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| Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions. |
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#1 (permalink) |
![]() Join Date: Dec 2006
Location: Los Angeles
Age: 23
Posts: 1,325
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A Guide to Commanding
I’ve decided to do a little compiling of suggestions that others have made along with some of my own observations and suggestions. This guide is tailored to how to command on a TG server; it probably doesn’t apply many other places.
It’s not a guide about the mechanics of commanding so much as how to approach your command. I know it's long, but I think it could be helpful for those just starting commanding. Any comments or criticism is welcomed. PART ONE: INTRODUCTION The question that needs to be in the back of your head as you play CO should always be “how am I using my strengths to benefit the team?” As the CO, you have a unique perspective on the developing game: you see everything. Unlike the rest of the team, you have a sat track, but maybe more importantly, you have the time and ability to FOCUS on what’s happening in the game Squad leaders and squad members are forced by the developments in the game to mostly focus on the situation that is immediately surrounds them, so their ability to judge the most effective approach to winning is limited. The CO, on the other hand, spends almost his entire time focused on the two-dimensional top down map. He knows where his squad is, and he has a pretty good idea of where the enemy usually is by using his assets, his team’s spots and his own spots. The CO’s strength, then, is his ability to analyze the entire battlefield. But the CO also has weaknesses. Unlike the players, the CO is extremely limited in his situational awareness. A good CO can use his bird’s eye map to get an idea of what the on-the-ground situation is like, but it’ll never be as good as the players who are actually there. This is the simple duality that makes up my approach to being a CO. PART TWO: USING YOUR SQUADS I. Know your squads Your squads are your building blocks to success, but they aren’t created equal. Although it’ll be impossible to know exactly who everyone in each squad is, you can get a fairly good idea. And as the round progresses, you’ll be increasingly aware of which squads follow orders well, which are creative, which defend well, etc. If you can figure all this out quickly, you’ll be in the catbird seat. Also, remember that some squads will be just one or two people. II. Communicate effectively with your squads. Communication is the key to success, but just because you’re talking doesn’t mean you’re communicating effectively. When you play CO, remember that Squad leaders communicating with their squad members is equally – and probably far more –as important as the CO communicating. Every second you spend on the command channel is another second the squad leader can’t spend communicating with his squad. So brevity isn’t just the soul of wit; it’s what’s going to win games. Keep your information short, and don’t needlessly talk. Remember, highlight a squad and then press V to only talk to that squad leader. Probably 80% of the time, it’s only necessary to communicate with individual squad leaders. Doing this will limit the intrusion on other squad leaders’ time. When all squads need to be alerted to something, use the B button, and keep it short. If, for example, the enemy has managed to get a back base, quickly announcing “enemy has the square. Be advised” is an effective use of the open command channel. This being said, DO communicate with your squads. For any order that doesn’t have an obvious reason, I verbalize the order briefly. Even if I don’t explain my reasons, it’s generally reassuring to squad leaders that their CO has put some thought into their order. III. Manage. Don’t micromanage. As the CO, it’s tempting to tell squad leaders how to do their job. But this is a mistake. Giving general orders and allowing squad leaders to figure out how to accomplish these orders is usually a far more effective approach. Squad leaders have a FAR greater situational awareness than you do in your comfy armchair hidden at the back of your base. Even though you’re better aware of where the enemies are, you can’t be everywhere at once, and the squad leaders better understand what’s weak and what’s strong. This doesn’t mean you can’t order anything past “attack” and “defend,” but it means you need to give the appropriate flexibility to squad leaders to accomplish their goals. Finally, just to reiterate point I: know your squads. Certain squads deserve and can handle flexibility better than others. IV. Order. Don’t suggest. Don’t waffle. You’re the CO. You’re the alpha-dog. You’re the man. So don’t waffle. Squad leaders and squad members want to do their job, but they aren’t usually so keen to do yours. Saying “I need some people back here at Inner bridge lock” is ineffective. Pick a squad, issue an order, and communicate it. You just create confusion by sort of just throwing an order out there with no specific squad that needs to do it. Don’t give options in the middle of a battle. If you want to do that before the game starts, that’s okay. But don’t do it while people are involved. They don’t have the time to decide, and they’ll probably wonder what the heck you’re doing back there. V. Spot, spot, spot, spot, spot, spot… Never stop spotting. Any time you have some down time, right click and spot near your squads. Try and