Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
It's a good tactic to keep the tanks together. With regards to the Engi's and traces we need to learn to coordinate tracer shots with RPG's. I have also found that we could have tanks tagged miles away and obtain a lock fire high in the air and the RPG's make a mark.
I also think the our tanks should not engage B on this map it's two risky with all the cover points and hidey holes where C4 or hidden Engineers could do some damage. It should be enough to have the tanks covering the front of C and firing across to A
Spawn Point Mounted Weapons and/or Vehicles
US Deployment
* Anti-Air Gun
* AH64
* Anti-Tank Missile Launcher x 2
* HUMV
* M1A1 x 2
* QUAD
Russian Deployment
* Anti-Air Gun
* COBR
* Heavy Machine Gun
* MI28
* QUAD
* T90R
Just so that we all in the clear the US are at an advantage at first with 2 x M1A2's Russia only starts with one T90R I believe? or is it three a piece one from C and A? and 2 at main bases?
Just re the strat below the red squares indicate where I though the tanks should remain during the match they can break for cover past the ship wrecks. A cap squad could be used to enter B and Cap the point.
On last thing the Tank whores here have to be VERY SPECIFIC when requesting what Vehicle Perk the chosen gunner selects! no point in having two of the same perk in one tank! Also I think that at least one Engineer in the vehicle should have V-Hard.
I also think the our tanks should not engage B on this map it's two risky with all the cover points and hidey holes where C4 or hidden Engineers could do some damage. It should be enough to have the tanks covering the front of C and firing across to A
Spawn Point Mounted Weapons and/or Vehicles
US Deployment
* Anti-Air Gun
* AH64
* Anti-Tank Missile Launcher x 2
* HUMV
* M1A1 x 2
* QUAD
Russian Deployment
* Anti-Air Gun
* COBR
* Heavy Machine Gun
* MI28
* QUAD
* T90R
Just so that we all in the clear the US are at an advantage at first with 2 x M1A2's Russia only starts with one T90R I believe? or is it three a piece one from C and A? and 2 at main bases?
Just re the strat below the red squares indicate where I though the tanks should remain during the match they can break for cover past the ship wrecks. A cap squad could be used to enter B and Cap the point.
On last thing the Tank whores here have to be VERY SPECIFIC when requesting what Vehicle Perk the chosen gunner selects! no point in having two of the same perk in one tank! Also I think that at least one Engineer in the vehicle should have V-Hard.
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Only a ninja can kill a ninja. Regular humans are useless against a ninja.
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Only a ninja can kill a ninja. Regular humans are useless against a ninja.
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
Hey guys
Please excuse my lack of online contribution of late. Been very overloaded at work and settling back into PTA has been hectic too.
I am going to sit this one out because
= There are peeps that haven't jolled yet and I definitely don't mind sitting out. Also, these dudes are putting the hours in, I haven't really (enough)
= I will probably have plans as I took Monday off from work and have too many family members/friends to catch up with (I have been too quiet socially too).
So give it stick! Will be cheering from the sideline for this one.
Hooah!
Please excuse my lack of online contribution of late. Been very overloaded at work and settling back into PTA has been hectic too.
I am going to sit this one out because
= There are peeps that haven't jolled yet and I definitely don't mind sitting out. Also, these dudes are putting the hours in, I haven't really (enough)
= I will probably have plans as I took Monday off from work and have too many family members/friends to catch up with (I have been too quiet socially too).
So give it stick! Will be cheering from the sideline for this one.
Hooah!

- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
I need to know if anyone has Frames-Per-Second issues with this map
- I want to take it into consideration, I doubt by now that anyone has issues, but there will be a lot of explosions on this map so FPS could be an issue for some people.
DAC are going to be tough, of this i have no doubt.
I think we should keep the single tank that spawns at A/C at that point and move our two back spawning tanks forward to B and use the cover of the Ship/containers.
When one of our forward Tanks (at B) go down we them move A/C tank up to B and recycle Home-Base Spawner Tank to A/C.
I know B is fairly open, but the mounted AA and TOW are a major advantage that we should capitalize on.
