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

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Old 10-31-2006, 02:16 PM   #16 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

Does anyone else think giving the recon a 2 second "active defense" unlock would have been a cool idea?

Really would come in handy here.
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Old 10-31-2006, 04:03 PM   #17 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

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Does anyone else think giving the recon a 2 second "active defense" unlock would have been a cool idea?

Really would come in handy here.
That's what I thought the support shield unlock was until I saw them in action. The description I had read seemed to indicate it was more useful for attacking than defending. I think it's more suitable for an assault or support soldier. Recon seems more like a sneaky class and shouldn't have something like active defense.
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Old 11-01-2006, 04:45 PM   #18 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

This is completely off the wall... but the support shields can stack. Imagine a wall of red stopping EVERYTHING. lol it might actually work if you had time to set it up.
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Old 11-07-2006, 01:57 PM   #19 (permalink)
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Re: Taking a Titan Hallway - Discussion

Best thing to do is run like mad in the hallway, throw a gernade, keep running towards the defenders (assuming you're not dead of course) and throw your 2nd grenade. You will die, but you should also take out at least 1-3 people, allowing someone else to rush in for clean up or do the same tactic.


Or you can just not attack and hold the silos. It's really the only counter to a good defense. Holding the silos should bring about two things:

1) You win.

2) Defenders get bored and leave the titan to go get silos.
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Old 11-07-2006, 03:21 PM   #20 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

I actually agree, that I'm seeing success with the rush with nades flying strategy. If you can get a kill or two, your squad members can each follow you in similar fashion. you might actually survive long enought to make a bulkhead for cover and toss another grenade and drop a medic kit for anyone else charging. Smoke doesn't seem to work since there is usually a sentry gun or 2 protecting the hall.

The biggest problem are those dmn AP mines. The fact that they don't kill friendley's allows them to be dropped any and everywhere. Including right next to a defender. IMHO they should be destroyable by other explosions (as a device like this likely would in RL) providing a means to disarm them from a great distance and forcing the recon players to actually place them strategically.
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Old 11-07-2006, 04:16 PM   #21 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

I think that the best idea brought up so far is that you only attack the titan if you have a superiority in numbers there and you do not attack it if you don't (get this info from the CO). This game is won by using group tactics and so if the enemy is entrenched guarding the titan, go down to the silos..etc
However, if we are restricting the thread to 'how to go about taking a single corridor', then I would say that the best idea is NADES, nades, and more nades..
Also, it's a very very good point that you must have at least 1 (two is ideal) support guys at the entrance looking the OTHER WAY! so they can kill sneakers. Also, a recon up in the cargo bay doesn't hurt. I'm not so sure occupation of the hallway is as critical as everyone thinks - occupation does not necessarily equate to control. Control of the hallway is garnered by keeping constant pressure on the enemy, more than he can withstand IN TIME (over time), therefore having two assault guys lobbing grenades and getting more from the support guys guarding the rear of the entrance, and at least one medic to keep the assault guys alive should work over time. Also, it doesn't hurt to attack in bursts while alternating which corridor is attacked... it keeps the enemy guessing and makes it difficult for them to get entrenched because they have to keep re-organizing their defensive setup. Oh, and all the talk about cloaking and rushing into the hallway is just a beginners fantasy - you can try it and after you've died enough times try doing some real tactics and work as a group.
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Old 11-07-2006, 04:26 PM   #22 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

What ever happened to hucking around some EMP nades? That would take care of the sentry guns and mess up the defenders pretty bad. What I don't like about the AP mines is when your teammates want to stand right next to them so when they do go off from the rushing enemy, you get a bunch of TKs.
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Old 11-08-2006, 06:41 AM   #23 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

I know RDX takes out APMs which makes recon vs recon setups a lot more interesting. Alternatively an engineer could approach slowly from the side and disarm the mine with the HED unlock, but that's unlikely. EMP strikes by the CO has an annoying habit of defusing all mines as well, but I'm not to sure about EMP grenades. A slick CO can actually target the outer wall of the titan with an EMP strike and take out a few mines in the hallway with the area affect. My personal favorite move it targeting the air hanger with the EMP to score one or two crash kills as people try to take off.

Sentry guns can be taken out with grenades or the 'bait and switch' tactic. Just have a dummy draw the fire to the far wall while someone ducks in and tosses/shots at it. An engineer with the ATR is very nice for such a set up. The railegun is very accurate when zoomed in, faster than the rocket, and can take down an IPS or score a one hit kill in the limited mobility of the hallway. Of course, your real objective is to take out the sentry gun for a few seconds to draw some heat away from your assult. Of course, when I mean 'a few seconds' I literally mean 'a few seconds' since odds are the support trooper already got a second one from his supply box.