give them some additional information. If one of them spots a walker coming up, keep the walker spotted. If you notice a squad moving up toward a defending squad, spot them out. Doing this eliminates much of the need to use of the squad leader’s VoiP time. If you see a tank coming to flank, you don’t need to say it on the command channel, you just need to spot it. VI. Understand and control “FPS ADD” I don’t know who coined the term, but it accurately describes one of the biggest issues you face as a CO – even in a TG server. For that matter, it even happens to TG squads. The sad truth is that you can’t always eliminate it; all you can do is hope to contain it. Just be aware that people are playing to have fun, and if there’s no action coming their way, they’ll sometimes stray farther and farther from where you want them. You can use lots of techniques to minimize this, but you need to be aware of it. A lot of the time, I’ll tell a squad that their primary function is to defend site X, but if they can move up to cause a little problem at Y, then that’s fine. Then if I see people move in, I spot them, and the squad falls back. VII. Listen to your Squad Leaders Your squad leaders know what's going on, so listening to their suggestions can be invaluable. That's all I can say about this, but it really can't be understated VIII. Organize starting rushes Finally, as most people know, the first minute of a game can often be decisive. Much of the time, the difference between a good rush and a bad rush is whether or not a good squad leader gets hold of a vehicle or not in the first 10 seconds or whether six newbs take off without anyone in their vehicles. But sometimes, it’s just squads clashing. So if there’s time before you start, either assign vehicles to squads or just ask squads to lay a claim to a vehicle. Then until the game starts, repeat every 5 seconds or so that “squad 1 gets the apc, squad 3 gets the buggy.” This will only make a difference in probably 1 out of 5 games, but I’d say that’s worth it. PART TWO: USING YOUR ASSETS I. Sat Track Sat Track is the quickest to recharged asset you have, but that’s good because it should be your most used. Sat track is the thing that gives you battlefield awareness greater than anyone else. Use it to spot enemies coming up, preceding use of orbital strikes, looking for weak flags, deciding where to put a UAV, etc. II. EMP The EMP is the slowest charging of all of the assets, and yet it’s the least useful when used on its own. You can use it to effectively scramble a squad’s screens or temporarily disable a vehicle, and that’s not bad, but it’s not great. Sometimes a scrambled squad will get killed or displaced because of it, and sometimes a disabled vehicle will be a sitting duck for an engineer, but as a CO that doesn’t happen too often. The best use for EMP is in combination with something else – usually an orbital strike. Zoom in on a walker, EMP it, and then immediately Orbital Strike it. This can take some practice, but it’ll almost assuredly take down the walker. III. UAV The UAV may be the most important asset a commander has. It lasts a fairly long time, and it gives your team a look at exactly where the enemies are. This is huge. So don’t waste your UAV. Unless you’re virtually certain an enemy is in a particular area, always precede a UAV with a SAT track. If it’s just one or two infantry hanging around a flag, use your SPOT function. The UAV should be saved for areas with lots of enemies. IV. Orbital Strike The Orbital Strike is the most impressive asset you have available. It’s a fairly useful one, and it’s probably the most fun to use as a commander. It’s also the only one that’s ever going to directly get you kills. But it needs to be used right. Generally, you want to use your orbital strikes whenever you can, but be sure to use them effectively. Don’t just click on an area of the map with lots of red dots. Zoom in and see whether you can get them in an area where they can hide, where they’re prone, and where the orbital strike will make a difference. As a general rule, I’d say the Orbital Strike is most effective in two situations: First, in infantry maps to take down infantry killing Walkers and APCs. As Bommando has pointed out, the most you’re ever going to get with a single Orbital strike is 5 or 6 kills, but by taking out a walker, you’re probably saving far more tickets than that. Second, it’s effective in breaking up congested enemy infantry. Sometimes enemy infantry is making it impossible for your squads to get past. But a simple Orbital strike will cause confusion, kill a few, and create the opening for your squads to slip in. Be careful not to harm your own team though. V. Supplies Supplies don’t need much explanation, but drop them near walkers, a recon squad taking out assets, or just generally around defending squads. Encourage your squad leaders to request supplies. This makes it a lot easier to know when and where you need to drop the supplies. PART FOUR: BATTLEFIELD TACTICS Rather than try a comprehensive guide to battlefield tactics that could probably fill a small book, I’ll list a few suggestions. I. Defend versus Attack Defending almost always takes fewer tickets than attacking. It’s easier to keep defenders revived, you can spawn back at the flag you’re defending, you can find sneaky places to hide that can cover large areas, etc. II. Defend key areas. Defend choke points I think this is pretty obvious, but defend areas that give you bonuses such as lots of armor, a walker, a good vantage