Cool for those who can make it we will prac again tomorrow. We managed to give everyone a few games and thanks to those to sat out. We still need to work on our thought processes for squad rush and I hope this video will help. Just ignore the naming conventions and the m320 use, these guys know how to switch it on when it counts and make call outs count - listen to what they say and watch how they they play it. Smart, safe and slow. Three down, plant/defuse, win.
Most teams will go 2-2 to try and cover/attack both flanks of the map. Two players hold each extreme flank and the other two watch the middle and make plays - support your buddy, but mark your zone. Going in balls deep with four players is just a bad idea. You want to be in your zones, but close enough to your buddy so that if he goes down or makes a pick and runs, you are there to support him (5-10m). Once the plant is on, get view of the bomb - that is where the action is.
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http://www.youtube.com/watch?v=Rsugi72q1_8[/CENTER]
On attack, just take it slow. The goal is to get into a decentish position, see the enemy, kill the enemy, heal/res and move up. This is just repeated until all four of you are close to the bomb and get at least two of the enemy down. The closest player to the bomb rushes it and the others move in slower, looking to see who shoots at the planter, taking them out, ressing/plant and watching for any enemies who may just appear, then set up defence of the plant.
On defence, assign roles to shut down approach routes, find good cover and let them come to you, but mix up your spots to keep the element of surprise. If they rush all four, force them to take one of you out at a time to bleed them out. Communicate as a team, shift defence accordingly and don't try anything cheeky if you have a player down. Call the location, number and intent of the enemies (lastly whether and where you go down) - this is the only useful information.
Whether on attack or defence, if three enemies are down and you have three or more players left, you should rush them and find that last player before they spawn to clear them out and buy your team valuable time. The closest player rushes, so don't all rush the one guy at once, move carefully to clear him out. The last thing you want is a squad wipe. Conversely, if you are the last guy left on attack or defence you need to hide in a decent position and provide a spawn point.
The time may come when you have an opportunity to rush the enemy, but this is an exception not the rule - too often we dived into killing guys right up close and didnt have the support to pull it off - an attack like that must be communcated to be supported when all four players are up. I know its tempting in a tight spot, but if both pairs do it at the same time at full strength we're probably going two players down and putting ourselves at a huge disadvantage.
If you are playing a flank holding role, you need an M16A3 (or G3A3), Underslung Rail and Heavy Barrel to win those long range peek battles. If you are playing in the middle, you're making plays off the hip and very seldom peeking at long ranges. Something like the AEK or M416 could be devastating depending on how much peeking you plan to do. The AEK is number one in terms of time to kill over short distance, but picking at range is hard and the M416 is well balanced in those situations.
If you still want clarification on guns or attachments go here and compare your weapon(s) with different attachments:
http://symthic.com/comparison.php