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Discussion: Battlefield 2142 / Battlefield 2142 - Tactics and Missions Discussion - Clowncar - Purpose of the thread Sometimes I try to organize a few Clowncars. Some people don't
  1. #1

    Fruvous's Avatar

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    Clowncar

    Purpose of the thread
    Sometimes I try to organize a few Clowncars.
    Some people don't know what I mean by it.
    Tactics involving clowncars are welcome, to give assaulting teams a better chance at success, either by disproving the clowncar or making a failproof clowncar strategy.

    Clowncar definition:
    3 clowns enter a 3 seater car
    18 clowns leave.

    Clowncar definition in 2142 terms:
    3 SLs enter a buggy
    18 soldiers get out

    Effective clowncar usage thus far
    First try: Try to get past all the way. If fail, a second try is needed
    Second try: SLs wait, SMs hold
    Sometimes, it might be better to have bleed and noone dying (except 3 people), instead of having bleed and everyone dying (the people dying may have a slim to no chance to take a hard flag anyways, like STC)
    Buggies usually have fast respawn, so it won't take long.

    Possible Results:
    1) Minus 18 tickets
    2) +1 flag (that could otherwise have taken 100+ tickets)
    3) A good laugh

    Purpose:
    Apply maximum pressure at a single, welldefended place. Sometimes there is already maximum pressure at a single place (such as STC), but buggies may provide a lot pressure from a better angle.

    Organizing a clown car
    Some people don't read ingame text and aren't in the TS channel.
    Therefore, squad nomenclature
    clwncar1
    clwncar2
    clwncar3
    will garner attention to the strategy.
    Without teamwork, you'll never survive.
    Without betrayal you'll never win.
    Welcome to Cutthroat Caverns

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  3. #2

    LordKelvin's Avatar

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    Re: Clowncar

    When this tactic works, it is devastating. When it doesn't it is devastating. After a failed clown car few SLs are willing to try again and has a huge impact on team morale. Bottom line: The driver better be damn good and the SLs need to know the destination ahead of time.



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  5. #3

    Lyramion's Avatar

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    Re: Clowncar

    Dont risk too much with a clown car:

    Should not do:

    - Pack 3 SLs into car on cerbere and try breakthru main or west road

    Should do:

    - Pack 3 SLs into car on cerbere. CO Orbitals Mainroad for Smoke Cover and all SLs hop out just before SouthTown before entering the RDX and Motion Mine infested area

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  7. #4

    SharinganTH1422's Avatar

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    Re: Clowncar

    Exceptionally high risk, since it's not just tickets lost to think about, but 18 people taken out of the game for a while, allowing the enemy to advance/prepare their defence better. As Lyra says, my opinion is that you shouldn't try your luck too far with it, just let it advance you enough for a little surprise attack from a different side. The sheer numbers are enough, you don't need 18 people right on their backs for this tactic to be effective.
    Anger is a gift - Malcolm X


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  9. #5

    di1lweed1212's Avatar

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    Re: Clowncar

    Quote Originally Posted by SharinganTH1422 View Post
    Exceptionally high risk, since it's not just tickets lost to think about, but 18 people taken out of the game for a while, allowing the enemy to advance/prepare their defence better. As Lyra says, my opinion is that you shouldn't try your luck too far with it, just let it advance you enough for a little surprise attack from a different side. The sheer numbers are enough, you don't need 18 people right on their backs for this tactic to be effective.
    but still, the farther you go the more effective it is. I would drive as far as you could till motion mine bait, then i would hop out and grab the nearest flag.


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  11. #6


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    Re: Clowncar

    this killed us last night in operation shingle.

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  13. #7

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    Re: Clowncar

    oh, well i guess it only works better on other maps?


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    Re: Clowncar

    Meh, if it goes right then it works out very well.

    If it doesn't then it actually doesn't necassarily mean losing 18 tickets. Either 3 SL'ers die because it simply failed and they hit a mine or they decided not to ask people to spawn in due to something going wrong... or any varying number up to 18 die depending on how many managed to spawn in before the SL and everyone else died.



    |TG-Irr| MrJengles - You know you want to say it out loud.

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  17. #9

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    Re: Clowncar

    Imagine if this tactic worked in real life. Blitzkreig all over again.



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  19. #10

    BeSiege82's Avatar

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    Re: Clowncar

    Quote Originally Posted by LordKelvin View Post
    Imagine if this tactic worked in real life. Blitzkreig all over again.
    How many people vanish into thin air or suddenly materialize from thin air, we are not in Star Treck and we certainly are not Jesus...

    I have a question dealing with this Fruvous, can a clown car with 1 SL patrol?



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  21. #11

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    Re: Clowncar

    I used do that sometimes, though I don't remember offhand which maps I did it on. If it's patrol, then the intent is patrol - not clowncar. Buggies have a priority for taking easy flags, so I don't do it much. If you ever feel bored enough to be compelled to scout with a reconbuggy, I think the squad should be providing more to the team. Also, in TG, squads are responsible for their own intelligence, which usually is enough to alleviate the need for recon buggy.


    In my early days SLing, I remmeber doing the following:

    Tunis 32p was fine for defense when I was the only person with an IDS. I put an IDS up, and had it patrol in between flags scanning for infantry.
    However, since there will be at least one other squad member with IDS, it became much easier to put an IDS on my flag and an IDS on the other flag being defended, in case no other squads had IDS up.

    Shingle: CC buggy IDS moves to Trenches. If blips, rockets from command. If not, return to command and check on the lovely rocketable flag above Dunes.

    Sidi: If I'm defending an uncap flag (a flag right next to the uncap), I would put IDS/PDS on a buggy and go forward and back.. since then I've become more aggressive - I play until there is no need for such actions.
    If the enemy has more flags than you, consider attacking - there will usually be one flag that is weakly defended.
    Without teamwork, you'll never survive.
    Without betrayal you'll never win.
    Welcome to Cutthroat Caverns

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  23. #12

    LordKelvin's Avatar

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    Re: Clowncar

    Early days? How long have you been here, 3 months?

    Not that I am trying to defame you here, but you make yourself sound like my grandfather.



    EVE Online: Yumi Hikare


    "I've done everything I can... There are no heroes left in man..."

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  25. #13

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    Re: Clowncar

    Fruvous

    Join Date: Jul 2008
    Anger is a gift - Malcolm X


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  27. #14

    LordKelvin's Avatar

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    Re: Clowncar

    Quote Originally Posted by SharinganTH1422 View Post
    Alright fine, I fail. But then again, my join date and my beginning to actually post here/play on the server regularly are 4 months apart...



    EVE Online: Yumi Hikare


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  29. #15

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    Re: Clowncar

    Quote Originally Posted by SharinganTH1422 View Post
    Yeah, my join date is 2008.
    However, I joined and never played 2142 again.
    So LordKelvin is actually pretty accurate. I've actually had only 3-4 months experience squadleading. Sounds bad for a TGU instructor about to teach a basic sl class?

    When I say early days as a SL, I mean early 2009, when I got back into 2142. I was really rusty from 1 year of inexperience. Really, I have four distinct stages as a SL, which coincidentially approximately alligns with my clantags.
    Fruvous. |TG| Fruvous. |TG-21r| Fruvous. and the present, |TG-21| Fruvous.

    Then I got a bunch of unlocks for being idle. And that was the best early Christmas ever!
    Without teamwork, you'll never survive.
    Without betrayal you'll never win.
    Welcome to Cutthroat Caverns

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