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Discussion: Battlefield 2142 / Battlefield 2142 - Tactics and Missions Discussion - Making Sidi more enjoyable - I am okay with Sidi. I'm not a fan, but there are rounds that I
  1. #1

    Fruvous's Avatar

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    Making Sidi more enjoyable

    I am okay with Sidi. I'm not a fan, but there are rounds that I find enjoyable. Anyone can post here to make it more enjoyable. I find that this map is too robotic. I have a feeling others don't know what to make of it - so here's what I make of it.

    This map is Belgrade's evil twin brother. Belgrade has armor denying armor via Statue.. armor denying infantry along every flag from main road. Uncap has easy access to every flag (buggies).
    This map is most about Armor Denial. Stopping armor from leaving the uncap, stopping armor from moving over a map, and even competition over a sole gunship to provide additional Armor Denial.



    Basic information:
    Center is Reactor Core.
    Center outposts are warehouse (EU) and offices (PAC)
    Uncap outposts are Military Outpost (EU) and Power Generator (PAC)


    Infantryman's Layout:

    Uncap has direct access to Uncap Outposts
    Has 2 tanks, 2 APCs, a transport ship (fast respawn?).

    Uncap outposts:
    Has a tank (important for defending that flag, either from the corresponding Uncap or to attack the opposite Center outpost).
    Direct access to their Center Outpost
    Direct and overlooked access to enemy's Center Outpost
    Indirect access to Center

    Center outposts:
    Has a walker (important for antigunship and defense).
    Direct access to center.
    Overlooked access to center (buggy to south ramp).
    Direct access to own Uncap Outpost
    Indirect access to other Uncap Outpost

    Center:
    Direct access to Center outpost.



    Key moves:
    Attacking enemy's uncap outpost:
    Is usually very easy and important. A properly equipped squad can deny armor and destroy assets. Recommended Engis for motion mines/tank repair, 1 support for emp/resupply and Recon (only if destroying assets).
    Uncap outposts have access to 1 take, which assists in defense and denial (as well as stealing a tank away from enemy team).
    Usually easy to get to from your team's center outpost, or by Helo.

    Helo Rush to Reactor Core:
    Important because you'll get dibs on the only gunship. Denies armor flow to your Center Outpost (which is significant, because enemy armor wants to move across the center).

    When Center can make a push for Center Outpost and succeed, it is because the enemy armor tries to go around.

    Recommended full antiinfantry (1-2 respawns engineer) OR 5 antiinfantry + 1 engineer to combat rushing paratroopers.

    Reactor core needs antiinfantry from the uncommon paratroopers, and not too many engineers to prevent armor push.

    Eventually, I would like to see walkers taking the Uncap Outpost in order to provide air transport denial.


    IF YOUR TEAM:
    Holds all center outpost flags, then it will be easy to assault any uncap outpost.
    Holds the center but no center outpost flags, then a paratrooper/armor rush can take it down.
    Holds the center and an outpost flag, the center only needs to worry about one direction (and occasional buggy rush).
    Holds the outpost flags but not the center, then they have the gunship. But you can take down reckless gunships with walkers.

    Can't go wrong with: If your team has two flags that has access to an enemy flag, they should push that flag (other squads defend other flags) until any flags change owner.. then reapply this rule. This works best when there's a second squad pushing simultaneously from the other flag.

    Otherwise, choosing paths that I've tagged as 'overlooked' is a decent generic choice when facing team-wide indecision.
    Last edited by Fruvous; 07-08-2009 at 09:30 PM.
    Without teamwork, you'll never survive.
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  3. #2

    SGT.Link's Avatar

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    Re: Making Sidi more enjoyable

    The past 3 times that I've done Sidi I've ended up having to jump into CO role at halfway through after realizing that my side had no commander. It's a map where people don't even want to command...

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  5. #3

    Spyder228's Avatar

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    Re: Making Sidi more enjoyable

    Even when it was the Demo level, I've hated Sidi. It's a little more tolerable on Titan but it can turn into a suck fest there too.

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  7. #4

    TheDarkPenguin's Avatar

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    Re: Making Sidi more enjoyable

    ...sidi is the one map I do not like.

    Only that and Camp Gib with 64 people.



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  9. #5

    LordKelvin's Avatar

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    Re: Making Sidi more enjoyable

    I love Sidi because every flag has access to every other flag in one form or another, and possession of the gunship makes it incredibly easy for one team to turn the tide, so the most intense fighting is at Reactor. Also, ROFL-note: if you want to secure the gunship for your team, after it's been shot down, you can camp the gunship spawn out in the No Man's Land that is between the first uncap flags and the central three without being in danger from AA guns. You can usually kill the infantry attempting to snatch it, or if not, you can usually take the gunship down to a 1/4 health before it even leaves the pad. Then just follow with SAAW shots or back to the uncap and finish it off.



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