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

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Old 11-29-2006, 01:04 AM   #1 (permalink)
 
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Titan Defense

Hello, as mentioned is the 'Specialized Squad' Thread, I would make a separate discussion option specifically for Titan Defense.

I was going to lin k the Original Thread, however i apperantly need to make 15 posts before I am aloud.

My idea if defending is to make null one whole side of the Titan. Let them destroy either the even Consoles, OR the Odd ones (BUT Dear Lord not both!!)

I liked someone's idea of the 3 Support, 2 Recons, 1 Medic (or 2 Medics, 1 Recon). I would like to propose a Titan Defend Strategy you may want to try.

As I mentioned earlier, let them take, lets say the even side of the titan (also the Starboard side). Now with 1 of 3 Supports, seal off Corridor 1. Use one of your recons as well (lambert, APM, RDX). Your other 2 Support Units are posted in the Starboard Vent. One with the Portable Killing Machine defending the dropdown zone, and the other with the Personal Shield fixated on the Port side of the Titan. This Support will have two main Vantage points:
1) The Corridor 1 Entrance
2) The port Vent/Catwalk

Now, standard squad of 6, the last guy is a medic. Put him in the Port Catwalk at the far end where the Cubbiehole and Window is facing the vent. He'll be able to heal himself while Providing further Catwalk protection. In my experience, if you have the Voss Upgrade, you'll do well, especially if you have assistance from the Support across the way.

If i haven't previously mentioned, the other recon is strafing the Cargo Bay, tieing loose ends, setting APm's at the lower doors and so on.

Contingency Plans

Support and Recon in Corridor 1 bite it

Assult drops down and provides rear support. Second Recon as well rushes Corridor 1. These units stay inplace until both Support and Recon units are back. They then attempt to retake Vent or whatever needs to be done.



Console 1 Bites Bullet

One of the Starboard vent Support Units (probably one with more ammo in clip) drops ammo hub beside other, and runs to Corridor 4 entrance to provide lateral cover. Support and Recon from Cor.1 (who would have died and respawned by now) take up positions in Cor.3. Assault unit can take up Cargo Bay Roaming function, and the Support unit maintains vent vantage point. I mean, you can put him back in the vent eventually if you want. This is just an idea.

I mean, destroying the Consoles does piddles to the Titan's Health. two points are far more defendable than spreading youjr resources to 4 points.


just food for thought!
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Old 11-29-2006, 12:07 PM   #2 (permalink)
 
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Re: Titan Defense

The following tactic works only once or twice before the enemy wizens up and is only for Recon with the unlocks...

As mentioned in the voluminous postings in the Titan Hallway Assault thread...C7 planted on the ceiling cannot be defused. String a line of them from the entrance down to just before the console and sit back at the most rearward bulkhead point that gives you a view of the entrance.
Your APMs (you brought those too, right?) will take out one or two guys...the lack of gunfire coming at them makes 'em cocky...and they start filing down the hallway full of visions of "I'll get that console destruction point first!"

Hit the trigger when the first guy is at the last charge before reaching the console. Single-handed squad destruction.

Goof it up, and it's a single-handed blunder though...so if a Support buddy will drop you a personal shield and an ammo crate, you'd be better served in hiding out.

Does this work? Yup...no screenshot to prove it, but I took out 4 guys in a single blast last night. Hid behind a rearward bulkhead and invited them down the corridor by providing zero resistance...then hit the trigger.
Having had time to resupply from an ammo crate before the ambush, I was able to run up and string out the APMs and C7 again. Took out another 3 guys in the next wave's detonation and then bit the dust from a well-placed Assault rocket.

My side ended up losing the round, but not for lack of me trying.


On the shorter hallways...3 and 4, the C7 approach works the same...but fewer charges are required and you can remain completely safe when looking for targets. That indestructible window by the console gives you a clear look at who's invading your turf and protects from even the grenades and rockets being flung down the hallway. One or two well-placed charges suffice, so you can repeat this 2-3 times all by your lonesome. Placing an APM just inside the entrance to the console (facing towards the direction the enemy will becoming from of course) keeps your butt safe from the ones that manage to get past the triggered C7 explosion.
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Old 11-29-2006, 12:45 PM   #3 (permalink)
 
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Re: Titan Defense

Oh, definitly agree. But i was hoping that the people laying the cover would not be staying in the same spot. I mean, when I Do have the personal Shield equipped (which is rare) I mostly use it as a decoy. People who see the shield most often assume there is a person behind it. (if its far enough away they can't tell by looking). I position the shield in position A, but I place myself is positions C-Q if you know what I mean.

