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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 12-11-2007, 12:24 AM   #31 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

And while you're crouching in, the squad that's set up on defense has you marked on their IDS, their Otus, and their sentry guns.
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Old 12-11-2007, 01:22 AM   #32 (permalink)


 
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Re: Best Way to Clear Out 'Nade Spammers?

Quote:
Originally Posted by Firebane Cecil. View Post
thats not how you do it.

you point your gun and that shows you the distance between you and the target of opportunity
(you the distance you need to airburst at)

then, you manually set the distance , and slowly CROUCH (apm's can be avoided by crouching) blast one rocket per time you bob out, and make sure its fast.

as for enemy rockets and grenades, wait for a burst of 4, then pop out while the defenders reload
You are going under the assumption that the other team's aim is horrible, otherwise their grenades would hit you as your crouching around the corner, and that they aren't using rockets themselves. I encourage you watch out for when we have another titan night (TGITF anyone?) and try your approach once or twice against a well guarded corridor full of 'nade and rocket spammers and you'll see what I'm talking about.


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Originally Posted by Razcsak View Post
And while you're crouching in, the squad that's set up on defense has you marked on their IDS, their Otus, and their sentry guns.
And the rockets, 'nades, and bullets find their mark.
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Old 12-11-2007, 02:29 AM   #33 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

A determined TG defense squad will be firing rockets in a series at the hallway so you can't even get near the door. The second that 4th rocket is off the next person in the line is firing their 4 which is repeated with the 3rd person so there is enough time for the 1st to reload. Rinse and repeat with an ammo box at their feet. Trying to approach the hallway with constant airbursts/wallbursts for anything slower than a split second without an IPS is suicide and doomed to failure.

Too bad the SL can't take personal command of the gun drone and fly it into a tight defense under smoke before having it self detonate (or blow up loaded with RDX). Might actually make spanky useful.
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Old 12-11-2007, 02:49 AM   #34 (permalink)
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Re: Best Way to Clear Out 'Nade Spammers?

Usually I have 3 solutions I try to work through, in no particular order:

1) Throw a grenade back. If they can hit you you can probably hit them back. Using the right click helps for the awkward shots but you can't cook a grenade. Right click only when you can't hit them with left click. The trick with left click is to back off and hit them at the maximum distance so the grenade cooks in the air and explodes at their feet giving them no warning. This is why you want the CO to spot for you, you can use the red dots on the mini map to guide in the grenades (easier then it sounds).

2) Retreat, the maps are well designed. There's usually a decent place where you can hit the spammer from. Snipers are sometimes useful for this, sometimes. Unless the enemy is weak you're probably running up against a team of spammers so one Sniper taking a rooftop is probably not going to cut it. You'll require cooperation between multiple squads. Either you're clearing the spammers for someone or they're doing it for you because usually you wont get from the clearing position back to the choke point before the enemy respawns and starts spamming again. Sometimes it's hard to get someone to come help you, usually because they're somewhere else getting spammed themselves. It's easier to head over to those other guys and clear the spammers out of their way then get it is to get them to do it for you.

3) Rocket grenades can defeat any entrenched position. Except for the Titan Rocket Grenades are a much more useful weapon for the offensive then the defenders. Measure the approximate range with the iron sights (not the grenade sights). For example you put the iron sights on the dirt in front of the target and use that to estimate the distance. Tell the squad the approximate distance and then have them put the range into the Rockets manually. Finally blast away.

Basically if you're doing all those things; you're sitting near the choke point heaving grenades back, there's another squad trying to clear the path from an effective position, and you're bombarding them with rocket grenades no defence will last long. Beyond that there's still more things like calling in an artillery strike but the one thing you don't want to do is rush. The grenades don't throw projectiles, if it were a real grenade the bodies of the closest people would absorb the fragments and save the further people (I know this is real grisly) but in BF2142 they just kill everyone in the radius. A BF2142 grenade could kill the entire enemy team if they stood close enough together, so don't try and Zerg rush the grenade spam.

The Titan is a little different. Lyra sums it up very well:

Quote:
Originally Posted by Lyramion View Post
We all know Titan matches can be won by pure Silo control. Now if you are on the losing side.... you are forced to go into the corridors of hell to die over n over n over.
A Titan assault is meant to be the hard way to win the game, only do it if time is a big concern.

If you can't get corridor 3 and 4 before the enemy locks it down it's going to be a meat grinder. It's pretty much a competition between their ability to keep consistent spam and your ability to throw down consistent soldiers. You just keep sending in one person at a time until their supply boxes run out (and they do, trust me) or someone gets lucky and catches them while they're reloading. As before don't rush in groups because more players just means more kills per enemy grenade. Don't even go for revives it just gets the medic killed and the guy dead gets a few more seconds added to the timer crippling your ability to keep a consistent attack. Seriously, a Titan assault isn't pretty, it's a battle of logistics where it's all about your ability to apply constant pressure.