The most annoying (and thus my personal favorite) tactic is the selective RDX emplacement the defense sets up in the hallway. The only way to remove any RDX you find on the walls or floor is with an engineer using the HED unlock and stopping over each one for a second. However you cannot defuse RDX placed on the ceiling which, incidentally, makes the RDX more deadly since the splash down damage is larger than the splash up or side. Also, who ever looks at the ceiling for munitions? The final hurtle I suppose would be the recon sniper sitting in the far back hiding with his finger on the RDX detonator. Its seriously possible for them to sucker the entire offense once the front line defense goes down and blow the entire hallway to get everyone in one fell swoop.
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Old 11-08-2006, 08:32 AM   #24 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

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The most annoying (and thus my personal favorite) tactic is the selective RDX emplacement the defense sets up in the hallway. The only way to remove any RDX you find on the walls or floor is with an engineer using the HED unlock and stopping over each one for a second. However you cannot defuse RDX placed on the ceiling which, incidentally, makes the RDX more deadly since the splash down damage is larger than the splash up or side. Also, who ever looks at the ceiling for munitions? The final hurtle I suppose would be the recon sniper sitting in the far back hiding with his finger on the RDX detonator. Its seriously possible for them to sucker the entire offense once the front line defense goes down and blow the entire hallway to get everyone in one fell swoop.
You could get a sniper with a Zeller to take out all those mines and RDX more safely than an engineer.
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Old 11-08-2006, 02:02 PM   #25 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

It is fun talking about all these fancy tactics but in most encounters its a damn mess and both offensive and defensive guys dropping like flies. SO, what about just a dumb approach otherwise known as a 'Zerg attack'; just pour into the hallway with three waves. First, setup a spawn point right next to the cargo bay on the enemy titan. First wave is just two guys that run in to the entrance to get killed and make everyone on the defensive side throw their grenades and start firing, once they die there should be a brief 2 second delay when everyone is reloading and taking out another grenade to throw, thats when the second wave (3 guys) just run (SPRINT) in and get as far as possible thus dieing and taking with them any mines and a trigger happy recon will set off his RDX at that point, then finally the last wave (maybe 4 guys) should be able to establish a foot hold at the entrance by starting to lob grenades and laying down suppressive fire - all the while the other 5 guys who died are just getting back to the entrance to give relief.
Just a thought...
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Old 11-08-2006, 02:54 PM   #26 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

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It is fun talking about all these fancy tactics but in most encounters its a damn mess and both offensive and defensive guys dropping like flies. SO, what about just a dumb approach otherwise known as a 'Zerg attack'; just pour into the hallway with three waves. First, setup a spawn point right next to the cargo bay on the enemy titan. First wave is just two guys that run in to the entrance to get killed and make everyone on the defensive side throw their grenades and start firing, once they die there should be a brief 2 second delay when everyone is reloading and taking out another grenade to throw, thats when the second wave (3 guys) just run (SPRINT) in and get as far as possible thus dieing and taking with them any mines and a trigger happy recon will set off his RDX at that point, then finally the last wave (maybe 4 guys) should be able to establish a foot hold at the entrance by starting to lob grenades and laying down suppressive fire - all the while the other 5 guys who died are just getting back to the entrance to give relief.
Just a thought...

This is probably the most realistic scenario. This game is too fast paced to pull off cleverly thought out rock, paper, scissors assaults. Go en masse and throw frags.
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Old 11-08-2006, 03:06 PM   #27 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

I'm thinking that in the zerg forward with nades situation, a few vollies of EMP grenades ahead of time might really lube things along.

The emps affect anyone in radius, including people in cover and will make them less likely to throw/fire with any accuracy.

The idea above about using one guy as bait for the sentry guns is also excellent. Sentry guns afaik fire at the closest target, if one guy huddles in by the core doors or the corner by corridor entry he should be able to draw their fire away from people in the doorway.
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Old 11-08-2006, 03:43 PM   #28 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

I like the idea of RDX on the ceiling, never thought of that (I didn't think it would reach up there).
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Old 11-08-2006, 08:48 PM   #29 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

You have to jump up and slap it on the ceiling, but yeah its really fun to hide it up there. In addition to being harder to spot and impossible to defuse (can't jump and defuse since you're not in range long enough) you also get a larger blast radius since the hallway slopes down.

Haven't thought of a sniper shooting it down though. In fact, I've never seen that done. Usually the recon guy is shooting at the sentry gun or support campers instead of the RDX.
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Old 11-09-2006, 01:32 PM   #30 (permalink)
 
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Re: Taking a Titan Hallway - Discussion

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The biggest problem are those dmn AP mines. The fact that they don't kill friendley's allows them to be dropped any and everywhere. Including right next to a defender. IMHO they should be destroyable by other explosions (as a device like this likely would in RL) providing a means to disarm them from a great distance and forcing the recon players to actually place them strategically.
Yeah, those really need to be nerfed. I could handle claymores in BF2 but 2142 is so fast past that even if I do spot the APM, one of my squad/teammates will go rushing past it taking everybody out.

I think they need to be made explodable either with nades or a second of concentrated gunfire, or detonate when anyone runs across it, like mines on the TG server. That would at least eliminate some of the "let me just drop all my APMs in random places on the map" strategy that seems to go on.
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