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10-18-2009, 02:06 AM
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#1 (permalink)
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Join Date: Apr 2009
Location: Palo Alto ,CA
Age: 15
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Multiple Camp G tactics & strategies
A couple day ago, I squaded up with a few of the 3rd members, with Crux squad leading.
We hit it off pretty well, ending in EU controlling Ruins and EU command. As usual, there is constant rockets and grenades flying around, and if you even try to make a push onto any of the last two EU flags, you will die. Catwalks are guarded, bowling alley is guarded, and so on. Crux had us throw smoke grenades into the middle of the road between Ruins and Command.
That allowed Crux to make a run for command and grab a spot where we could all spawn in if we went down. We won the round, but that tactic right there really got my attention, and it was VERY successful. With that in mind, can anybody else shed some light on this subject, like listing other unique tactics and strategies for this map specifically?
Thanks
Last edited by Sluggo78; 10-18-2009 at 03:32 AM.
Reason: let me clarify, We are PAC
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10-18-2009, 02:17 AM
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#2 (permalink)
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Join Date: Mar 2008
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Re: Multiple Camp G tactics & strategies
The be-all, end-all of Camp G tactics: Mine the gap between Toll and Central and put a sentry gun + IDS on the west catwalk.
If you're attacking, sometimes running up the middle is the most effective, because no one thinks you'd be stupid enough to try.
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10-18-2009, 02:30 AM
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#3 (permalink)
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Join Date: Apr 2009
Location: Palo Alto ,CA
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Re: Multiple Camp G tactics & strategies
Right, but there is one thing that I always try to figure out.... Is trying to cap ruins, when its full lockdown. Grenades flying everywhere and whatnot. I would just like some suggestions, step by step kind of stuff.
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10-18-2009, 03:11 AM
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#4 (permalink)
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Join Date: Sep 2009
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Re: Multiple Camp G tactics & strategies
Well, if you are trying to capture ruins and it is in this "lock-down" situation, take 2 squads at EU command post across the catwalk to the adjacent building. The building next to the downed gunship. The squads set up shop there for a few minutes. After which they make a push around the ruins site then clear them out while they are being covered by everyone else that it in the standoff. During this operation the two squads should stop frequently at safe cover points where they wont get killed by rockets, the commander should give supply drops often when they make their stops. Both squads should set up spawn beacons and leave 2 people guarding them at all times. Once the area is clear other squads can move in if necessary.
Hope this is what you're looking for.
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10-18-2009, 03:20 AM
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#5 (permalink)
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Join Date: Apr 2009
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Re: Multiple Camp G tactics & strategies
well kinda, i understand what you're saying though. What im saying though is that if EU has been backed up all the way, and have only control of ruins and command.
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10-18-2009, 03:23 AM
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#6 (permalink)
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Join Date: Sep 2009
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Re: Multiple Camp G tactics & strategies
Wait. I am a little confused, so EU is controlling EU base and ruins correct? and your are looking for strategies for the PAC, who would be attacking from central base?
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10-18-2009, 03:31 AM
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#7 (permalink)
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Join Date: Apr 2009
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Re: Multiple Camp G tactics & strategies
yes
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10-18-2009, 03:47 AM
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#8 (permalink)
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Join Date: Sep 2009
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Re: Multiple Camp G tactics & strategies
Ah, I was thinking of it the wrong way. But to be perfectly honest with you, I think that once the EU is backed up that far, they are doomed. And it is indeed a deathtrap to go through that bottleneck. But if i had to say anything I would find the best snipers on my team to do a precision clearing of the space between the bowling ally and the catwalk rocketeers. Then after that I would tell the squads to slowly move the front-lines up until an assault can be launched on both EU base and ruins as a one-two punch. by eliminating assets and boxing in the EU from their base and central camp. But most of the time there is no strategy for taking ruins, only luck.
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10-20-2009, 03:17 AM
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#9 (permalink)
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Join Date: Jul 2009
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Re: Multiple Camp G tactics & strategies
Quote:
Originally Posted by Sluggo78
well kinda, i understand what you're saying though. What im saying though is that if EU has been backed up all the way, and have only control of ruins and command.