Now if you do get 3 and 4 you'll find 1 and 2 much easier. As Lyra said you can angle grenades down the hallway and hit the console. It takes a while to kill it this way but it works and forces the defenders to come out and stop you. Just hold the Cargo Bay and you'll win from that point.
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Old 12-11-2007, 08:38 AM   #35 (permalink)


 
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Re: Best Way to Clear Out 'Nade Spammers?

Quote:
Originally Posted by Arf View Post
If you can't get corridor 3 and 4 before the enemy locks it down it's going to be a meat grinder. It's pretty much a competition between their ability to keep consistent spam and your ability to throw down consistent soldiers. You just keep sending in one person at a time until their supply boxes run out (and they do, trust me) or someone gets lucky and catches them while they're reloading. As before don't rush in groups because more players just means more kills per enemy grenade. Don't even go for revives it just gets the medic killed and the guy dead gets a few more seconds added to the timer crippling your ability to keep a consistent attack. Seriously, a Titan assault isn't pretty, it's a battle of logistics where it's all about your ability to apply constant pressure.

Now if you do get 3 and 4 you'll find 1 and 2 much easier. As Lyra said you can angle grenades down the hallway and hit the console. It takes a while to kill it this way but it works and forces the defenders to come out and stop you. Just hold the Cargo Bay and you'll win from that point.
One addition to what Arf said above, the assaulting SL should NOT charge into the hallway while it's hot. Instead the SL should be watching the other corridors for hostile movement. All too often a squad will focus all of its attention in one direction allowing one or two players from the other team to flank and obliterate the squad.
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Old 01-07-2008, 06:45 PM   #36 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

Well, as you said one of the easiest and quickest options is a "Sacrificial Lamb" who rushes and nade spams right back, or... Hm... If you have plenty of time, I suppose you could always fall back and do nothing for quite a while and hope he leaves/ comes out after you. Of course this only works if you have a unusual amount of time, or the spammer has ADD.
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Old 01-07-2008, 06:57 PM   #37 (permalink)


 
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Re: Best Way to Clear Out 'Nade Spammers?

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Well, as you said one of the easiest and quickest options is a "Sacrificial Lamb" who rushes and nade spams right back, or... Hm... If you have plenty of time, I suppose you could always fall back and do nothing for quite a while and hope he leaves/ comes out after you. Of course this only works if you have a unusual amount of time, or the spammer has ADD.
There's never just one...
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Old 01-07-2008, 07:39 PM   #38 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

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Originally Posted by Lorax74 View Post
There's never just one...
Well, wait for them to leave. From my experience in other games, the likelihood of either of them, or both of them leaving isn't very good anyway.
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Old 01-07-2008, 09:41 PM   #39 (permalink)

 
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Re: Best Way to Clear Out 'Nade Spammers?

Nade spammers? I love those guys

I've found that the best strategy against them is as follows: wait for both sides to entrench themselves, sneak through to the other side quickly, heal up, come back, earn a few knife pins, rinse, repeat.

Knowledge is the extrapolation of patterns from seemingly unrelated events.

Why do snipers get knifed? What happens to a Ganz on higher ground continually firing down below? What does a CO do when a walker stands in one spot for a second too long?

Certainty is your death on the battlefield.

Nade spamming is not a bad tactic. The problem with grenade spamming is that it leads to static lines of fighting or trenches. Trenches are bad because they give the other team certainty. And so, let me repeat myself:

Certainty is your death on the battlefield.

Otherwise worded as "The definition of stupid is trying the same thing over again expecting different results."

You see, by nade chucking, you establish clear lines in the sand: us on this side, them on the other. The problem with this twofold, both of which are equally horrendous:

1. It gives the enemy certainty. The enemy knows for certain where you are, what you are doing, and that you won't stop until you die. All certainty can and will be exploited.

2. It puts a lot of people close together. People in large groups are dumber than when they are alone. This mob mentality is what makes an otherwise intelligent TGer start throwing grenades: 30 other people around me are doing it, why not me too?

People become sheep when put together: they follow each other, like blind leading the blind.

The next natural step? Exploit the situation.

