Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

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s3xy_j0nny
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by s3xy_j0nny »

Let's begin da Sarnupz:

* [grrr]leelo
* Shadey
* Lep
* Gravy
* Voetsek
* Drag
* Fly
* j0nny

Bench Pressaz:
*
*
*
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From the darkness you must fall
Failed and weak, to darkness all.
Stu
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by Stu »

Let's begin da Sarnupz:

* [grrr]leelo
* Shadey
* Lep
* Gravy
* Voetsek
* Drag
* Fly
* j0nny

Bench Pressaz:
* Icen
*
*
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Only a ninja can kill a ninja. Regular humans are useless against a ninja.
s3xy_j0nny
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by s3xy_j0nny »

Stu, i will bench this one if you want to play. AFAIK, neither you nor Drags has had a match yet.

Let's begin da Sarnupz:

* [grrr]leelo
* Shadey
* Lep
* Gravy
* Voetsek
* Drag
* Fly
* Ice

Bench Pressaz:
* j0nny
*
*
Image
From the darkness you must fall
Failed and weak, to darkness all.
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SlipperyDuck
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by SlipperyDuck »

I need everyone to get VERY familiar with Armour this week, not sure how a clan match would work, but only 8 people a side with so-much-o-Armour is just ridiculous.
We may need to work on a strat to steal the one from their A/C flag so that we are 4 vs 2 rather than 3 vs 3 Armour-wise.

Over the next few nights I'm going to look over the AREA-OF-CAP to see if/where the good cap and hide spots are and then post the pics.
Other than that, EVERYONE pretty much needs to be proficient with Armour in this one.
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J_Th4ng
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by J_Th4ng »

We need to have a ddicated chopper squad in this one too, so I suggest that we need to decide who our best pilots are quickly (Fly? Phatso?). I've done a bit of chopper gunning in the past, and am also pretty proficient in the AA gun (whilst it's still so efffective it's a key piece of equipment when you hold B - although it may be nerfed before we play this map if it's one of teh weapons that have been adjusted in the new release), so I'd be happy to play either of those roles. I'm also a very good spanner monkey.

Tactics wise, I'm thinking that everyone should take the tracer pistol in this game - if you see enemy armour then tag it. As second in a tank, your first job should be to mark the enemy tank, and then keep your tank alive (along with throwing out RPG's of your own of course). Same with the chopper gunner - mark tanks for the pilot to vaporise.

@j0nny - I don't think that we should be trading players in and out on the basis of games played/unplayed, although thanks for the offer. As always, Lee should pick the best team for the circumstances. Sure I havem't had a game yet, adn sure i want to be in the team, but it has to fit with the game plan. I do not under any circumstances want to risk us getting into the premier division once this league is finished. It's where we belong, and we need to play our best team at all times to ensure that this happens.
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gr@v1ty
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by gr@v1ty »

Was thinking about an extreme approach to this map...

Keep in mind that holding 1 flag or preventing the other team from capping all flags will eliminate all ticket bleed. A team has to hold all flags for any effective ticket bleed. So... no need to rush out to cap a flag!

I reckon we have one of the strongest armour ho's in the game with Lep here. We have 2 tanks each side. I think our best tank combo would be Lep/Grav driving each tank with the rest of the team playing Engi/AT. (maybe 1 medic?) Keeping the armour close together will help the engineers switch between the tanks and repair either (including gunners as engi to repair).

With 2 drivers, 2 gunners, 2 repair and 2 chopper, we can move around the map and find a secure spot where we can pick the enemy off. This doesn't have to be at a flag! If we have a quiet moment in the match where there isn't anything to shoot at, the drivers can clear out buildings. This will make it safer to move in and cap a flag later if necessary. This might sound extreme but I think its very solid, sticking to the basics.

With all this armour its silly to enter into infantry vs infantry battles. I reckon 2 tanks with gunners (who can hop out and repair too) should be able to pick off the enemy troops that dare pop their heads out. Its all about staying alive... not really too worried about the flags.

I see our chopper being our biggest ticket bleed in the game. Its pretty tough to keep a chopper up with all this armour, AA and another chopper. I think our chopper should hang behind our armour, or keep moving in a way that allows our armour to pop shots at their chopper. Once their chopper is out the way, our gunner can pop off enemy infantry.

Once we have their chopper down (it will happen sooner or later), we can keep nailing it there. Something I've noticed in BC2... vehicles aren't as strong as they were in BF2 and players (including me) feel they're not as useful... so much so that they tend to leave it behind and try an infantry approach in the end. If we can keep nailing their vehicles to a point that they abandon them, then we're in the money. If they give up on that and go cap, we steal what they don't use.
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J_Th4ng
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by J_Th4ng »

A couple of points in relation to Grav's idea:

1. IIRC, there are three tanks and one chopper (see m first ports - there is a third tank that spawns at A/C depending on whcih side you're playing)
2. If that's correct, then holding that flag is important in order to secure that tank
3. Point B is where the primary AA and TOW are located. If the AA is as potent with the new release as it is now, it's going to be crucial in taking down the enemy chopper.

I don't think that we can ignore flags in this map. I feel that holding 2 will give an immense tactical advantage, regardless of ticket bleed. With teh AA gun there we can drop the enemy chopper in no time at all. The only possible change to this view relates to the AA, and a question that I have. is it possible to dart the AA gun? If so, it'll easy to nullify it as a threat. Alternatively we'd need a recon stationed at A/C the entire time, ventilating the skull of anyone that jumped into the AA.

It is an engy heavy map though, of that there is no doubt. We may need to consider assault troops with G3's/M14's that can resupply the engys but can also use C4 for tank destruction/booby traps, and also give some of the Engys mines instead of RPG's, particularly for blocking tanks access to flags.
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gr@v1ty
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by gr@v1ty »

Good points! Will need to play around with this map and see what the strengths are.

As for booby-traps, what I found works is planting mines for vehicles and keeping an eye on them. When infantry run past you can still shoot the mine which is the same as triggering a C4.
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SlipperyDuck
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by SlipperyDuck »

3 bullets from any weapon makes for a HUGE mine explosion too
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gr@v1ty
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by gr@v1ty »

Having thought about this a bit...

Something we need to test tomorrow...
We have 3 tanks moving together everywhere. Don't let them split up. We work together and all strike the same target. No point in each tank firing at its own target.
The gunners can hop out and move between tanks depending on whose the most damaged. (ie: up to 3 repair men on 1 tank). Then when we hit the road again, we go in formation to the next target.

Only time the gunners can't hop out is when we're all firing at the chopper.
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