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| Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions. |
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#1 (permalink) |
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Join Date: Jun 2005
Location: Santa Monica, CA
Age: 39
Posts: 2,710
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Anyone have have strategies for breaking through choke points on Conquest? Specifically on Minsk and Camp Gibraltar which seem to me the hardest to break thru if you are on the PAC side and with no Transport air vehicle it's even more difficult. I was leading a squad on Minsk and for the round we could not break past the choke point which is fairly narrrow. Near the end, a squad did break thru and took the back flag but it was too late to make a difference in the outcome.
Anybody have any effective tactics?
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#2 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,148
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Re: Choke Point Tactics
Have the commander use the Sat-Track to zoom in on any roads you might take a FAV, tank, APC, or Walker though and try to pick out any mines. Use the EMP strike on the largest concentration of mines to disable them and open a path for a quick rush. Try to focus your EMP on motion mines so that if they get stopped by an EMP mine they won't get blown up and cause an obstruction on the road. Also, people tend to cluster motion mines together more than EMP mines. Dropping an orbital strike on the location will also clear the path of engineers or defenders for a short period of time so it stays clear of mines. Afterwards just drive a squad through with brute force.
Something to take note of is the fact that the damage from the orbital strike gets smaller as time passes. Infantry will still be huddled under cover, but you can take a tank or walker through an orbital strike towards the middle of the bombardment with only minor damage. For an APC I'd wait more towards the end, but the closing rounds won't do any significant (if any) damage to them either. A FAV will get slaughtered at any point of the bombardment so wait till the last rounds are dropping before gunning it for the opening. Also try to have TWO fireteams attacking the choke point from different approaches. Instead of everyone rushing up the middle, try to split them up so they approach from each side. This will divide the fields of fire so that the defenders can't just pound the offense into the ground. Even if you're on opposite sides of the same road you're splitting their fire between the two teams. A combination of those two tactics (mechanized rush and infantry assault) will cause the defense to make a difficult choice. If they focus on the tanks and FAVs coming straight up the center of the road then the infantry will cut into their lines from the flanks and get them in their crossfire. If they ignore the armor and FAVs to focus on repelling the infantry then they'll punch a hole through the line and be able to establish a foothold in the rear. If they try to do it all then something will get through and the choak point will become a mess of CQC and cover to cover fire engagements as vehicles harrass the defenders before being taken down. Of course there's the 'keep it simple' strategy of not letting them establish a foothold on the choke point in the first place. Just have the squad leader spawn at the beginning of the match and grab a FAV. Two squad mates can then spawn on the FAV as the SL guns it for the rear defenses. As you pass the choak point those two squad members can jump off and more squad members can spawn on the SL to either jump off as well and mount an offensive before the defense is dug in at the choke point or stay mounted on the FAV with the SL to ride to the rear and establish a foothold behind the choke point. You can also grab all the FAVs and gun it towards the rear, but that leaves nothing for the other squads. If you're feeling really sneaky and don't mind hoofing it to the ends of the map you can also try to bypass the choke point on foot through the brush away from the defenders. If you walk far enough I'm pretty sure you can walk around the choke point even if it takes you forever to do so.
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My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. ![]() ![]() ![]() |
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#3 (permalink) |
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Join Date: Jun 2005
Location: Georgia
Age: 27
Posts: 2,187
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Re: Choke Point Tactics
Every time I've tried to run through the choke at camp gibraltar, I've been successful. Not to say I haven't died, but that after a few tries I'd be successful and we'd capture a flag.
I think a problem with a lot of people is they'll slowly move their way around, engaging everyone they see. I don't. I only engage if I'm threatened (they're infront of me). Otherwise, I whip out my medic pack and run like hell. Never had a guy follow me. Typically probably because he got shot by someone else ![]() This probably works better if you go alone, too. Most people don't take notice of one individual. Once you get positioned then your squad can spawn on you. I've actually capped flags by myself this way before. As Tarenth was saying with vehicles, if you can get in the Walker try just sprinting right through the first flag and turn your shields on to get through. I don't think anyone ever does that with the Walker. They'll always engage the enemy at the first flag. If done at the beginning of the round engineers may not of had time to place mines yet. I don't know if motion mines cause damage through sheilds or not.
