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| Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions. |
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#16 (permalink) |
![]() Join Date: Jul 2007
Location: Mountain Home AFB, ID
Posts: 1,122
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Re: Defensive Strategy Discussion: Cerbere Landing
Church immediately has four access points, but look at the bigger picture - generally there's the western hillside approach, the main road approach, and the approach from South Town Center, which can be covered at the same time as the main road. Hence why most church defense involves moving out into the sparse woods to the southwest.
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#17 (permalink) |
![]() ![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 26
Posts: 2,715
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Re: Defensive Strategy Discussion: Cerbere Landing
There's debate on that, as well. If you can just sneak someone in to repair your assets from time to time while the enemy isn't paying attention, or you drop supply crates once they've forgotten about your assets (if they do), you don't have to go through the costly assault to get Command Center back. But as long as you have at least one other flag and can hold that flag, you can still win. Just last night we managed to pull that off--PAC took Command Center and every other flag except South Town, but we managed to come back from a 35-ticket deficit and win just by holding out there for a while. Granted, that was later in the round, and it changes things if you lose Command early.
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#19 (permalink) |
![]() ![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 26
Posts: 2,715
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Re: Defensive Strategy Discussion: Cerbere Landing
Yarp. As long as they're close enough, they'll repair your assets. The down side being that your squads no longer have supply boxes, which can be devastating when you're trying to keep a piece of armor (e.g. a walker) alive.
We have some good commanding guides out there you might want to have a look at--check out the guide index (thank you, Eroak, for not making me look all those up ). We could always use more people interested in commanding. ![]()
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#20 (permalink) |
![]() Join Date: Mar 2008
Location: Ave Maria, FL
Age: 19
Posts: 589
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Re: Defensive Strategy Discussion: Cerbere Landing
Well, I could use some commanding experience. I have maybe... 2 hours of time logged as commander?
And uh... this is off topic, but I gather you like to play as an engineer? Because, you know, I am one of the few who actually uses the anti-material properties of the Zeller. ; ) |
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#21 (permalink) |
![]() ![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 26
Posts: 2,715
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Re: Defensive Strategy Discussion: Cerbere Landing
I refer you to the haiku in my sig.
Engi was the first kit I unlocked, and I have a continued, deep, and abiding love for blowing things up. I still haven't unlocked half the recon kit, though I am finding--against my expectations--that RDX can be loads of fun, if used as part of a proper regimen of flag defensive pistoling.Oh, and for the record: we just derailed my own thread twice in a matter of three posts. We win.
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#22 (permalink) |
![]() Join Date: Mar 2008
Location: Ave Maria, FL
Age: 19
Posts: 589
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Re: Defensive Strategy Discussion: Cerbere Landing
Nothing quite like blowing the enemy to hell with RDX.
Which brings me back to the defense of Cerbere Landing. There's a Church defense strategy I've been dying to try, but because I can't get on TG I haven't been able to test it. You seem experienced.. I wonder if I could run my idea past you and have you test it for me? Any input would be welcome as well. Just shoot me a PM if you're interested. (And yes, your precious Pilum can come too). |
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#23 (permalink) |
![]() Join Date: Apr 2007
Location: Pittsburgh
Age: 21
Posts: 1,028
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Re: Defensive Strategy Discussion: Cerbere Landing
Simply put, don't. Whenever I command PAC and manage to grab Command Center, I order my entire team to spawn in and defend it because I know that the enemy team will be coming to take it from me. They will throw themselves into a chokepoint or cross open, empty ground in a long run to come in from the north, where they are also vulnerable. Once the majority of their team is engaged at Com (most attacking squads can do a good job of staying threats in Com while still losing tickets), one squad is ordered to spawn at the uncap and move to cap them out. If that doesn't work, everyone holes up inside Com. Remember, there is no reason for PAC to attack outwards if EU comes to their defensive positions. Unlike EU, if PAC loses Command and has no other flags, they won't be capped out. Sure, they'll go under bleed, but in the time it takes the other team to shift from Command, you should at least have established yourself at South Town.
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|TG-3rd|Razcsak ![]() Proud to have been an Irregular!
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#24 (permalink) |
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Join Date: Apr 2008
Posts: 80
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Re: Defensive Strategy Discussion: Cerbere Landing
My idea would be to have like three or four guys (one full squad tops) to focus on Office since office is not really a "big" concern to win the game. A large portion of the defense would be at South Town (since South Town is the most accessible place to all other locations). Have a squad up at Road Block to stop the buggy rush (motion mines are very important emp mines) and maybe one guy from that squad spawn in up at Command Center to take out any people who got through on the buggy rush. And the rest of the EU are on Church. If Church is lost then it is not all that hard for the EU to split and regroup to defend at South Town and Road Block. The path from Church to Road Block is basically a maze of alleys. To defend this just have guys training their cross hairs at these alleys at a safe distance away from grenade fire. The options to attack South Town from church is also limited since there is a couple of giant buildings in the way. As long as the EU hold onto South Town, Command Center, and Road Block they should have no problem winning the game (both sides would have 3 locations each but the EU would tend to get a higher score I think from defending then the PAC would get from attacking giving the EU the advantage). This idea would only work if your team was dedicated to tactics and didn't run off to other places to rack up their points.
