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| Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions. |
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#1 (permalink) |
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Join Date: Feb 2007
Location: New Jersey (refurbished is more like it)
Posts: 231
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New Strategy - RUN AWAY!!!
I have been wondering for a while why more squad leaders don't seem to use this tactic. Case in point, a description of a battle tonight, maybe 9:30 EDT.
Hidus was the squad leader, with me, reaperassault, soulex, Globalwarming, and Doublehelix i believe were the squad members. We were laying the regular (32) player Tunis Harbor, as the team starting off with Junkyard area. We were winning the battle, and had both Junkyard and Power Station in our control, but at this point the battle was still fairly close. We went on to attack Eastern docks, going to the eastern side in order to flank. What ensued was a long stand off and running around avoiding getting fragged by a squad on the roof above (just south of) the base. we continued to try and cap the flag, and it seemed pretty much a lost cause, as we were being killed quickly, and their entire team was there. But we kept on attacking, and were winning the fight after a while of fighting and respawning many times. It would have been more beneficial to us, who were being attacked from the front, and also from the side and rear where we had been flanked, to retreat some and regroup. While often i see a SL backing off from the main fight, putting down a beacon or waiting for a fuller squad to be spawned, i find it disturbingly rare to have a SL actually just drop an assault of a base. Many SLs, whether occasionally or habitually, often charge into a very overmatched area, and then rely on SMs to keep them revived, instead of turning around and looking for a better angle. A possible solution to our struggle in Tunis; more attacking from the Junkyard side. That side tends to be weaker in my experience, and also has the advantage of having a catwalk with a safe entry point across the water. It can get you right into the action, and a possibly rocket point on the building just south of Eastern docks, where a squad can hold for a long time, and slaughter enemies on the lower ground. Just wondering if anyone has seen this happen, or has any ideas to discuss.
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#2 (permalink) |
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Registered User
Join Date: Nov 2006
Location: Ottawa, Canada
Posts: 1,641
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Re: New Strategy - RUN AWAY!!!
In the case of holding two flags on Tunis, it's better to set up a forward defense and not assault the 3rd flag, let the bleed take effect. Usually attacking burns more tickets for the team with two flags, which nullifies the bleed altogether.
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#3 (permalink) |
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Join Date: Jul 2007
Location: Illinois
Age: 16
Posts: 180
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Re: New Strategy - RUN AWAY!!!
well a good attack could have pulled a squad or two back allowing your defense to have a much easier time. I also think that getting on the flag when attacking isn't always the best idea. if you can run around staying mobile in the flag area you can cause confusion, and grab kills to gain a lead. I have seen tg squadleaders retreat but in the opening hundred or so tickets in 300 ticket games you can afford some crazy tactics. In fact last weekend playing with the 7th we had to retreat and reorganize our attack rather frequently. also you aren't running away or retreating it's a charge in the opposite direction.
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#4 (permalink) |
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Join Date: Mar 2005
Posts: 972
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Re: New Strategy - RUN AWAY!!!
I agree completely. Squads that get wiped out in attacks or defences cost their team. Defences are the worst since you can feasibly loose squads as fast as they spawn (that's a lot of tickets for one squad to loose). On the attack it's not as bad but a desperate attack that gets destroyed is just going to dig a deeper hole for a team already under bleed.
The best strategy is to retreat until you find yourself in a better position. Even if you are under bleed getting more unrevived kills on the enemy then they get on you is going to at least help mitigate bleed. Then if you can't do anything just hold out, a lot of the time the enemy will screw up or you'll make an opening for a friendly squad.
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#6 (permalink) |
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Join Date: Feb 2007
Age: 32
Posts: 586
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Re: New Strategy - RUN AWAY!!!
I've played 421 rounds of tunis, not including scrims/competition/practice with 304 rounds being victories. I am not going sit back on 2 flags and cruise to an easy victory, I want to challenge myself and challenge my squad. We hit them from behind while they were all looking the other way (every single arrow was pointed in the direction you claim was "weak"). We managed to stay alive for a LONG time by playing hide-and-go-seek given the fact they were swarming all over our position. If you found it too hot to handle then I'm sorry - I'm used to playing with people who thrive on that level of action.
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#7 (permalink) |
![]() Join Date: Dec 2006
Location: Los Angeles
Age: 23
Posts: 1,325
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Re: New Strategy - RUN AWAY!!!
while i agree that retreats have some utility, consider that the best of squad leaders have a very specific reason for attacking and sometimes those reasons preclude retreating even when it seems the odds are stacked against.
additionally, I've found that some people who haven't quite reached the peak of their abilities don't really realize what they and their squad are capable of. I see this a lot when people aren't quick to react when I order an attack. They're usually the 2 or so people straggling trying to shoot at far away people inconsequential to the attack. But when SMs DO follow along despite misgivings, it's amazing the effectiveness that can be had. |
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#8 (permalink) | |
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Join Date: Feb 2007
Location: New Jersey (refurbished is more like it)
Posts: 231
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Re: New Strategy - RUN AWAY!!!
Quote:
Also, during our first run at our base, about half of our squad was stuck in a frag spam, but some were able to escape. I was being constantly killed and revived for over 3 minutes, which is a long time ingame, especially when you are being revived after 10 seconds of death. Pulling back would have enabled our squad to be all together at that point, and would have been more effective than having three of us constantly dead. Even if the left flank was a bad idea, pulling back more would still have been beneficial; similar amount of action, and could have given us much more of an edge.
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"Give a man a match and he'll be warm for a minute. Light the man on fire, and he will be warm for the rest of his life" |
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#9 (permalink) | |
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Join Date: Jun 2007
Age: 31
Posts: 528
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Re: New Strategy - RUN AWAY!!!
Quote:
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#10 (permalink) |
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Join Date: Jun 2007
Posts: 232
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Re: New Strategy - RUN AWAY!!!
I dont like to call it retreating, more like advancing in a different direction, =)
Seriously though, if I am pushing at a flag, its because I think we as a squad have a realistic chance of taking it without too many losses, or that taking the flag will be beneficial to us. Although, I seem to get many of my squad leading tendancies from the few IHS leaders, and thus you will see me a lot of times charging into what has often been referred to as a 'death trap'.
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#11 (permalink) | |
![]() Join Date: Dec 2005
Location: Houston, TX
Posts: 771
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Re: New Strategy - RUN AWAY!!!
Quote:
![]() "It's not flying. It's falling - with style!"
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#15 (permalink) |
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Join Date: Feb 2007
Location: New Jersey (refurbished is more like it)
Posts: 231
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Re: New Strategy - RUN AWAY!!!
I lost the first Russian mission in COD1 four times getting shot at by the damnable Commisars. Then the sniper guy killed him, he just didnt do it fast enough for me.
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"Give a man a match and he'll be warm for a minute. Light the man on fire, and he will be warm for the rest of his life" |
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