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Telorn |
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#4 (permalink) | |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,251
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Re: Choke Point Tactics
Quote:
The walker sounds good. I think it is crucual for the assualters to bypass the first flag. Gaining that flag doesn't break the defense lockdown on the choke point and diverts assualters from the key of getting a flag behind the defenders.
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#6 (permalink) | |
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Join Date: Nov 2006
Location: Miami, FL
Age: 25
Posts: 615
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Re: Choke Point Tactics
Quote:
Yeah any map with at least a gunship should not have a problem with capping back flags. The main problem is people actually throwing themselves and bitting the bullet at the chokepoints. I mean yes you need some pressure on the chokepoint but if you have access to a Gunship then just drop a squadleader in a back flag. Minsk should not be as big a deal as its made out to be. Now the biggest chokepoint in my oppinion is in Berlin. If the attacking team cannot cap crossroads or a back flag quick enough then the defence is going to dig in and it will be hell to get past. On another note. Noob question: How do you turn on the shields on the walker??? ![]()
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#7 (permalink) |
![]() Join Date: Dec 2005
Location: With Wonder Woman in Awesomeland !
Posts: 4,436
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Re: Choke Point Tactics
Like Shiner & Telorn say, just run with your medic pac in hand.
The goal is to get past the rats nest and only engage the enemy you need to in order to maintain momentum. Also hugging the wall helps or generaly any route where there are less defenders. Lastly a squad full of difibs helps keep the SL alive. The whole goal is to get the SL past the rats nest, as long as he survives then everyone else can respawn. Dont put down the beacon till past the rats nest. Like FKD I've always managed to get past too...but it can take half the game
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#9 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,148
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Re: Choke Point Tactics
Technically you only need enough assault medics as you have fireteams in the field. If your squad is moving as one then only one defib is good enough. If you've split your squad up then having enough to cover the seperate elements is wise due to distance.
Why only one? Because everyone is potentially a medic! If the person carting around the defib kit goes down then poach his kit and hit him with a revive. Now you're the medic and incharge of revives and healing. Rinse and repeat. You can actually pass a single kit around for a greater spread if you have at least one kit on the ground. Example: If you have 1 support guy in a 6 man squad with IPS and Sentry gun then have him drop both then drop the kit. Next guy picks up the kit and drops another IPS and Sentry gun and then drops the kit. Rinse and repeat. You can potentially have 6 IPS and Sentry guns lined up from 1 support kit as long as someone else picks it up and you keep an ammo crate nearby to supply new ones. Time isn't a problem since everyone can drop a seperate supply crate for 6 different ammo crates to speed things up.
