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

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

Post by SlipperyDuck »

As far as i can remember, there's a risk of the chopper killing (mid-air-roadkill) the co-pilot, but none for the pilot. S' only reason i was suggesting it.
The chopper does not fly very high @ all on BC2 so there is no quick-easy on this, you pretty much can only bail once you actually reach the middle, its almost a straight down drop no matter what you do.

So the run will need to be practiced with the designated pilot.
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Stu
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by Stu »

well, I'm available for the practice tonight so let me know when it is and we can all practice the bailout and spawn cap!

- As a fail safe I would like to suggest that if the initial Cap is a failure we have one squad member approach B in the Humvee/Jeep make his/her way to B in the vechicle as well as the chopper so that if the chopper is downed for what ever reason we have an alternative spawn heading to the point for capture?

what are your thoughts on this?
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s3xy_j0nny
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by s3xy_j0nny »

I checked it out on the servers last night - both the yanks and the ruskies start with 2 tanks each. When the yanks cap A they get a 3rd tank; when the ruskies cap C they get a 3rd. AFAIK, if the yanks cap C, they dont get a tank there, same if the ruskies cap A.

Having seen lee's vid, I'd be worried that the opposition will push their chopper for B as well, and that if they saw a troop ditch our chopper, they'd just float about and shoot the shit out of him and any troops that spawn on him, likely resulting in 4 tickets lost then and there. (Altho the quality of that vid was :wow: - looks frikken awesome on your rig, dude).

I think a key means of ticket bleed on this map is going to be having a tank parked on the higher ground at A or C (depending on whether we're playing capitalists or communists). The vantage points at the higher flags mean you have a good view of B and can shoot the shit out of anything that moves there, whether we're defending the flag or trying to cap it. It also gives a good vantage point for spotting the enemy chopper at distance and means that we have at least 1 troop at our first cap flag at all times, in case they try to push for it.

Idea for opening move:

* Grav and Lep jump in tanks and move towards B as quick as they can. They needn't be too focused on getting into the cap zone - rather they should work out good positions from which to defend/attack the flag and head for those. They should be looking for the enemy chopper to spot and rain the fire on it from as early as possible. As far as I can see, the ONLY choice for tank drivers on this map is the secondary fire perk as it lets them shoot machine guns for anti-chopper and -troop pwnage. If they can keep the enema chopper busy during the opening stages, it leaves our chopper free to focus on ground-based enemas. Once the infants are in position on B, they can either provide cover or move in to help the cap.

* Lee grabs a vehicle of some sort and heads for A or C, depending on which side we're playing (the closest flag where our 3rd tank spawns). 1 troop spawns and bails on him here to cap the flag and secure the 3rd tank. Once he/she has the tank, we must work out whether it is better to move it up to join Lep and Grav, or keep it at the higher ground at A or C to provide fire on B.
Lee continues to B to try and ninja a safe spawn point for capping. If he gets into position, he can call the spawn for the two remaining infants . If he is put down, he can rally at A or C and move from there. (We need to be watching for them to make a push on our closest flag at the beginning - if they do, it might be better for Lee and the infants to stay and defend it before moving on B).

* Fly and Drag take the chopper up and push forward to cover B. In the opening move, your primary role should be to stop any enemy ground forces from reaching B. Any light vehicles, tanks or troops that are headed for the middle flag must be neutralised in their tracks. You guys should know where all the sneaky troop hidey holes are so that if they get a ninja squad in on the flag, you know where to shoot to flush them out like the turds they are. I suggest you two make a serious and concerted effort to fly and gun as much as possible for the remainder of the week, even if it means jumping on the grrr server and finding willing cannon fodder. Your role is essential to establishing firepower superiority. If the enemy cap B, you should know where the stationary AA and AT points are so that you can destroy them immediately - our ground forces will be able to move in on the flag far more easily if those features are down. If we shoot down their chopper in the early stages, you guys should go straight to their uncap and destroy the stationary AA there, lurk in the sky, and shoot any troops that spawn to collect the chopper. Keep doing that until they give up on the thing, and we have established a HUGE advantage. If you can steal it, even better. Fly it back to our base and land it safely, let the team know, and two infants can pick it up. If we get both choppers, we only need one flag with 4 guys defending it; two chopper teams should be able to bleed copious tickets and win a round in no time.

Obviously, this is the 'ideal' for each of the groups during the opening stage of each round. We will need fallback plans and I'm sure a lot of our thinking will change after we actually prac on the map tonight.
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J_Th4ng
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by J_Th4ng »

Good points j0nno.

Okay, if Lee signs off on me and Fly as chopper crew, I'll undertake to practice with Fly as much as possible over the coming days.

A thought on the chopper though - with the new patch, the tracer dart flies a helluva lot faster, therefore tagging the chopper is going to be a lot easier, so it's going to be a lot less influential in the game. Combine this with the AA gun being made even more powerful (I thought they were planning on nerfing it, not making it more potent!!), the chopper is going to be a dangerous place to be a lot of the time.

The increase in red dart travel speeed underlines the need for EVERYONE to carry them, particularly on this map where there is shedloads of armour. Please can everyone start equipping them on publics, and practice shooting any chopper you see with them. Also, it was made clear at the braai on Sunday that not everyone knows how to make use of the vehicle lock that's obtained when a target has ben darted. Practice engy kits as much as possible, I want us all to be experts in taking down armour quicksticks... Increased Explosive Power perks all round, please!!
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s3xy_j0nny
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by s3xy_j0nny »

Dragonne wrote:The increase in red dart travel speeed underlines the need for EVERYONE to carry them, particularly on this map where there is shedloads of armour. Increased Explosive Power perks all round, please!!


QFE. Also, take the extra explosives pouches. There will be no t00bers with magic bullet briefcases around, so if you do a good job of surviving, you will need a lot of rockets.
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SlipperyDuck
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by SlipperyDuck »

Fly n Drags in the Chopper is a Go..... go get them skills sorted....

I'd suggest the gunner take ALT V unlock to get the tracer and gives the Pilot heat-seekers (am i wrong?) Then the Pilot take Extra Armour or more damage - sup to you to work out what combo works best.

I've got some PICs at home to show the entire CAP area for B on this map, I'll post em later - prolly only 11pm when i get home from work :(

- so yes, I can't make prac tonight - someone will have to take my spot.
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Voetsek-Mikey
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by Voetsek-Mikey »

Sorry guys, I cant make it tonight for the Prac. Have shit to sort out. :'(
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by s3xy_j0nny »

SlipperyDuck wrote:I'd suggest the gunner take ALT V unlock to get the tracer and gives the Pilot heat-seekers (am i wrong?) Then the Pilot take Extra Armour or more damage - sup to you to work out what combo works best.


Pilot also has to take ALT V to get the alternate fire rocket that locks onto the tracer dart otherwise he gets no benefit from the tanks being darted. :facepalm:
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J_Th4ng
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by J_Th4ng »

Bollox, there goes one too many. We now only have seven players for tonight. Not going to make for a proper parc against the Nutz, maybe we need to grab one of their reserves to sub for us.
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Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Post by flycatchr »

i did mention to lee that i have a CPF meeting tonight, that i will try and leave by 8pm. (i cant get out of being there as they are paying the patrollers tonight)
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