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![]() Join Date: Oct 2007
Posts: 388
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Invasion - tricks and strats
Invasion: Having played this map more times than I should, I have learned a few things about Invasion, I am going to share them here.
WC side- First off the WC side NEEDS to squad up, RSA does not need to but it can of course help. The biggest problem there is with Invasion for WC is that people that don’t understand the fundamentals of flying on the map often jump in to a chopper to fly it in. They start it up and fly it as high as they can and then at a fairly slow speed they fly towards RSA. Flying high will keep you out of RSA AAA and rocket launchers for a bit longer usually till you get close and they can see you but then you’re a sitting duck being up high and slow they have all the time in the world to bring you down with missiles or cannon fire. The RSA-AAA has 4 missiles it can shoot one after the other rather fast 1.5-2 second delay to lock on again and it can reload 4 times for a total of 16 missiles. For starters the squad leader and ONLY the squad leader should spawn in and get a chopper. If can get in a chopper with a second squad leader then chances for capping something goes way up. The only good way to fly them is out of the line of sight of the AAA, soon after you clear the top of the hill it can start opening up but you can make it down too low for the AAA to hit you every time because there’s lots of obstructions in the way. You then fly in close to your target and land. If you jump out while it is moving you could hit the ground and die or get shot down by the AAA. Usually the end flags are easier to defend than the center one. So now the squad leader is on the ground near their base safely but they don’t have any of their squad with them that way if they were shot down during the flight your team only is down 1 ticket not 4, now the squad spawns in on there squad leader and they go cap the flag near them while the squad leader hides so he can be a spawn point for there squad. Remember that only one person can explode the 2 destroy targets and for the explosion to work you need to plant the explosive and then live till it goes off, if you die before it does then your explosive does not go off and the point does not change hands. The first person at the point plants the explosives the others cover the planter so he can plant and then get away/live for 10 seconds it takes to explode. So now you caped the point and its yours, you now have the option to go to the other points and take them by surprise from a surprising direction. This is generally the wrong way to play it unless you’re playing in a small game. The better thing to do is to stay there and defend it just like the explosives caped it with no neutral point when it is fixed it gets changed back without going neutral as a warning. Where your whole side is held up in a big way because of the long dangerous flight it is much more important to send defend at first till more reinforcements arrive to defend the flag. More than likely the next few bodies that show up will be RSA if you’re at a different flag it will go down fast. The most important thing your team can do is to request assistance in chat. Team chat is the “K” key and I would use all caps so others will notice. Call the point caped and ask for help to defend it. Once a point goes up most if not the entire WC team should start spawning at the taken flag moving to the next flag. At most a few either running in or flying in to the far flag for an end run may slip past if your making a hard push from the other direction. At this point look around do you see anyone at your flag watching it? If not then step up and be that person, a squad of 3-4 can cover 2 close flags rather reasonably providing there are other people spawning in and attacking out of the point 3-4 can easily hold a 2 points and 1-2 can hold a single point. Most important if someone kills you at the cap point spawn back in real fast there and kill them and or let your squad know, kill them before the explosion goes off and they don’t take the point. After you have a foot hold it turns in to a more basic back and forth normal game with one thing if WC is pushed back out of the first 3 points it again takes a lot to go forth. RSA side- The single most important weapon for RSA are the 2 AAA. Anyone can fire a rocket and take a chopper down or use a HMG or mini-gun emplacement to do the same but the AAA is the only weapon that is effective on free falling human targets and it quickly turns those targets into red paste. The cannon is the hardest weapon to use because the shells take some time to get to distant targets so to do damage and down an air vehicle you need to lead the target some. For soft targets usually it is best to place it under them and let them free fall into your cannon fire. When firing the weapon look for where the shells explode if they appear to be exploding right on the target your leading it right if they are exploding to the side of or not right around the target then your not leading it right. Firing the cannon stops you from getting a lock with the missiles and if you fire the cannon and it hits the missile the missile will explode. So you generally need to fire either the cannon or the missiles when attacking air vehicles. Where you can fire the cannon shells a lot sooner you will likely engage the enemy with it first and when your target gets in to range you can fire a missile or two to bolster your firepower, if you do try to make the missiles path out of your line of sight so you can fire a missile or two and then start in with the cannon with out exploding your missile. Soon after you get a lock or start blasting a target with shells those in the chopper will start ejecting mid air. If you see one start to do a belly floop type movement the pilot has likely jumped 2-3 second before the chopper seemed to start falling fast. Usualy in those cases you can not see a single person free falling right away and you need to wait a few seconds watching for them to appear. During this time ignore the chopper till your get the soft target(s), with your firepower you will take it down fast if there is anyone left in it. If the WC gets the west cap point and they get there medium armor providing your AAA is full health or close to it attack it full out firing your cannon and missiles at it. A little known fact is that it takes a tank 6 second to fire reload and fire the second time to kill any armored vehicle and it takes a AAA the same 6 seconds to kill a tank and less to kill other vehicles. Though tracking problems make that little value for tanks for other vehicles you likely out gun them by a fair amount. For RSA one of the best roles is ground support, the sentry guns provide a solid defense around a flag and warning that someone is there. The mini-gun emplacement does a scary level of damage versus helicopters and since it is a near instant shoot to hit weapon you don’t need to lead the target and can start blasting anything you can see. You’re not likely to get many kills if there is a good AAA driver there but you will contribute to your teams success greatly. |
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