Discussion: Frontlines: Fuel of War / Frontlines - Tactics & Missions - Strategy: Offensive Hold - I am trying a new approach to this game. Unlike other first person/squad base games,
I am trying a new approach to this game. Unlike other first person/squad base games, after taking an objective, soldiers usually take off after the next objective. Currently, after taking an objective, I order my squad to Hold/Defend the base that we’ve captured.
I believe that tactical positioning of the Heavy Assault rifle is Very Important to winning and keeping main objectives. Below is a Test layout that I would like to attempt. Please let me know if anyone is interested.
1. Locate a good dug out position for the Heavy Assault rifle. I believe that who every plays this position must be good at allowing the enemy to approach (baiting) within medium range before firing (patience). Since the Heavy Assault rifle does not have an immaculate scope, the closer the better. I believe that the Squad leader or 2nd in command should play this position. Along with the Anti V player, this should be “Team Able”.
2. Locate a tank proof barracks for Anti Vehicle and deploy a rifle turret or Sentry with in the perimeter. This position requires a ninja type of approach.
All squad members should be aware of retreat routes. Anti V player should lay mines along this route as a secondary measure for the Ambush crew. Plus, this player should be ready to back up the Heavy Assault with a sort of cross fire using either a turret position by one of your squad mates or by one that is already position within the control point. There have be many time where I see these assets go to waste.
3. Locate ambush positions for both the Assault and Close combat soldiers with a viable retreat to the Heavy Assault Barracks. This should be “Team Baker” with in the squad. There must be a clear line of communication between this 2 man team and the Heavy Assault rifle. The ambush is the goal. We want the enemies’ attention on the Heavy Assault rifle, so holding fire until the Heavy Assault rifle fires is very important. Also one of the members of “Team Baker” should carrier the EMP tech (place it closer to the line of Scrimmage but be sure it is not easily visible to either tanks or rockets.
4. Properly position drones with the intent to scout and UAV 1st. Support retreat or assault 2nd! I personal think that the Anti V tech should also be the drone tech.
Something that I just recently found out about the anti-vehicle class is that you can lay down 4 mines and they will stay on the battlefield forever unless they are blown up or you lay down a 5th mine, then they are replaced. If everybody in a 4 man squad lay down all of thier mines in a base or in route to and spread it apart a little. That base would be very dangerous to capture.
Squad leaders are better off defending and acting as support. If they can position themselves between an already captured objective and one that is held by an enemy and just stay un-noticed, then the team can spawn off of them and be in a position to seige the enemy base or defend. Depending on the map; sniper or anti-vehicle would be my choice load out with drone tech or emp tech to play this strategy.
I agree the mines are great! I am actually beginning to like the Anti-V loadout. The mines work for both vehicles and players. On mountain top (WC base), I held off a pretty unique squad using the mines and the 50 cal. on top of the garage. Add in a full rank air strike role, it was fun, I wish I could have recorded that game.
It is not often that I encounter across myself when researching a topic. I found the following in a recent article on the uses of ethnography in virtual environments:
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05-09-2013, 03:18 PM in E-Male
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