Weird as this may sound, our chopper should also stay out of harms way behind A/C until required. Fly low and stay out of sight until there is a mounted attack on B.
So in other words, the general rule of thumb on this map is that the 2 choppers fly at each-other at the beginning, only one will win this fight - I don't think this is worthwhile.
Besides all this, I have an idea on an opening strat, but it needs work and testing.
Even though I've said I don't like the idea of the two choppers flying in on each other, I like the idea of the Chopper pilot taking SquadLeader 1 to B, SL1 bails out and
pretty much everyone spawn on him to take B.
Same Idea as whitepass really. send in the biggest force to B and hold, the chopper can then turn around and land at flag A/C to cap while 7 men take B.
Actually 6 men take B while the 7th climbs to the AA.
Once we have B - The 1st person to go down spawns either at A/C to take the tank there and bring it forward (or at Home Base if the chopper is down and/or slow cap on A/C)
Followed by any further downed troops that are not revived. - Spawn where there are tanks and bring them to B.
Everyone should also watch the outskirts of the map whenever they can, since Jeeps n Buggies can slip passed undetected - which is why I suggest leaving at least 1 tank @ A/C
Anyway - things to work on. I'd love to try these things out tonight after 8pm or so on our server - especially the chopper run - bail thing.
NOTE: my reasoning for my strat of taking B is that AGAIN this is a linear map and Capping the middle has always seemed to work in this format.
- I want to take it into consideration, I doubt by now that anyone has issues, but there will be a lot of explosions on this map so FPS could be an issue for some people.
DAC are going to be tough, of this i have no doubt.
I think we should keep the single tank that spawns at A/C at that point and move our two back spawning tanks forward to B and use the cover of the Ship/containers.
When one of our forward Tanks (at B) go down we them move A/C tank up to B and recycle Home-Base Spawner Tank to A/C.
I know B is fairly open, but the mounted AA and TOW are a major advantage that we should capitalize on.
Weird as this may sound, our chopper should also stay out of harms way behind A/C until required. Fly low and stay out of sight until there is a mounted attack on B.
So in other words, the general rule of thumb on this map is that the 2 choppers fly at each-other at the beginning, only one will win this fight - I don't think this is worthwhile.
Besides all this, I have an idea on an opening strat, but it needs work and testing.
Even though I've said I don't like the idea of the two choppers flying in on each other, I like the idea of the Chopper pilot taking SquadLeader 1 to B, SL1 bails out and
pretty much everyone spawn on him to take B.
Same Idea as whitepass really. send in the biggest force to B and hold, the chopper can then turn around and land at flag A/C to cap while 7 men take B.
Actually 6 men take B while the 7th climbs to the AA.
Once we have B - The 1st person to go down spawns either at A/C to take the tank there and bring it forward (or at Home Base if the chopper is down and/or slow cap on A/C)
Followed by any further downed troops that are not revived. - Spawn where there are tanks and bring them to B.
Everyone should also watch the outskirts of the map whenever they can, since Jeeps n Buggies can slip passed undetected - which is why I suggest leaving at least 1 tank @ A/C
Anyway - things to work on. I'd love to try these things out tonight after 8pm or so on our server - especially the chopper run - bail thing.
NOTE: my reasoning for my strat of taking B is that AGAIN this is a linear map and Capping the middle has always seemed to work in this format.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
oh and just a thought on the chopper run, I'm hoping that a 45° take off will get above the enemy chopper and enough height for the Captain Bailalot to jump from over A/C and freefall to B with Ease, we will test it.
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
Problem with practice tonight is that the Nutz have the server booked...
I'll be on from about 8pm though, so maybe we can sneak a little time in after their prac?
EDIT: We do need to test all of this. I'm not sure that there are 3 tanks per side any longer, it could be that one team has both tanks at main base while the other has their second tank spawning at A or C - as mentioned by Stubacca. I've seen a tank spawn often enough there, but dunno if it's the same for both sides.
