your team to rally. Since you spend most of your time running around in the bushes like a crazy murderous marksman, you can often find yourself isolated in enemy territory. Use this to your advantage. Set ambushes, take flags, and make yourself a giant trouble to the opposition.
A lot of this stuff sounds pretty basic, and it is. However, it all works well. As in all of the Battlefield games, a good sniper can be terrifying. The addition of dynamite in 1943 can make you a pro.'' Neuhardenberg consists of the following municipalities:
#[[Gusow-Platkow]]
#[[Märkische Höhe]]
#[[Neuhardenberg]]
== Demography ==
<gallery widths="300" heights="250">
File:Bevölkerungsentwicklung Amt Neuhardenberg.pdf|Development of Population since 1875 within the Current Boundaries (Blue Line: Population; Dotted Line: Comparison to Population Development of Brandenburg state; Grey Background: Time of Nazi rule; Red Background: Time of Communist rule)
File:Bevölkerungsprognosen Amt Neuhardenberg.pdf|Recent Population Development (Blue Line) and Forecasts
</gallery>

{{Ämter (Brandenburg)}}
{{Brandenburg-geo-stub}}
{{Brandenburg-geo-stub}}

{{coord|52.600|N|14.250|E|display=title|source:dewiki}}

[[Category:Ämter in Brandenburg]]
[[Category:Märkisch-Oderland]]

Latest revision as of 06:17, 11 September 2022

Amt Neuhardenberg is a former Amt ("collective municipality") in the district of Märkisch-Oderland, in Brandenburg, Germany. It was disbanded in January 2022.[1] Its seat was in Neuhardenberg.

The Amt Neuhardenberg consisted of the following municipalities:

  1. Gusow-Platkow
  2. Märkische Höhe
  3. Neuhardenberg

Demography

[edit]
Amt Neuhardenberg: Population development
within the final boundaries (2021)[2]
YearPop.±% p.a.
1875 7,789—    
1890 7,099−0.62%
1910 6,066−0.78%
1925 6,097+0.03%
1939 5,606−0.60%
1950 7,038+2.09%
1964 6,129−0.98%
1971 6,836+1.57%
YearPop.±% p.a.
1981 6,795−0.06%
1985 7,020+0.82%
1990 6,887−0.38%
1995 6,288−1.80%
2000 5,314−3.31%
2005 4,996−1.23%
2010 4,550−1.85%
2015 4,513−0.16%
YearPop.±% p.a.
2016 4,431−1.82%
2017 4,510+1.78%
2018 4,571+1.35%
2019 4,688+2.56%
2020 4,752+1.37%
2021 4,753+0.02%

References

[edit]

52°35′32″N 14°16′00″E / 52.592306°N 14.266667°E / 52.592306; 14.266667