point and maneuverability, etc. Additionally, defend areas with only a few entrances. It’s much harder to assault an area that has a single choke point. III. Favor an indirect approach over a direct. If you have to attack, which you will at some point, don’t take the obvious choice. The enemy will expect that and you’ll generally waste your tickets. Come from different angles, try sneaking a squad past, attack a main point with one squad to draw everyone to that point and then use the rest of your team to capture all the other flags. Anything that an enemy doesn’t expect will create confusion among its ranks, and will usually work better. Don’t just throw more squads at a flag and expect to do anything other than lose. IV. Attack weak points. Wait for weak points to develop before attacking. I know this seems obvious, but attacking where an enemy is weakest is often overlooked. Also, remember that weak points WILL develop as the game progresses. If you don’t see a weak point right now, have your squads defend until you DO see one. THEN strike. You’re the only one on your team who can know when and where is weak, so make sure you use this advantage. |
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#2 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,104
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Re: A Guide to Commanding
Excellent writeup, Zoraster.
Nothing more I can say other than to stress this point: "IV. Order. Don’t suggest. Don’t waffle." YES!! ![]()
__________________
Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#3 (permalink) |
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Registered User
Join Date: Dec 2006
Location: Florida
Age: 20
Posts: 51
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Re: A Guide to Commanding
Very nicely put together. One thing I would write a bit more on is the spotting. I've played games with commanders that do nothing but spot and by the end I'm ready to kill them because I cannot hear anything else on the battlefield. If you could, add to use the spotting when it is needed to prevent problems not to point out the infantry your already shooting at.
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#4 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,104
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Re: A Guide to Commanding
As a CO, I know that I spot a lot.. The CO does not necessarily know what the troops on the ground are already shooting at.
As a SL, I know that I appreciate every single spotted player in my area, regardless of how much noise it makes.
__________________
Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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#5 (permalink) | |||
![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: In a AC-130 shooting 105's at you.
Age: 28
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Re: A Guide to Commanding
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This is still opinion. But I also favor this general tactic. defending Toll station. you have 2 entry points with 2 levels. Unlike harbor you have 4 to 8 point entry area. Harbor has more area to cover. Buggys can evade mines easier. I always order a squad to hold toll station at the start. Choke points in berlin are also effictive, if used right.
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![]() Do you know your roots? R.I.P. Lost Fires - June 16, 2001 - June 18, 2008 An EverQuest guild - We miss you Faylon |
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#6 (permalink) | ||||
![]() Join Date: Dec 2006
Location: Los Angeles
Age: 23
Posts: 1,325
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Re: A Guide to Commanding
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However, I caution a tollbooth only strategy for a couple of reasons. The tollbooth is really the last line of defense in gibraltar. If a squad can push through toll station, the opfor ends up winning the majority of the time unless it's late in the ticket count. Additionally, people get pretty bad FPS ADD defending the toll station, so they start wandering a little bit out of the walls, and that's actually a ticket negative approach. My preferred tactic is to get one squad (preferably one with a reliable TG squad leader) to mine and make sure a buggy can't break through and use the other squads to harry the opfor. They're eventually going to lose harbor in 80% of the games, but in assaulting it, the opfor will usually be way in the hole in terms of tickets, and your team will be able to fall back on toll station with a ticket buffer, forcing the enemy to heavily assault toll station, taking casualties and -- maybe most importantly -- keeping your own team's FPS ADD in check (the action is coming to them). Anyway, i figure you probably use something similar to that, but I thought i'd mention it anyway. Last edited by Zoraster; 01-13-2007 at 01:54 PM. Reason: Homonym fixin' |
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#7 (permalink) |
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Join Date: Nov 2006
Location: Sudbury
Age: 24
Posts: 177
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Re: A Guide to Commanding
What I don't see commanders doing enough of is sat tracking and verbally identifying that certain flags are clear. Today on Suez, as PAC we had EU trapped inside the Inner locks. The commander was constantly identifying that the rear flags are clear. This gave my squad the ability to push forward without worrying about defending the rear-er flags.
