Whilst the game has not yet been released, there's some Tactics that I think we as a squad could work on the for Clan match format.
1. Squad swopping
Since we have 4 man squads and there isn't a penalty for squad swopping whilst dead, we should practice watching your map, talking to your team mates
and understanding where everyone is on the battlefield so that you can swop to a squad in the best position for attack or defence.
2. Rush Mode C4
Definitely the fastest way to destroy ANY target in Rush mode is with C4, I think it's 4 or 5 placed packs does the trick.
In this game mode, we should have a designated specialist with Assault or Sniper kit (remember you're not limited to sniper rifle and Both Assault and Sniper can build with C4)
The specialists job is to blow up toys and the rest of his squad is there to clear the way and protect him.
Having said that, there should ALWAYS be a backup specialist, or at least someone who can pick up your kit and detonate or pick up your kit at place the C4 if no medics are available.
Supporting squads MUST be drilled into learning a defensive perimeter to support our specialist - if we do this, we will be untouchable.
3. Multiple Squads
With the afore mentioned limitless squad swop, we should consider everyone to open a squad in an 8 man team on initial deployment
There's no other benefit of being in a squad per-say, since when downed you can swop to another squad with ease.
So all 8 squad members (if it's an 8 vs. 8 match) should create their own squads, when you go down, you hopefully already know who's
in the best position and squad swop.
There are other ideas, but I’m going to think about them some more before adding them to this list.
Ponder on the above for a while.
Tactical Features
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- NiteShade
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Re: Tactical Features
Good points, Lee!
Just one note: It takes 6 C4 placed directly on the bombsite in order to blow it. Therefore, the C4 specialist needs the extra ammo unlock. Normal C4 kit only gives you 4. Extra ammo unlock gives u 2 more.
Just one note: It takes 6 C4 placed directly on the bombsite in order to blow it. Therefore, the C4 specialist needs the extra ammo unlock. Normal C4 kit only gives you 4. Extra ammo unlock gives u 2 more.

Re: Tactical Features
I think there's still merit in having a squad leader to spawn off.
No point in everyone rushing in and dying, then being left to start from the back again.
Also, no point in everyone spawning off the squad leader if the defensive side has worked out where he is and they're in a defensive position.
I don't think the attacking side is going to be too much of a problem in a clannie. I've found that the emptier the server, the easier it is for the attacking team. I rate we need to split our practice time to about 80% defense, 20% attack.
No point in everyone rushing in and dying, then being left to start from the back again.
Also, no point in everyone spawning off the squad leader if the defensive side has worked out where he is and they're in a defensive position.
I don't think the attacking side is going to be too much of a problem in a clannie. I've found that the emptier the server, the easier it is for the attacking team. I rate we need to split our practice time to about 80% defense, 20% attack.
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s3xy_j0nny
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Re: Tactical Features
From my experience, it takes 5 c4's to blow a comm point. The best squad tactic for this from what I've seen (bearing in mind that I always play recon with extra c4 unlock) is to have a point man in front of me (usually Lee/Fly as Engineer), a medic behind both of us (usually Onny), and a 4th player as assault covering whichever flank most of the enemy are on. As Recon, you have the added benefit of the motion sensor mine which can provide an idea of where and how many defenders there are. Engineer = use RPG to blow a hole in the wall so that I have direct access to the comm point station, then covers me while I set c4. Medic to revive anyone who goes down. Assault has n00b t00b and rifle to stop defending troops if we are spotted; also has ammo packs to replenish my c4 for the 2nd comm station. NB: once the c4 is planted, it can be triggered by a nade or n00b t00b or RPG. So if the c4 guy gets whacked before clicking ze button, first move for the rest of the team should be to try trigger the c4 that's been planted with another explosive. Quite a few times I have set c4, had a teamie arm the charge on the comm station, then have enemy nade spam trigger my c4 and destroy the comm station because they hear the warning siren and assume that there will be attackers on the point defending it.
The major flaw with c4 destruction is that it is still a very buggy weapon - more buggy even than it was in BF2. MANY times I have planted c4 and just had no response when clicking the trigger (most often when I plant it on a tank which subsequently flattens me after my c4 fails to explode). Even in these cases tho, the c4 can still be triggered by another explosion.
Anyways, I'm bored today, so I probably just said the same thing about 5 times in the above post...
The major flaw with c4 destruction is that it is still a very buggy weapon - more buggy even than it was in BF2. MANY times I have planted c4 and just had no response when clicking the trigger (most often when I plant it on a tank which subsequently flattens me after my c4 fails to explode). Even in these cases tho, the c4 can still be triggered by another explosion.
Anyways, I'm bored today, so I probably just said the same thing about 5 times in the above post...

From the darkness you must fall
Failed and weak, to darkness all.
- NiteShade
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Re: Tactical Features
As much as I love C4'ing a bombsite as an attacker, it is totally a downfall when defending.
To me, its almost an "exploit" and ruins the whole idea of "rush" mode.
Now, I'm not saying we shouldn't do it (especially if all the other clans do), but I'm hoping its "fixed" in the game release.
To me, its almost an "exploit" and ruins the whole idea of "rush" mode.
Now, I'm not saying we shouldn't do it (especially if all the other clans do), but I'm hoping its "fixed" in the game release.

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