Myself, while defending, i'm either support or recon. If my team is competent, I'll play a support role in the corridor, or in the vents. If not, I'll play the recon role and set up apm's as fast as they knock them down. Against the center block thing in the cargo bay facing the Corridors works well I find. Also, with APM's especially, everyone knows where the common spots are (just inside Corridor Entrances, Dropping down into the vents, rounding the corners at the consoles, and the vents turning into the catwalks). But if you place randomly, I find that you will kill more enemies running where they don't suspect the APM's.
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Old 11-29-2006, 02:33 PM   #4 (permalink)
 
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Re: Titan Defense

As I said on the other thread, this is my idea for SEALING your titan:

Get a full squad of six people and:

3xSupport
1x Assault
2x Recon

Two supports, one on each vent, as far down from the hole as possible, with a sentry gun, make sure that no one can drop in the vents and stay alive.

Two recons place their APM mines on the lower deck entrances, one to the right and one to the left.

The assault and the last support should stay on the lower level resupplying the recons, reviving and healing any possible casualities and taking out the infantry that crawls or prones through the mines (you'll always have the advantage, because it's a support/assault + a lambert recon vs one guy prone or crouching).

Now to finish things up, the recons should ALSO place RDX on the entrances because if a whole squad comes in crouching or prone it's hard to stop them... So just blow them up to pieces!

It would take A LOT of effort to pass through this barrier, that's why I think this is the best possible squad for titan defense.. I challenge anyone to attack a Titan in these conditions..

---------------

Tactic #2:

Corridor defense

If you can't use the above tactic, the absolute best way to defend the corridor is to get 2 assaults with the rockets and a support with a sentry gun.

The sentry gun spots the enemies, and the assaults just SPAM their rockets... the attackers can't even throw granades at you if you do it right... It's almost unfair to them... Of course you also need supplies to keep your rockets, but the support is there, so you can just rocket spam away and no one will blast the console (this only works well on consoles 1 and 2).

------------

An attacking tip: Not many people know this, but you can destroy consoles 3 and 4 without even getting in them, just bounce some granades on the wall and they will damage the console... Eventually it will break, so focus on holding consoles 1 and 2!
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Old 12-01-2006, 01:51 AM   #5 (permalink)
 
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Re: Titan Defense

An engineer is a great addition if your CO was wise enough to stash the titan somewhere out of the way of APCs and leaving only air drops to the enemy. EMP mines on the upper deck, motion mines on the lower deck, and the AVR for any slow movers will quickly lock down your titan if you have someone manning the Anti-air gattling gun.

Another tactic is to drop your RDX and not detonate them. If you've got the improved sniper rifle than you can blow them one by one with a single shot from your rifle. Granted, you've only got 3 bullets, but that means you can blow your RDX and still have 2 more possible RDX explosions in addition to your detonator to go.

My favorite tactic while attacking a titan is to sit in the rafters with my advanced rifle and target the mines of defending recon. If I can time it to blow while they're still nearby the explosion will take them out as well. Two birds, one bullet.
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Old 12-01-2006, 10:34 AM   #6 (permalink)
 
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Re: Titan Defense

The reminds me of something else I like to do. The engineer can defuse most mines and so on. While attacking, equip the mine defuser and save your squad mates!
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Old 12-02-2006, 04:10 AM   #7 (permalink)
 
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Re: Titan Defense

That's a somewhat iffy idea really. The engineering defusal tool is somewhat of a joke to me now that I've gone a few rounds with it.

Why?

APMs blow up before you can get in range to defuse them. You could crouch and walk around them then approach from the rear to defuse them, but if you crouch and approach from the front or side it will blow you up before you can get to it. Honestly? If you can spend the time to go PAST the mine and then approach it again from the rear its not that much of a threat.

RDX is somewhat of a tricky thing to defuse. If you see it and the recon is too slow then you just saved your hide. Bad news is if the recon is watching they'll blow it and if the recon is dead then the RDX is inert anyways.

This brings up the other point that I was very sad about. Mines and deployables last only as long as you do. I was very sad to see this happen a few times. If you deploy mines (EMP and Motions) then your mines will still be visible and may be gone from your inventory...but they have this annoying habit of doing nothing to enemy vehicles. I've seen my motion mines get up and zoom towards a tank to just vanish after hitting it or my EMP mines go poof without barely a wimper as a walker stomps all over them. This means if a sniper takes you out and you get defibbed you better grab more mines from a support or supply crate and start redeploying. If you're looking to defuse vehicle mines you might as well go in with your smg and 'defuse' them by planting bullets in the deploying engineer.
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Old 12-02-2006, 05:22 AM   #8 (permalink)
 
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Re: Titan Defense

I don't know if this is a tolerable TG tactic, probably not... but sending someone to blow up the mines and then reviving him seems the most efficient way to deal with mines on a titan.