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All the forces of Evil need to Succeed is for enough Good men to do nothing. -Edmund Burke |
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#8 (permalink) |
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Join Date: Nov 2006
Location: Niagara, Ontario, Canada
Age: 32
Posts: 148
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Re: A Guide to Commanding
In regards to dropping the supply crates to repair destroyed assets, it needs to be said that it's best to drop the crates where they are unaccessable (roof tops), or, that the enemy has indeed left the immediate area. Too many times, I've dropped a supply crate right beside an asset to repair it, only to have the enemy run up, resupply off the crate I just dropped, and proceed to promptly blow up my nice, shiny, newly repaired asset.
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#9 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: In a AC-130 shooting 105's at you.
Age: 28
Posts: 3,030
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Re: A Guide to Commanding
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If you have a 100 point lead, ok. but if it's close or losing. I dont care, I keep them there.
__________________
![]() Do you know your roots? R.I.P. Lost Fires - June 16, 2001 - June 18, 2008 An EverQuest guild - We miss you Faylon |
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#10 (permalink) |
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Join Date: Nov 2006
Location: Virginia, USA
Age: 19
Posts: 463
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Re: A Guide to Commanding
On the Toll Station defense note, having a squad mine the road is good, but why not have your two engineers lie down in the road and wait for the buggy to come screaming in (provided it wasn't blow to hell at harbor from mines or the AT turret), then nail that sucker with a Pilium or rockets? It will have to come straight on, so the shot will be easy, and if they see you lying there, they are naturally going to aim for you, so it will be an even simpler shot. Also, it seems everyone forgets about that AT turret on the other side of the wall, near central base. Man that with a Squadie, then, if the buggy does evade your mines and engineers, give him/her a heads-up so he can smoke it when it comes into view.
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#11 (permalink) |
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Join Date: Nov 2006
Posts: 112
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Re: A Guide to Commanding
Yea, that's a deadly ground cannon position because of the fire/smoke in the middle of the road, they don't know there is someone manning the rorshe when they go through the smoke; although I'm always surprised when buggies get that far anyway - but it's true, they are damn fast and hard to nail with rockets.
BTW, I think the best point made above is by far --> "VIII. Organize starting rushes" this is most critical for the attacking side who needs to gain ground/flags to survive; otherwise you get choked and usually lose the game.. most people spawn in the very beginning of the game at the nearest flag to the enemies uncappable so as to get action right away so one of the most important things in the game is that very first rush out to a middle/back flag so you can even up the odds by allowing your team to spawn in the middle or back of the map as well as the uncappable; otherwise, be prepared to get spawn raped and have team members dropping out of the game over the course of the round. |
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#12 (permalink) |
![]() Join Date: Dec 2006
Location: Los Angeles
Age: 23
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Re: A Guide to Commanding
i agree it can really help out, but one of the problems as a commander you have is that even with 1:30 on the clock before a round, you often end up getting the CO spot with 20 seconds left, and often a full squad won't form until the last 30 seconds which makes it hard to really organize much like that.
As for the back flag, on suez you almost have to keep a squad back on defense or they'll try and get behind you. |
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#13 (permalink) |
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Join Date: Nov 2006
Posts: 112
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Re: A Guide to Commanding
A very sharp tactic that a friend and I use occasionally is to get one small squad to rush up to the back flag as soon as the game starts BUT don't take anything .. just wait up there (hiding) and have the rest of the team NOT advance and just immediately set up a defensive posture on the uncappable. The fighting front develops quite nicely between the uncappable and the first flag such that everyone is spawning and distracted enough to only care about that one location (back flag defenders eventually come rushing up because after 4-5 minutes of no sign of the enemy deep within the map they abandon their posts).. THEN get your squad in hiding to start capping back flags and as your team dies at the original front, make them spawn on the newly aquired flags and attack (push down through the map) from the rear.. it gets the defending force every time!
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#15 (permalink) |
![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: In a AC-130 shooting 105's at you.
Age: 28
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Re: A Guide to Commanding
But a full squad can also zerg rush a unprotected flag and cap in it seconds if all 6 people are on it. Even if you get killed the flag will take time to fall and you will still be able to respawn there.
__________________
![]() Do you know your roots? R.I.P. Lost Fires - June 16, 2001 - June 18, 2008 An EverQuest guild - We miss you Faylon |
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