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Discussion: Battlefield 2142 / Battlefield 2142 - Tactics and Missions Discussion - Commander (CO) Strategies & Tactics - CONQUEST KILL-ZONES STRATEGY Originally Posted by Jepzilla If there are two UCBs on the map,
  1. #16

    Exploding_Silver's Avatar

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    Re: Commander (CO) Strategies & Tactics

    CONQUEST KILL-ZONES STRATEGY

    Quote Originally Posted by Jepzilla
    If there are two UCBs on the map, then you have ticket bleed if you hold less than half the flags.

    If there is one UCB on the map, then you bleed tickets if you control no flags (excluding the UCB).
    I say if bleed from holding more flags than the enemy is non-existent or weak then forget it.

    Instead the winning strategy is kill-zones.
    This strategy is just 2 steps
    1) take the flags that give you the kill zones, let the enemy have the rest
    2) as the enemy advances into your kill-zones, cut them done to bleed their tickets

    A flag that gives you kill zones has the features of;
    • You have the higher ground
    • You have cover
    • They are advancing to you over open ground
    • Their advantage is funnelled down by the terrain

    Examples below, KZ=Kill-Zone

    I posted this just to get the conversation going on kill-zones






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    Re: Commander (CO) Strategies & Tactics

    Great maps! Thanks.

    I do not agree that statue is a good holding spot on Belgrade, though. The red markers show the defending zone in front of it, but most squads will flank around the back of those buildings.

    I totally agree with the assessment, though and it's what I've been saying all along. Every squad I have been in has had this strange desire to waste tickets capping flags for no reason. Dig in, kill, and revive is the only thing that wins for most maps.
    The Dirty

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    Re: Commander (CO) Strategies & Tactics

    Quote Originally Posted by DirtyLude View Post
    Great maps! Thanks.

    I do not agree that statue is a good holding spot on Belgrade, though. The red markers show the defending zone in front of it, but most squads will flank around the back of those buildings.

    I totally agree with the assessment, though and it's what I've been saying all along. Every squad I have been in has had this strange desire to waste tickets capping flags for no reason. Dig in, kill, and revive is the only thing that wins for most maps.
    You really can't say that a defence is the best strat over all. I perfer defencive myself, It's easier to setup. Problem 1 is element of surprize. Although they don't surprize me as a commander, and even a informed SL will be surprized by the moment of attack. The attacker always has the initiative and knowen attack time. After that point is CQCB skill. 2, the attacker choises point of attack. if they flank your backside (even if informed) you are at a disadvantage of cover. You might be downhill of on the wrong side of the fence.

    The best strat is a balanced one. Keep the emeny off thier toes. Keep the emeny thinking. Keep moving so they don't know your consisent location(sitting duck). take thier resorces, deney them heavy weapons platforms. Take thier point of attacks.

    Once your at a point where you feel your squads can hold them off and win, Then change up. Defened your resorces and heavy weapons and so on.

    I think you might get the idea. It's a flowing battlefield that requires changes in your strats. The faster you move and plan ahead, the better of your squads will be.
    The soldier formerly known as, Eroak.


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  7. #19

    Zoraster's Avatar

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    Re: Commander (CO) Strategies & Tactics

    The team that holds the statue throughout the entire game will win about 80% of the time, i think. There are a few reasons for this:

    1. It gives access to the only battlewalker on the field. Furthermore, there is only one tank a side I think, and that makes it difficult to counter a walk. Plus, most players will avoid going engineer in Belgrade because of the lack of armor to kill with it... making it extremely profitable to have the walker on your side.

    2. The statue is simply the single best place to spawn to flank. It has incredible access to Ruin and playground, and pretty good access to Com Tower. If a squad wants, it can even try sneaking around to Monorail... although I think it's usually better to hit playground and move from there.

    If you're a good, aware CO with a competent SL/squad based at statue, then you can own the map by using that squad to defend statue when they're in the "killing zone" or to make quick captures of undefended flags. At least one of playground/ruin/com tower will be ripe for the picking... usually ruin or playground.

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    Re: Commander (CO) Strategies & Tactics

    Also, the problem i have with killing zones is that many times you're not forced to enter them. Sure, if a team isn't disciplined, you're going to have a slaughter fest, but if you hold the majority of flags and the other team holds kill zone flags, then there's little reason to try and assault those last flags.

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    Re: Commander (CO) Strategies & Tactics

    Quote Originally Posted by Zoraster View Post
    Also, the problem i have with killing zones is that many times you're not forced to enter them. Sure, if a team isn't disciplined, you're going to have a slaughter fest, but if you hold the majority of flags and the other team holds kill zone flags, then there's little reason to try and assault those last flags.
    If you capture the flags that lend themselves to kill-zones then wait for them to come to you then they most probably will for two reasons;
    1) Lack of team organisation & disciple ie CO not ordering squads to hold back or squads not obeying
    2) Even if they do hold back people will get bored pretty quickly and go on the attack. This is a game where people want action constantly. A standoff where nobody is firing will not be popular.

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    Re: Commander (CO) Strategies & Tactics

    I agree. Usually killing zones will work, and even if they don't, it's good to know about them.

    But since we strive for teamwork and stategies that will win, then it's worth pointing out that an organized enemy that knows about killing zones will not go into one.

    Anyway, i agree with you that usually you'll have plenty of cannon fodder because people get bored of waiting around. But by the same token, if a team manages not to attack for even a minute, then the people defending the killing zones are likely to go into attack mode (because they're bored), and then the advantage is gone, and you're being slowly bled by the flags.

    Anyway, i'd say both using killing zones and countering them requires teamwork and patience.

    Incidentally, does anyone know the formula for how much the ticket bleed is?

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