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sit back and rocket, create an opening, attack high/low simultaneously
alternate: get your SL to go shottie/sentry/ids, get him to the western wall of ruins, rush from north/south simultaneously
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10-20-2009, 11:47 AM
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#10 (permalink)
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Join Date: Dec 2006
Location: Los Angeles
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Re: Multiple Camp G tactics & strategies
Quote:
Originally Posted by hellface666
Ah, I was thinking of it the wrong way. But to be perfectly honest with you, I think that once the EU is backed up that far, they are doomed. And it is indeed a deathtrap to go through that bottleneck. But if i had to say anything I would find the best snipers on my team to do a precision clearing of the space between the bowling ally and the catwalk rocketeers. Then after that I would tell the squads to slowly move the front-lines up until an assault can be launched on both EU base and ruins as a one-two punch. by eliminating assets and boxing in the EU from their base and central camp. But most of the time there is no strategy for taking ruins, only luck.
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incorrect. if the tickets at this point are even (and it's plausible they might be), then it's probably a 50/50 shot. Once both sides are entrenched in this position, attacking can be a fool's errand and only serves to waste tickets. That's sad as this position is where those 35 minute games of camp g come from as each side is able to revive 90% of their deaths.
If you REALLY want to take ruins and you somehow can control your team, you can let an EU squad "break through" the alley all the way to tollstation, let them take it. Then they're stuck trying to defend two flags and it'll leave you an opportunity to attack ruins. Of course, this requires discipline on your team not to take that squad out despite how easy it'd be to wipe the entire squad.
Remember that there is no bleed after PAC takes one flag. Sometimes allowing an opponent to take a "bad" flag for a better chance at taking a "good" one is worth it.
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10-20-2009, 11:54 AM
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#11 (permalink)
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Join Date: Apr 2009
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Re: Multiple Camp G tactics & strategies
Aight got it. But is it possible to make a "breakthrough" through the middle? Of course im talking about capping Ruins, but is there anything cool and awesome that there needs to be done in order to take this nearly impossible flag?
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10-20-2009, 12:05 PM
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#12 (permalink)
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Join Date: May 2008
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Re: Multiple Camp G tactics & strategies
Quote:
Originally Posted by Sluggo78
Aight got it. But is it possible to make a "breakthrough" through the middle? Of course im talking about capping Ruins, but is there anything cool and awesome that there needs to be done in order to take this nearly impossible flag?
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If by middle, you mean the road, it would be difficult. At this point in a stand off, EU most likely has a walker stationed on the road. Infantry units and most likely stationed outside of the west entrance of Ruins. You have the entire EU team smashed into a tiny area of the map. Even with the best and most coordinated squad, you would be crushed by superior numbers and would ultimately lose more tickets.
You could go for the top of Ruins, depending on the positioning of the EU team you could survive a bit longer. You would still end of as rocket fodder.
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10-20-2009, 12:21 PM
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#13 (permalink)
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Join Date: Nov 2006
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Re: Multiple Camp G tactics & strategies
Quote:
Originally Posted by DrBeat
You could go for the top of Ruins, depending on the positioning of the EU team you could survive a bit longer. You would still end of as rocket fodder.
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If EU is contained in Ruins and EU Base, the catwalks are pretty much off limits for both sides. Plus there will be an IDS covering all approaches with other IDS overlapping those. Then there is the frag and EMP grenade spam from all directions and rockets covering corners as well. Scatter in randam APMs and sentry guns, and the recon decoy and cloak are useless as well. Once the round is at this point, you're in for a long haul.
The only way to weaken Ruins is to do what Zoraster is offering, and that is to reduce the number of defenders on that flag by allowing them to spawn somewhere else. But, you have to ensure that you leave Central Camp well defended and that you capitalize on the weakened defenses BEFORE attacking the sacrificial "bad" flag.
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10-20-2009, 12:26 PM
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#14 (permalink)
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Join Date: May 2008
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Re: Multiple Camp G tactics & strategies
So in Zoraster step it would be wise to let an out of bound rush from the EU team work since they would take a crappy flag and diminish their defense at ruin???
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10-20-2009, 12:32 PM
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#15 (permalink)
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Join Date: Nov 2006
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Re: Multiple Camp G tactics & strategies
It's not out of bounds, it's down the alley. You would have to maintain adequate defenses on Central Camp when you make the push on Ruins since you DON"T want to loose Central Camp. If EU caps Harbor as well as Toll, but PAC takes Ruins, I would think PAC should work on Harbor first and then Toll as Harbor can be a royal pain to take back sometimes.
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