By the way, what happens to the mines inside the titan when CO hits it with an EMP strike? On the ground, EMP destroys mines.
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Old 12-02-2006, 12:55 PM   #9 (permalink)
 
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Re: Titan Defense

Meh...I'm not going to touch that one since I'm not an admin.

You can also get a recon with the advanced sniper rifle to shoot the mines away. This is probably the best job for someone sitting in the rafters.

As for the EMP strike? You can do it, but it's really hard to manage. Because the 'hull' of the titan is so thick only a small amount of EMP splash will occur. It takes a really precise hit with the strike to clear a relatively small area of the outer hallway. This means only the outter side of halls 1 and 2 since those are the halls closest to the 'outside'.
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Old 12-02-2006, 01:34 PM   #10 (permalink)
 
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Re: Titan Defense

The CO EMP strike doesn't seem to line up quite exact with the titan either. It's fine when hitting the ground but hitting the titan is a little off from where the strike was placed.
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Old 12-02-2006, 10:19 PM   #11 (permalink)
 
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Re: Titan Defense

Quote:
Originally Posted by Tarenth View Post
APMs blow up before you can get in range to defuse them. You could crouch and walk around them then approach from the rear to defuse them, but if you crouch and approach from the front or side it will blow you up before you can get to it. Honestly? If you can spend the time to go PAST the mine and then approach it again from the rear its not that much of a threat.
Man, this thing has a very decent range. Its not like before where you have to hodl it down. I've noticed that when crouched, you can defuse it from any angle, without dying.

You also have to be careful when defusing with the Zeller. It still explodes the way it normally would, so if any friendlies are in the blast zone, they will be taken out.
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Old 12-04-2006, 04:53 AM   #12 (permalink)
 
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Re: Titan Defense

Well this is about titan defense, but I'm reading and I mainly seeing assaulting the titan or preventing an assault. As great as either one of those two points are, but what do you guys do incase your "Seal my Titan" or "Assault their titan" plan falls to pieces?

Hmm and we need to setup some sort of system that would allow TG COs to effectively setup a master titan assault/defense plan with TG squads. It would really help the success rate of any of these contingency plans were talking about here.

And I'm not sure if this was mentioned in another thread or here even, but has anyone thought about setting up a first line defense in the rear landing area of the Titan before the shield goes down completely? It just seems to me, everytime I try it, no one else seems one bit interested. And what first line defense I have set up usually has bought defending team about 10 mins. on average.
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Old 12-04-2006, 08:22 AM   #13 (permalink)
 
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Re: Titan Defense

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Originally Posted by Acreo Aeneas View Post
And I'm not sure if this was mentioned in another thread or here even, but has anyone thought about setting up a first line defense in the rear landing area of the Titan before the shield goes down completely? It just seems to me, everytime I try it, no one else seems one bit interested. And what first line defense I have set up usually has bought defending team about 10 mins. on average.
When ppubbing, I try to get back to the Titan when there is that sliver of shield left. I'll normally grab support and just camp the top of the titan. I roam around the upper landing platform. After killing one guy, move to another location, and normally end up killing him again. I've seen some people get a Recon kit ready and mine to tops and vents with APM's. That works too, but i find it crappy when you can't drop down into the vent cause there is ALWAYS an APM or C4 there.
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Old 12-04-2006, 10:54 AM   #14 (permalink)
 
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Re: Titan Defense

I forget this as commander but it should be the CO's responsibility to assign as squad to Titan defense. He should give enough warning so the squad can organize and get back to the Titan before the shields go down.

Watching the back is good too so you can get rid of the squad beacons. Make it hard to get inside the titan instead of letting them in. Although, Titan defense is well covered as long as you have a squad assigned to the job. Titan attack is the tough job.
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Old 12-05-2006, 06:25 PM   #15 (permalink)
 
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Re: Titan Defense

I find that there is a good way to keep the amount of guys attacking the titan relatively manageable. Have at least one guy, preferably two if your titan moved up closer to the action, man the AA guns. Then, for those careful pilots who come in low and land on the bottom deck to avoid the guns, drop some motion mines on both levels. If they take the hint and stick to APCs, keeping the bottom turrets manned and repaired is important, and also have your gunship (you do have your gunship active, right?) keep an eye out for APCs parked near your titan or heading that way and have him take those things out. For beacons, it's easy to tell if the enemies are podding from APCs or a spawn beacon based on their trajectory, so if there is a beacon up top, send a squad to pod up there and take the beacons out. This should keep the guys who board your titan to a level that your guys on Titan D can handle, while keeping enough of your team free for silo duty or titan assault.
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