This can be done by countering the two points above.
1. Exploit choke points. Let a SL sneak through at any cost, spawn behind the enemy, wreak havok.
2. Exploit mob mentality. Go where nades cannot land, take the longer route that no one is covering, and then wreak havok.
3. Do not establish choke points. Assault, fall back, use deception, ask for CO support -- just don't stand still behind a wall.
4. Do not follow others. If there is a squad already in a choke point, move yours elsewhere. Break through, tell your people to hold spawn, take the catwalks, run through quickly, destroy the assets, capture back flags, storm the weak points in a succession of two-man teams, throw greandes then climb the ladders -- whatever it takes, just leave the mob behind you.
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Old 01-08-2008, 02:32 AM   #40 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

In theory: Shoot a pilum down the hall, no revive! Or even a SAAW!

Kill them, don't critically wound them!
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Old 01-08-2008, 01:18 PM   #41 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

Quote:
Originally Posted by Azura View Post
In theory: Shoot a pilum down the hall, no revive! Or even a SAAW!

Kill them, don't critically wound them!
Problem? the shot probably won't hit the target. The random deviation of the Pilum shot ensures that unless they just let you stand there adjusting your aim, you will miss, you might hit the health crate or ammo crate though. I guess that counts for something...
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Old 01-08-2008, 02:03 PM   #42 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

have you ever shot the pilum? it can be quite the devastating weapon even if its a bit off at times and if you dont like the deviation pull of the default or the SAAW
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Old 01-08-2008, 02:11 PM   #43 (permalink)


 
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Re: Best Way to Clear Out 'Nade Spammers?

Has anyone tried clearing a hallway of 'nade spammers with the newer clark or even the clark RDX? I ask only because I have not played a Titan round since before 1.4 was installed.
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Old 01-08-2008, 06:53 PM   #44 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

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Originally Posted by Reaperassault View Post
have you ever shot the pilum? it can be quite the devastating weapon even if its a bit off at times and if you dont like the deviation pull of the default or the SAAW
Have I? Yes I have, and you know what??

In the close-quarters of a Titan hallway you are more likely to hit the panels on the sides of the walls rather than the soldiers hiding behind them. Its an ANTI-VEHICLE/ ANTI-ARMOR, its not meant to be used against an infantryman on foot. It's simply doesn't have the accuracy or magazine capacity for infantry combat.

Use the engineer SMG for close quarters at least you might hit your targets that way.

That or as you said the stock engie weapons, 'cause they can be guided to the target. You're more exposed but hey, you give your squad enough time to storm the hallway and clear it out and hopefully revive you when they do so.
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Old 01-08-2008, 08:47 PM   #45 (permalink)
 
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Re: Best Way to Clear Out 'Nade Spammers?

Quote:
Originally Posted by Zhohar View Post
Nade spammers? I love those guys

I've found that the best strategy against them is as follows: wait for both sides to entrench themselves, sneak through to the other side quickly, heal up, come back, earn a few knife pins, rinse, repeat.

Knowledge is the extrapolation of patterns from seemingly unrelated events.

Why do snipers get knifed? What happens to a Ganz on higher ground continually firing down below? What does a CO do when a walker stands in one spot for a second too long?

Certainty is your death on the battlefield.

Nade spamming is not a bad tactic. The problem with grenade spamming is that it leads to static lines of fighting or trenches. Trenches are bad because they give the other team certainty. And so, let me repeat myself:

Certainty is your death on the battlefield.

Otherwise worded as "The definition of stupid is trying the same thing over again expecting different results."

You see, by nade chucking, you establish clear lines in the sand: us on this side, them on the other. The problem with this twofold, both of which are equally horrendous:

1. It gives the enemy certainty. The enemy knows for certain where you are, what you are doing, and that you won't stop until you die. All certainty can and will be exploited.

2. It puts a lot of people close together. People in large groups are dumber than when they are alone. This mob mentality is what makes an otherwise intelligent TGer start throwing grenades: 30 other people around me are doing it, why not me too?

People become sheep when put together: they follow each other, like blind leading the blind.

The next natural step? Exploit the situation.

This can be done by countering the two points above.
1. Exploit choke points. Let a SL sneak through at any cost, spawn behind the enemy, wreak havok.
2. Exploit mob mentality. Go where nades cannot land, take the longer route that no one is covering, and then wreak havok.
3. Do not establish choke points. Assault, fall back, use deception, ask for CO support -- just don't stand still behind a wall.
4. Do not follow others. If there is a squad already in a choke point, move yours elsewhere. Break through, tell your people to hold spawn, take the catwalks, run through quickly, destroy the assets, capture back flags, storm the weak points in a succession of two-man teams, throw greandes then climb the ladders -- whatever it takes, just leave the mob behind you.
That's great and all for assault maps, but what about Titan hallways? Assault maps are a helluva lot easier, because there are always more options. Once the Titan comes into play, a whole different ballgame has just started.
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