If there are only 2 tanks, a two man infant squad could be deployed to stay at B, giving the enemy as much trouble as possible, and using AA to keep their chopper pinned back. If we don't hold B, it's worth having one of those infantrymen as a Sniper at A/C that will ventilate anyone who moves for the TOW/AA, thereby making it safer for our armour and choppers to move in on the point. When no-one is on the mounted weaponry, the sniper can use the time to take potshots at any enemies that stick their heads up at B, while the other infantry could be helping our armour squad as an engy while they push forward to B or hold against any assaults on A/C.
TBH, this map is so linear that strategising shouldn't be too hard. But, by the same token, we HAVE to be very adaptable to changes in circumstances on the map.
My strong opinion is that we MUST contest for B, and keep it at all costs. Once we have it, we don't advance at all. Hold the line at B and they can't get through. Holding the AA and the TOW will definitely help in this regard. They have to attack, and they will bleed tickets doing so because they can't get their chopper in on the flag, while we can use ours to pwn their ground assaults.
If we lose B, then the reverse is true. It's going to be damn hard to get the flag back. We should have a few game plan options that we can try that will gain us the flag back. Consider them as rehearsed plays if you like. A few ideas (please add to these):
1. Get a sneaky fucker squad leader in on the point, and spawn reinforcements there as quickly as possible. Whilst they are sneaking in, we feint a strong attack on the other side of the area to draw their attention away. Once our squad leader is in on the ship (either side), Infants spawn to complete the quick cap. Kits used will depend on the circumstances (if they have armour all over the point, then it's engys and a medic, if it's troops, then assault and medic. Sneaky fucker should be recon class, to allow for motion spotting in the ship bodies, and also C4 booby traps that can be used to stop tanks rolling in.
2. Sneaky fucker bypasses B altogether, in favour of A/C. This move is more of a feint than an actual attack, as the last thing we want is to try and hold A and C with them holding B. However, if we neutralised their flag (and possibly even capped it) you can be damn sure that they will be sending troops to get it back quick. When they do that, we all abandon A/C very rapidly and get into position on B. In fact, it would b ideal if we held the flag area just long enough for them to commit lots of resources to it, and then suicided/got ourselves killed and spawned back onto a second sneaky fucker that had sneaked in on B in the interim. I really like this idea BTW, but it'll take some serious co-ordination to get right.
3. Full frontal assault on B. Not so much a master plan as a plan of desperation. The entrenched team will be better positionsed to defend, and we should only attempt this if we are confident that we are significantly stronger as players than they are. If we do this, we need the sniper at A/C to take down the AA/TOW, and then the rest need to push in on B hard and fast.
Any other B assault plans to add?
I'll be on from about 8pm though, so maybe we can sneak a little time in after their prac?
EDIT: We do need to test all of this. I'm not sure that there are 3 tanks per side any longer, it could be that one team has both tanks at main base while the other has their second tank spawning at A or C - as mentioned by Stubacca. I've seen a tank spawn often enough there, but dunno if it's the same for both sides.
If there are only 2 tanks, a two man infant squad could be deployed to stay at B, giving the enemy as much trouble as possible, and using AA to keep their chopper pinned back. If we don't hold B, it's worth having one of those infantrymen as a Sniper at A/C that will ventilate anyone who moves for the TOW/AA, thereby making it safer for our armour and choppers to move in on the point. When no-one is on the mounted weaponry, the sniper can use the time to take potshots at any enemies that stick their heads up at B, while the other infantry could be helping our armour squad as an engy while they push forward to B or hold against any assaults on A/C.
TBH, this map is so linear that strategising shouldn't be too hard. But, by the same token, we HAVE to be very adaptable to changes in circumstances on the map.
My strong opinion is that we MUST contest for B, and keep it at all costs. Once we have it, we don't advance at all. Hold the line at B and they can't get through. Holding the AA and the TOW will definitely help in this regard. They have to attack, and they will bleed tickets doing so because they can't get their chopper in on the flag, while we can use ours to pwn their ground assaults.