Here is a little map thing I did quickly of my idea. This is out of 4 squads and yes I know its not good to split up squads but once their job at Church/Command Center is done then they can reunite with their respective squads. The squads also don't have anything to do for when PAC gains Church and Office. Just make sure to have a commander who communicates who goes to where. ![]() Pink: Areas to guard once the PAC capture Church and Office. Red: Squad 1 (one guy up by CC) Blue: Squad 2 Green: Squad 3 (maybe 3 by each location) Yellow: Squad 4 Sorry if this idea makes no sense to any of you. I haven't gotten much sleep lately and for all I know I could be out of my mind or something. Just ask me to reword it or whatever if you want. Last edited by Holy; 06-28-2008 at 10:47 PM. |
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#27 (permalink) |
![]() Join Date: Apr 2007
Location: Pittsburgh
Age: 21
Posts: 1,028
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Re: Defensive Strategy Discussion: Cerbere Landing
I wouldn't touch Office Ruins. There's no advantage for the EU to take it, so why lose tickets trying to hold it? Its not even a fun spot to defend.
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|TG-3rd|Razcsak ![]() Proud to have been an Irregular!
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#28 (permalink) |
![]() ![]() ![]() Join Date: Nov 2006
Location: Bridgewater, NJ
Age: 34
Posts: 6,912
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Re: Defensive Strategy Discussion: Cerbere Landing
I find Church to be a boring flag to defend. When I SL, I generally don't defend a flag, rather I keep my squad in the road area between Church and South Town Center. From there we can cover the road and swing North, South, East or West as needed.
If EU looses Command Center but they hold either South Town Center, church or both, it is my opinion that they should make an attempt to take Office Ruins if for no other reason than an early warning system. Why? If PAC has Command Center, they will have cap out on the brain and the have the advantage of being able to press from two locations, Command Center and the PAC UCB. If they press from the PAC UCB and they see Office Ruins is not theirs, odds are very high that they will take it on their way uphill. Once the flag turns and you hear the audible alert and you can defend either South Town or Church as needed. |
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#29 (permalink) |
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Join Date: Mar 2008
Posts: 59
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Re: Defensive Strategy Discussion: Cerbere Landing
my preference on this map if I had a choice would be to ignore office and give aways church, reason being the road from office to south town is a bleed zone and church in its entirety is a bleed zone. I would postitions squads 1 on the hills above church, 1 in the hills above south town, 1 in the wall above southtown over looking south, and all the rest in south town defending the road from office to south town and overlooking church from south town. Any time I've seen this setup it results in super ultra rapid bleed from rockets, mg's and snipers. If they sneak past to roadblock I wouldn't be too agressive still. a few mg nests and advancing through from roadblock back to south or church is very difficult. Problem is people to aggressive and thinned out.
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#30 (permalink) |
![]() Join Date: Mar 2008
Location: Lowell/Medford, MA
Age: 22
Posts: 251
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Re: Defensive Strategy Discussion: Cerbere Landing
Does taking Office Ruins increase the bleed rate for EU? I know taking Office Ruins removes their forward spawn point, but I don't actually know if capping it increases the bleed rate.
One strategy that looks good on paper and I'd like to see, is have one squad defending both CC and Roadblock. Have them split squad between CC and RB 3/3. Another squad on the hill above Church ready to fall back to roadblock if needed, or move up to church if needed. Have the rest of the squads on church and STC moving back and forth as needed. Breakthroughs are going to happen, but the idea is no matter how far in they get, there's only 4 points of interest that they HAVE to attack. You can have a squad way north east of CC and they're just wasting time, you don't need to try to kill them from that distance, they need to come to you. If your squad defending the flag is capable, they should be able to hold off one enemy squad long enough for the Roadblock/Church squad to come back and help if needed. Using this defense you can have a full squad at both CC and Roadblock at a moments notice, you have miniature assault team to re-take Church if it gets taken. The only issue is that you don't necessarily have a squad designated to defend STC, but that can easily be fixed assuming there's enough people playing. 25 soldiers, 1 CO 6 in CC/RB squad, 19 left 6 in RB/CH squad, 13 left 6 in STC squad, 7 left 6 in Church squad, 1 left That one guy could constantly try to at least neutralize Office Ruins. If you can neutralize that, and enough PAC spawns back at their base, they're forced to walk all the way back up which gives you a small amount of time with ticket bleed and gives your defenses a breather to resupply/heal/mine.
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