I have played many rounds where just defending the choke points and allowing for ticket bleed could have won the match but many squads just kept trying to sneak through and get kills but ended up costing our side precious tickets because the enemy was ready. (this is a bigger problem when medics dont revive - which usually isnt a problem on TG's servers)
So it made me think that there are times when defending is the best way of 'attacking' and vice versa.
Camp G is easily my most played map and toll vs harbor is a great example.
PAC is trying desperately to break through to cause havoc in the rear - EU is trying to gain harbor etc.
So any thoughts where this would be useful? Certain maps or between two CP? Im strickly conquest so titan maps are useless to me..
I appreciate any ideas anyone could provide.
(FG members I posted this almost exact post there but I feel the tactical info here maybe well more tactical)
on cerbere if you are EU and you lose roadblock it works really well to pull everyone back to Command Center. This forces pac to push up the hill giving you a huge advantage. This sometimes makes for a long standoff but trying to get roadblock back is usually suicide.
I've always found it annoying when a few squads attack when there is no need to, if you've got them bleeding tickets, then (IMHO) there's no need, a defending force can easily hold back an attacking one many times their number (unless bommando comes and clears them out with his rockets, of course)
I take into account fun factor when leading a squad. If our commander is letting us choose our orders (which is how it happens most of the time.) then I will pick something that makes enough tactical sense to be justified, and has the most potential to be fun.
Sometimes you just have to do the crappy boring jobs like defending the back flag cause no one else will, but if I can get away with it, I usually attack.
“Up, sluggard, and waste not life; in the grave will be sleeping enough!” Benjamin Franklin
in a titan hall all you need is two people: one recon (weapon of choice, apm RDX), one support (machine gun, shield, and dare I say sentry gun or clark RDX?!)
Exactly. Also, one assault medic helps too. I'd say three.
Plus, recon weapon of choice should be a sniper rifle (I prefer Zeller), APM, RDX, and heavy body armor, since you're not moving anywhere.
What's great about APM is that it forces people to move slowly down halls, allowing for 3 bullets=3 headshots, and RDX/APM takes out the rest of the squad as they try to bumrush you while you reload. It's pretty hilarious.
The support is ABSOLUTELY key here to defending with a recon. On pubs, I've lost halls because there was no support to re-arm me with RDX and APMs, and times I've barely held off squads with headshot after headshot, only to be BARELY armed in time with explosives.
And a good example of attack/defend on Camp G came last night on our server, 10:30 EST or so maybe? We were PAC and repeatedly failed to get through to Toll or beyond. We had however gotten Harbor soon into the match. The EU side, having a very large TG personnel count, pulled back to Toll to get us to go on repeated suicide attempts.
After soon realizing we would never break through, we started frag spamming. A lot. Since we could spread out much more than the EU side, the frag/ meat grinder deal wasn't as bad to us. A few Clarks, me included would repeatedly run and go around corners and kill people. The center building right at the opening to Toll on the Harbor side has a great spot to do this. I did this six times at least and got 2-3, sometimes more kills each time. We conservatively attacked the entire round, and their lack of kills being defensive tactically made them lose.
"Give a man a match and he'll be warm for a minute. Light the man on fire, and he will be warm for the rest of his life"
You need two headshots with a standard gun, which means you're exposed longer. Snapshots with the Zeller mean I usually take no damage while defending. I stand behind a partition crouched, release crouch, snap off a headshot, and the second I fire I hit crouch again while it chambers the next round, stand up again, rinse repeat until I have to reload, at which point I'm watching my RDX. You can only get 2-3 kills with a full auto anyways, before having to reload, and the range gives me an advantage against everything but rockets, but even that is solved by headshotting the assault guy before he has a chance to fire. Some people prefer the regular sniper rifles due to the 5 round clip, but I prefer the Zeller now because if someone is rushing me it's very very easy to finish them off with a handgun, if I miss the headshot and I've already blown the RDX.
My recipe is:
Zeller = Defending Titan Hallways (98% of the time)
Zeller = Offensive - Cleaning out core campers so my boys can move in (2% of the time)
Lambert = Offensive on Enemy Titan (98% of the time)
Lambert = Defensive when I need to clean out our core from attackers (2% of the time)
My post was talkin' about the default sniper rifles. One thing to also consider while sniping, the defaults shoot faster and are quieter, making it easier to drop more people quicker.
All personal preference I guess, just can't really see myself carrying the Zeller for anything other than longe range sniping (the dmg helps) and random tasks.
One dirty trick for supports: put your shields in the doorways the corridors, makes it real hard to walk around, and if there are two supports, put them side by side, completely blocking the corridor. Only way to make it in would be to jump over, which would set off APMs/ allow you/your friends to shoot them before they land.
I totally see your point here. That's one thing I went back and forth on for a while. I may go back to stock sniper rifle for defending.
For a while, I was Zeller for a short time while defending, then back to stock for increased clip size and quicker reloads, but on pubbies with little to no backup I was finishing off enemies with pistol when I missed headshots. Then I went back to Zeller, which works out fine most of the time because I usually get rushed in hallways like it's in some bad kung-fu movie, one bad guy at a time.
I may go back to stock rifle again and see how it plays out, since I haven't done that in a while.
Another thing for defending;
I always put one APM right at the doorway to the hall where they are cautious, then one in the middle of the hall, partially blocked from view by those supports on the sides. Usually, people get excited after clearing the doorway and rush the middle of the hallway, right into the APM. In the short halls (3&4) I put the APM right at the turn to the consoles, and people run into those every single time. Every single time. I also put a single RDX in the console room, so even if they don't rush me and rush the console instead (I snipe from farther down the hall than the console) boom goes the bad guys, when they think they're safe in the console room to do as they please.
Today, I had an RDX in console room 3, I was chilling in console room 4 reloading, and saw through the windows a single bad guy about to do his blowing up thing, so I detonated RDX and saved that console.