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10-21-2008, 03:21 PM #1
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Sprint/Plant/Protect vs. Feint/Draw/Protect
First let me give a little bit of my FPS history: I first started playing Tactical in January '08. CoD4 is only my second FPS Multiplayer game to ever play (BF2142 the other) and that I am a 38 yr. old fogey. I do not have the quick-twitch skills of my 9 yr. old son, nor do I have the temperament, let alone the skill, to play the bunny/dolphin game types. Nor do I like to spray and pray or hip-fire (anyone in my clan will tell you all that I have a terrible habit of pulling up my sights in the dumbest of situations, ALWAYS). Tactical gaming is what suits my personality and is extremely addictive (ask my wife... jk)
Now, on to my question, which I pose not as a debate, but as a genuine discussion point to see how you all generally feel about different TACTICAL strategies. Here is my thesis statement which I would pose to you all to give your two cents on, as you see fit:
Depending on the map, the composition of your team (different player skills, preferred kits, etc.), the Sprint/Plant/Protect strategy IS acceptable.
I pose this thesis statement because, depending on the map, etc., it seems I get differing responses every time I personally try this strategy. I only find this ironic because the constant refrain I hear about such a strategy is that it is "running and gunning", which is not allowed obviously, and is also against the spirit of your servers, is not how I personally play most of the time. I am a more "slow approach and camp" player. However, as to the statement, my personal contention would be this: to Sprint in and make a fast plant at one of the bomb sites, fully supported by the squads' cover smoke and fire, I believe is a valid tactic and takes quite a bit of skill.
The MAP example I use to validate my thesis statement is Downpour. I think everyone would agree that either Downpour or Pipeline would be the two hardest maps to do this type of Sprint/Plant/Protect tactic. Not only does Downpour and Pipeline have multiple, defensible choke points, but they both have hills that must be negotiated to even get to the objectives. Specifically on Downpour, if the team dynamics are correct, I can Sprint/Plant/Protect at the A bombsite within about 20 seconds. I also note, that in doing this, the bomb planter does NOT fire a single shot, until after the bomb is planted. In addition, by throwing smoke into both A building and the middle area between the Barn and A building, an entire squad can both attain, fight, and hold both the middle area and A bomb site.
If this can be done, without "running and gunning", why would it NOT be a strategy to employ and repeat over and over until stopped?
Thesis statement end. Let the discussion begin.
BTW, keep up the good work!
82ndID-Bomber
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10-21-2008, 03:34 PM #2
Re: Sprint/Plant/Protect vs. Feint/Draw/Protect
I know that the best way to play Crossfire is just that!
Ask Birdie or any of the 13th about sprinting in smoke to plant the bomb at the B site.
The only issue is that it is truly a coin toss on its success rate. And if players get caught sprinting the only logical thing to do is attempt a twitch kill just to save your hide or that of your mates.
But I think that it lacks finesse and shouldn't be the only strategy in the player-base's kit bag.

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10-21-2008, 04:17 PM #3
Re: Sprint/Plant/Protect vs. Feint/Draw/Protect
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10-21-2008, 06:03 PM #4
Re: Sprint/Plant/Protect vs. Feint/Draw/Protect
Like i have said before when i was fuming about the game (which i do frequently) i had said that this game is designed for people who love to run like a cheeta and shoot like rambo! It was designed in mind for those that bunny hop, those that dolphin dive and so on. Unfortunately for those of us who try to have a more tactical approach have to make do with what the game designers give us. Not very often is there a game thats made for tactical play because it seems that the majority of players like to run and gun. So i applaude TG for making COD4 as tactical as they can while do a great job at it, BUT its almost impossible to not run and gun everynow and then.
When a person comes on our server that has never played before by our rules, most of the time the first thing they do is go run and gun all over the place. Most of that is because 99% of the servers do the run and gun style of play.
So when it comes to sprinting to a bombsite to get it planted, alot of the time just making a rush to the site works quite well. (Depending on the map) For example, on Overgrown, people can rush the A bombsite very fast and make a plant before everyone is out of the spawn. Its a tactic that works over and over again. BUT if one team goes for a bum rush and the other stays in spawn for a minute to plan out the way things go, if the bum rush team doesnt take to long they can have the bomb planted before the planners even think of a plan. Where as if both teams plan out, they will make it to their spots around the same time.
Unfortunately not everyone has a tactical mindset for COD4 and thats to blame only on the game play that it was designed for.


Do you really want invincible bears running around raping your churches and burning your women?
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10-21-2008, 06:05 PM #5


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Re: Sprint/Plant/Protect vs. Feint/Draw/Protect
There is nothing wrong with the sprint/plant/protect but nothing says it has to be accomplished in the first 20 secs.
Last night on Crossfire, we executed exactly this strategy but at about the 4:40 mark after we had taken the time to divide into three fire teams, discussed coordinating fire and then broke and moved along a specific time line. The bomb was planted and successfully defended with minimal casualties.
Its not running that creates the problem its failure to plan, when we talk about the importance of communication this is where the focus needs to be. The rounds are 7 to 8 minutes long and I've yet to see a map that the offense can't penetrate after the defense has completed deploying.
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10-21-2008, 06:16 PM #6
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Re: Sprint/Plant/Protect vs. Feint/Draw/Protect
I hadn't planned on making any further posts to my original question, but GIJoe has spurned up a memory of a game change that would solve a lot of the problems that seem to go, and are related to, the "planning" stage of the rounds. It is true, that if the offence or defence are too slow at the beginning, IMO, they can be put in somewhat of a disadvantage for the round. Please note that I say CAN and not ALWAYS.... a good plan executed correctly can work just as well as a sudden rush... But I digress.
My memory is that there is a MOD or server set that causes a "time out" of sorts at the beginning of EVERY ROUND which is for planning of strategy time. This setting would give teams time to put a plan together, a strategy, without putting them at a disadvantage because the other team deployed first. I'm not encouraging or discouraging that something like this would work on your servers, but it would solve that one particular aspect of this issue.
All done now. Thanks!
82ndID-Bomber
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10-21-2008, 06:34 PM #7
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10-22-2008, 05:32 AM #8
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Re: Sprint/Plant/Protect vs. Feint/Draw/Protect
I think both rush and go slowly tactics are good. But in a game like this where one skilled player can dominate so much, it can be difficult if you are up against an equally organised team. So the combinded experience, plan and communication underway on each team means alot.













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10-23-2008, 08:34 PM #9
Re: Sprint/Plant/Protect vs. Feint/Draw/Protect
With good team mates and good cover this is an extremely effective strategy, its really about if the other team can handle high-pressure situations such as that.
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