If we lose B, then the reverse is true. It's going to be damn hard to get the flag back. We should have a few game plan options that we can try that will gain us the flag back. Consider them as rehearsed plays if you like. A few ideas (please add to these):
1. Get a sneaky fucker squad leader in on the point, and spawn reinforcements there as quickly as possible. Whilst they are sneaking in, we feint a strong attack on the other side of the area to draw their attention away. Once our squad leader is in on the ship (either side), Infants spawn to complete the quick cap. Kits used will depend on the circumstances (if they have armour all over the point, then it's engys and a medic, if it's troops, then assault and medic. Sneaky fucker should be recon class, to allow for motion spotting in the ship bodies, and also C4 booby traps that can be used to stop tanks rolling in.
2. Sneaky fucker bypasses B altogether, in favour of A/C. This move is more of a feint than an actual attack, as the last thing we want is to try and hold A and C with them holding B. However, if we neutralised their flag (and possibly even capped it) you can be damn sure that they will be sending troops to get it back quick. When they do that, we all abandon A/C very rapidly and get into position on B. In fact, it would b ideal if we held the flag area just long enough for them to commit lots of resources to it, and then suicided/got ourselves killed and spawned back onto a second sneaky fucker that had sneaked in on B in the interim. I really like this idea BTW, but it'll take some serious co-ordination to get right.
3. Full frontal assault on B. Not so much a master plan as a plan of desperation. The entrenched team will be better positionsed to defend, and we should only attempt this if we are confident that we are significantly stronger as players than they are. If we do this, we need the sniper at A/C to take down the AA/TOW, and then the rest need to push in on B hard and fast.
Any other B assault plans to add?

-
s3xy_j0nny
- Senior Member
- Posts: 4046
- Joined: Thu Oct 05, 2006 2:44 pm
- Contact:
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
Assuming that I've managed to DL the update by this evening, I'll be on TS if you need me to help with prac as opposition or summing.

From the darkness you must fall
Failed and weak, to darkness all.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
super fast get to B and cap
Made a video an put it on youtube
http://www.youtube.com/watch?v=fYDel3xcQeE
Made a video an put it on youtube
http://www.youtube.com/watch?v=fYDel3xcQeE
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
Also, the chopper takes only 30 Seconds to spawn from when it blows up.
From the VID you'll see B is captured rather quickly even with one person.
The starting strat could be as simple as just me making a run for B in the chopper, ditching and then 3 others spawn to secure.
The chopper squad can spawn and wait for the chopper and the others can spawn and bring the tanks up.
Just a thought
From the VID you'll see B is captured rather quickly even with one person.
The starting strat could be as simple as just me making a run for B in the chopper, ditching and then 3 others spawn to secure.
The chopper squad can spawn and wait for the chopper and the others can spawn and bring the tanks up.
Just a thought
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)
SlipperyDuck wrote:super fast get to B and cap
Made a video an put it on youtube
http://www.youtube.com/watch?v=fYDel3xcQeE
WOW so that's what BFBC2 is meant to look like on a good rig? ish I'm missing out...
with regards to your idea, it would be great if we could negate loosing the chopper I think it is unnecessary to ditch the chopper. Rather have one squad member gun with the pilot and drop out have the units spawn and then have the gunner spawn in the chopper that way we do not loose the chopper in the air for 30 seconds and can keep putting some pressure on the attacking forces.
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Only a ninja can kill a ninja. Regular humans are useless against a ninja.
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Only a ninja can kill a ninja. Regular humans are useless against a ninja.
Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Definitely don't want to lose the chopper. How about this:
Assuming that Fly and I are chopper squad...
Fly, Lee and I are in squad together for the start
Lep and Grav are two primary armour ho's
Three of Voetsek, j0nny, Ice and Shadey are 'B cap' squad.
Round starts, Fly pilots, Lee spawns on him.
Lee changes to the 'B cap' squad on route to 'B'. Bails over 'B', I spawn on Fly in the chopper. B cap squad spawn on Lee.
In the interim, Lep and Grav roll forward to cap A or C. Once B is taken, squads can reorganise to allow engy support for Lep and Grav.
Job's a good 'un

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