BC2 Rush Tactical
Moderator: SlipperyDuck
BC2 Rush Tactical
Rush
Takes between 12 - 15 x C4 packs to destroy a com site (I have tested). C4 can be detonated by bullets/grenades, if the C4 ho goes down, nade the site to detonate.
What I would like to test sometime is this:
2 x Assault with shotguns (no GL means you get C4 perk) with Extra Explosive Perk (Gives each 6 x C4).
On arrival at the site both throw down ammo packs, and each put 6xC4 on the site. Whilst they are laying the C4, they will be re-arming from the ammo packs in case they need a 2nd run. Once 12 are down, detonate, rinse + repeat if required.
You cannot place more than 6xC4 each or the initial ones just disappear.
We should also practice C4 quad's with 18xC4 on em. Guy on the back bails just before to detonate/see where the buggy stops.
- Arming sites is tricky and gives opponents time to disarm, I'd rather we blew them up 1st time shoe shine.
Takes between 12 - 15 x C4 packs to destroy a com site (I have tested). C4 can be detonated by bullets/grenades, if the C4 ho goes down, nade the site to detonate.
What I would like to test sometime is this:
2 x Assault with shotguns (no GL means you get C4 perk) with Extra Explosive Perk (Gives each 6 x C4).
On arrival at the site both throw down ammo packs, and each put 6xC4 on the site. Whilst they are laying the C4, they will be re-arming from the ammo packs in case they need a 2nd run. Once 12 are down, detonate, rinse + repeat if required.
You cannot place more than 6xC4 each or the initial ones just disappear.
We should also practice C4 quad's with 18xC4 on em. Guy on the back bails just before to detonate/see where the buggy stops.
- Arming sites is tricky and gives opponents time to disarm, I'd rather we blew them up 1st time shoe shine.

Re: BC2 Rush Tactical
Thanks Geth, but how does blowing up the com site benefit us. Am i right is thinking that this means that with the building down, the defenders cannot disarm it? or is it just opening up the site so that we can shoot anyone trying to disarm?

Re: BC2 Rush Tactical
As I understand, when the site is down (building collapses), the objective is met. There is no waiting time for the defenders to disarm as its an instant 'target destroyed'.
I suggest you guys concentrate on the 16 player and 8 player squad servers. Taught me loads about how to work as a team to meet an objective.
Looks like you need at least 2 'survivors' near the target that don't do anything but avoid detection. People have a choice of spawning on either and the defenders can't concentrate on any direction. Defenders WILL make a mistake sooner or later and concentrate on the one direction. You only need 1 defending slip up to meet your objective.
We need to work closely on our defence. There are already some pretty tight clans. I suggest we attack against them (and most probably lose) to see how they have worked their defence out. I've played 20 rounds against a 4 man squad with 3 players from the same clan... and we didn't even get close to an objective. Spotting is key*. Their defence and spotting was so good that as soon as you're spotted, you cannot hide.
I like the idea of destroying the site, but at the same time, I think its the basics we need to work on to start with. Even if it means we lose a few to the 'fancy' clans, we'll need to start with basics of squad movement and learning about each others' styles and BC2 squad gameplay.
* You MUST spot ASAP. I'd go as far as binding a spot button to your fire button (if binding isn't against the rules... but I reckon other guys are doing it already). This way, even if you suddenly run into someone, you light them up on the map as you shoot them. Will be worth looking into something like that. But its key to keep a spot button without fire (so you can silently spot someone without shooting). Complicated?
I suggest you guys concentrate on the 16 player and 8 player squad servers. Taught me loads about how to work as a team to meet an objective.
Looks like you need at least 2 'survivors' near the target that don't do anything but avoid detection. People have a choice of spawning on either and the defenders can't concentrate on any direction. Defenders WILL make a mistake sooner or later and concentrate on the one direction. You only need 1 defending slip up to meet your objective.
We need to work closely on our defence. There are already some pretty tight clans. I suggest we attack against them (and most probably lose) to see how they have worked their defence out. I've played 20 rounds against a 4 man squad with 3 players from the same clan... and we didn't even get close to an objective. Spotting is key*. Their defence and spotting was so good that as soon as you're spotted, you cannot hide.
I like the idea of destroying the site, but at the same time, I think its the basics we need to work on to start with. Even if it means we lose a few to the 'fancy' clans, we'll need to start with basics of squad movement and learning about each others' styles and BC2 squad gameplay.
* You MUST spot ASAP. I'd go as far as binding a spot button to your fire button (if binding isn't against the rules... but I reckon other guys are doing it already). This way, even if you suddenly run into someone, you light them up on the map as you shoot them. Will be worth looking into something like that. But its key to keep a spot button without fire (so you can silently spot someone without shooting). Complicated?
Re: BC2 Rush Tactical
Daz, I am talking about the targets that you 'arm' in Rush mode. These are apparently named "Com sites" by DICE. Using C4 to destroy them is the fastest way to win a round. The other alternative, in some cases, is to destroy the building itself. As this is not always possible I have been researching the most efficient way to destroy them and opened up the topic.
Grav you are right, we need to prac against the better teams and start on the learning curve.
Grav you are right, we need to prac against the better teams and start on the learning curve.

- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: BC2 Rush Tactical
I've had some thought on the matter.
C4 will be useful, but not to destroy the site....rather plant around the site for after arming.
The planter must get to save location to detonate if there are disarmers.
The Armer is a different person, who, once armed must stay in the building where the countdown is progressing to do the following:
1. take out as many people that come
2. once downed, make the Call "Detonate A" to take out as many disarmers on the site as possible
3. once detonated to move in to take out more disarmers
This should give us maximum penetration I'm thinking.
C4 will be useful, but not to destroy the site....rather plant around the site for after arming.
The planter must get to save location to detonate if there are disarmers.
The Armer is a different person, who, once armed must stay in the building where the countdown is progressing to do the following:
1. take out as many people that come
2. once downed, make the Call "Detonate A" to take out as many disarmers on the site as possible
3. once detonated to move in to take out more disarmers
This should give us maximum penetration I'm thinking.
Re: BC2 Rush Tactical
Awesome idea. Maybe we can use a combination of the 2 ideas in games. ie if 2 get to the site, blow it one time. If one guy gets there he can arm, C4 the site, stay and defend, and when he goes down, team mates can nade the bomb site to detonate?

Re: BC2 Rush Tactical
The guys I was playing against seemed to work out the spawn points on the maps already. Once all the defenders were down, they closed down the defence spawn points. Nobody could move. (btw, they were something like DAC or DC? Seemed to have things pretty much worked out already.)
Re: BC2 Rush Tactical
Cool - Thanks Geth, was wondering why you guys were counting the C4 packs and blowing up building instead of the enemy. Will need to practice as i tend to drop a C4 pack and then blow myself up quick quick

Re: BC2 Rush Tactical
Whenever there are MCOM points that are held in buildings, it's also advantageous to take the walls down around the MCOM. Once the walls are down (including the entire building in some cases), it makes it very difficult to defuse an armed point. Snipers can sit a long way away and cover the site, and take care of any defenders defusing.
Obviously it makes it a little more difficult to set charges too, but setting a charge is so much quicker than defusing one.
This works particularly well on the jungle maps where the buildings can be removed completely, leaving if in open view from any angle.
Obviously it makes it a little more difficult to set charges too, but setting a charge is so much quicker than defusing one.
This works particularly well on the jungle maps where the buildings can be removed completely, leaving if in open view from any angle.

- NiteShade
- Senior Member
- Posts: 2486
- Joined: Fri Oct 06, 2006 7:03 pm
- Location: Edenvale, Gauteng, South Africa, South Africa
Re: BC2 Rush Tactical
I also believe just completely destroying a building will destroy the MCOM station too... ?



[/td]