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

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Old 03-12-2008, 09:07 AM   #16 (permalink)

 
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Re: Strategy Discussion: Sidi Power Plant

Interesting--I believe you're the first person to post about assaulting Reactor Core right off the bat. I wouldn't have thought to RDX the flag, and I doubt anyone would be expecting the motion mines that early (if you don't run into resistance when you get there). For that matter, do you generally run into anyone from the other team attempting the same thing? (Isn't this the map where the gunship spawns in at Reactor Core?)
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Old 03-12-2008, 01:43 PM   #17 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

Sidi Power Plant Maps

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32 Player:


64 Player:

Titan:
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Old 03-12-2008, 01:45 PM   #18 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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Originally Posted by Arithea View Post
Interesting--I believe you're the first person to post about assaulting Reactor Core right off the bat. I wouldn't have thought to RDX the flag, and I doubt anyone would be expecting the motion mines that early (if you don't run into resistance when you get there). For that matter, do you generally run into anyone from the other team attempting the same thing? (Isn't this the map where the gunship spawns in at Reactor Core?)
Trust me, Reactor Core gets a lot of activity, so RDXing it is a good way to defend it. And MM plus EMP Mines are also a pain on top, because of the psychological aspect; your walker has just been blown to bits, but at least you've made it th- BOOM!

Annoying, isn't it?
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Old 03-13-2008, 03:25 PM   #19 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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Trust me, Reactor Core gets a lot of activity, so RDXing it is a good way to defend it. And MM plus EMP Mines are also a pain on top, because of the psychological aspect; your walker has just been blown to bits, but at least you've made it th- BOOM!
I thought the flag cap radius was large enough that you couldn't RDX the whole thing. I've never tried it, though, so if you say so.
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Old 03-14-2008, 04:21 AM   #20 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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I thought the flag cap radius was large enough that you couldn't RDX the whole thing. I've never tried it, though, so if you say so.
RDX each entry, then dump one right on the flag. They walk into your trap, and BAM! They're dead.
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Old 03-14-2008, 04:23 PM   #21 (permalink)

 
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Re: Strategy Discussion: Sidi Power Plant

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Trust me, Reactor Core gets a lot of activity...
That's what I found interesting--as busy as Reactor Core usually is, very few people posted strategies involving it.

On that topic, and since I still haven't unlocked any part of the recon kit or even used the field unlocks much, will one RDX charge kill someone completely so that they're non-revivable? Since there are multiple openings near the flag that are still in the cap radius, you don't get the benefit of having multiple charges in range of the infantry capping from the outer openings. Also, will one RDX pack cover the entire middle section? I don't know what the blast radius is like for each pack.
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Old 03-14-2008, 05:47 PM   #22 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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will one RDX charge kill someone completely so that they're non-revivable?
No. At least, I've never been "killed" by RDX.
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Also, will one RDX pack cover the entire middle section? I don't know what the blast radius is like for each pack.
Apparently, but I didn't think so. It might cause damage at that range.
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Old 03-15-2008, 12:13 AM   #23 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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Originally Posted by Arithea View Post
Interesting--I believe you're the first person to post about assaulting Reactor Core right off the bat. I wouldn't have thought to RDX the flag, and I doubt anyone would be expecting the motion mines that early (if you don't run into resistance when you get there). For that matter, do you generally run into anyone from the other team attempting the same thing? (Isn't this the map where the gunship spawns in at Reactor Core?)
I see Reactor Core rushed all the time. It's almost always a transport, and they almost always park on the roof, capture the flag, and then take the gunship. This means that short of smashing your own transport into theirs (which isn't allowed), it's pretty much completely impossible to destroy their spawn without an orbital strike.

This, and the roof on Suez are the two most PITA places, and the two that really make me loathe the lack of no-rooftops rules, as it simply puts whoever is at the bottom of the roof at a ridiculous disadvantage as you just zerg off it. ESPECIALLY at Suez, because the orbital strike asset is practically right next to the thing (along with the gunship).
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Old 03-15-2008, 09:11 PM   #24 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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This, and the roof on Suez are the two most PITA places, and the two that really make me loathe the lack of no-rooftops rules, as it simply puts whoever is at the bottom of the roof at a ridiculous disadvantage as you just zerg off it. ESPECIALLY at Suez, because the orbital strike asset is practically right next to the thing (along with the gunship).
I was entirely sure we had a no-rooftop rule...?
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Old 03-16-2008, 12:58 AM   #25 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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I was entirely sure we had a no-rooftop rule...?
I'm 99% sure we don't, or at least didn't when I had time to play BF2142, because of something about how both teams can do it, or it was a feature, or something.

I've done it, and I've seen it done all the time (but like I said, I haven't had time to play in ages), so *shrug*.
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Old 03-16-2008, 12:20 PM   #26 (permalink)

 
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Re: Strategy Discussion: Sidi Power Plant

Our rules actually state that we may not place beacons on rooftops that we can not get to by normal means. Another words, the enemy has to be able to destroy it. You may spawn on a roof and do whatever you want, but no beacon. Also, there is no transport in Suez and therfore you may not drop an Sl off on the roof for Sm's to spawn in. Gunships are not transports and are not to be used as such. There is a thread soewhere about this.

Anyone feel free to correct me if I am wrong, but this is how I understood the rules.
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Old 03-16-2008, 12:31 PM   #27 (permalink)

 
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Re: Strategy Discussion: Sidi Power Plant

Fubar has it exactly right.
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Old 03-17-2008, 12:24 AM   #28 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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Our rules actually state that we may not place beacons on rooftops that we can not get to by normal means. Another words, the enemy has to be able to destroy it. You may spawn on a roof and do whatever you want, but no beacon. Also, there is no transport in Suez and therfore you may not drop an Sl off on the roof for Sm's to spawn in. Gunships are not transports and are not to be used as such. There is a thread soewhere about this.

Anyone feel free to correct me if I am wrong, but this is how I understood the rules.
Yeah, but you can just dump a beacon on the backside of the building in a corner on Suez, and whenever you pod in, there's a 90% chance you'll end up on the roof (because it's an inside corner). The size of the building means that it's a hell of a hike to get around the back, if you survive that long.
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Old 03-17-2008, 08:52 AM   #29 (permalink)

 
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Re: Strategy Discussion: Sidi Power Plant

True, but you don't gain any advantage by trying to get on the roof. One quick sweep with a Gunship and the "rooftop" squad is destroyed. There are many other better places to put a beacon and bring in reinforcements. There have been many discussions on using rooftops, it is a matter of preference as to whether there is an advantage or not.....I personally do not find it useful.
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Old 03-17-2008, 07:29 PM   #30 (permalink)
 
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Re: Strategy Discussion: Sidi Power Plant

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True, but you don't gain any advantage by trying to get on the roof. One quick sweep with a Gunship and the "rooftop" squad is destroyed.
Did I mention that the gunship spawns in pretty much within a stone's throw of the rooftop?
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