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My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. ![]() ![]() ![]() |
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#10 (permalink) | |
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Join Date: Nov 2006
Posts: 112
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Re: Choke Point Tactics
Quote:
I very much agree with this line of reasoning. The first wave should really be the guys NOT trying to take ground and just get cover and draw fire while the second wave does not try to engage but get ground and just make a run for it to cover space. Once you gain ground and occupy a strategic point in the territory you can throw down the beacon and voila you have positive draft into the enemies rear. Very good point above - I've seen way too many dummies just stop when they see 10 guys and go prone and start firing at them - hmm, chances are dude you will die without gaining any advantage or taking any one out if you do this - but if you pick your battles and gain ground you will be fighting for an advantage and will make progress toward capturing the flag. The second point point is good also - if you have a walker or some other armor advantage try to just advance at first with shields and get as far into the rear of the enemy front as possible before starting to attack and/or hold ground - it's much harder to last longer in any kind of armor if you are defending an onslaught instead of attacking small groups on foot from the rear. Note though, mines DO kill armor through shields - it sucks/lame but oh well - trust me don't try counter-measures and running through mines - you will die (just need a recon to quickly shoot out the mines - actually most of the time I just get out myself and use the Zellar on those mines while I have temp safety from my gunner laying down suppressive fire then get back in and run through w/ shields. One other note (not related), because of the inherent risk in taking ground (you don't know who or where the enemy is within the new space that you have occupied) try waiting and having a burst of killing time (many dudes dead), then shielding and advancing forward.. too many times I see dummies waste the walker in conquest by running forward constantly - don't leave your team behind and face all the engineers and their rockets/emp alone - let a first wave of friendlys run through and then run in while the firefight has already happened and clean-up when the defenses are scattered/disoriented (remember is much easier to last longer in armor when cleaning up in one area rather than assaulting a new/unknown position). |
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#11 (permalink) | |
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Join Date: Nov 2006
Posts: 112
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Re: Choke Point Tactics
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#12 (permalink) |
![]() Join Date: May 2006
Location: California
Posts: 2,148
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Re: Choke Point Tactics
If you were able to stick 2 recons, 2 engineers, 3 support, and 3-4 assault people on the same squad you'd probably be kicked for hacking. There's a 6 member squad limit after all.
Recon provides very selective power overall to a squad. If you've got an exceptional sniper then they could lay down some cover fire and get the defense under cover or soften them up for the assault. RDX and APMs are best used on the defensive and the Lambert may work for CQC but it isn't worth losing an assault guy with a med pack. An engineer is GREAT to have when you need them, somewhat meh when you don't. If you've get your hands on some armor or expect to meet some, then an engineer would be great to have to extend your life expectancy. If you're expecting pure infantry cover to cover fire engagements an engineer is just someone with a SMG who can take out IPS and Sentry guns with one shot. Realistically you can comprise a squad of just support and assault and do well against everything except armor and extreme long range fire exchanges. Support provides the heavy suppression and ammo while assault provides the mobile fire base with health and revives. If you're going to be taking a squad, on foot, into a choke point then you want 2 support and 4 assault with varied kits. I'd say both supports take an IPS with 1 using EMP grenades and the other the sentry gun. All 4 assaults using the defib kit with 2/2 smoke grenades and rifle rockets. This will give you enough variety to keep things mixed up and the fire power to punch though. Support IPS is critical for an assult in order to provide yourself with a defensive base of fire to lay down suppression. As handy as two sentry guns would be, their stationary fire support would provide limited support on an assult. Instead, if you used one as cover and EMP grenades to confuse the enemy and disable defending armor for a brief moment you can make some headway. Smoke grenades are also great to sow confusion amongst defenders. While frag grenades will scatter the enemy and kill those who aren't fast on their feet, smoke grenades will scatter them and leave them confused. If you rush in the confusion the cover may save you and cause hesitation due to the overlap in fields of fire. Rifle rockets are just evil in the right hands and the airburst is great for taking out long range and entrenched enemies, More so than the sniper really since its airburst capabilities can take out the supporting medic nearby. Honestly, there is no 'ideal' squad though. You take what you need for the job you want to accomplish. After that you just make do with what you have and improvise when you come up short of what you need.
__________________
My sanity is not in question... It was a confirmed casualty some time ago. ![]() |TG|Tarenth Battlefield 2142 Mirra World of Warcraft Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off. ![]() ![]() ![]() |
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#13 (permalink) |
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Join Date: Aug 2005
Location: PA
Age: 27
Posts: 15
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Re: Choke Point Tactics
I've discovered that on these maps, it's often not necessary to try for the other flags. If you get your squad (or better, your team) to play less suicidal (i.e. rush the choke point flag) you can win by burning the opposing teams tickets with kills. This usually makes for close games, but it works most of the time. The key is to keep your teammates alive.
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#15 (permalink) | |
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Join Date: Nov 2006
Posts: 112
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Re: Choke Point Tactics
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