This map has major spawn camping issues: US spawn after you take B and US spawn after you take A. The Insurgence side also has spawn camping issues, but there is rarely a situation when the Insurgence gets spawn camped because they're doing the spawn camping (and once they do that, they win fairly easily). When the US spawn camps Insurgency, the insurgency can usually get out by having their RPG player fire at the ground. But when the insurgency spawn camps the US, one can only hope that they have quick enough reflexes to take out the spawn camper.
I only see the Charlie US spawn as a major issue because the insurgency initially spawns in that position. Therefore, if they know Bravo is going to be taken out, they can set up their position. With US Alpha, spawn camping only becomes an issue once emergency reinforcements are needed.
US players usually complain about how hard Alpha is to capture. The major tactic US players need to use is speed. US can set up their support/sniper to lay suppressive fire on the ridge line. The rest of the team can rush towards Alpha and secure it. But that's not all. US needs to push further than alpha (up the ridge line) to make sure grenades/rpgs do not disrupt the capture process.
Charlie can be fairly tough to capture too, but a great hiding spot is behind the white car. Usually, the 3 window house can cause a fair amount of trouble, but if you hide behind the car, you won't be seen by anyone in the 3 house and you can capture the objective fairly easily.
Not sure if it has anything to do with the changes...but I noticed today that as the Insurgent SL on Sinjar, once Charlie was up, I could not issue any orders to defend Charlie. I was stuck with "Attack Bravo" until Charlie was capped. At which point it changed to "Defend Delta."
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Re: Sinjar, Iraq
It seems the commands are always borked.
TG Primer Atomic Dog: Do it, hit it with a crowbar! Delta: I don't have a crowbar. Atomic Dog: Hit it with the dog! Ednos: I just need to man up and get ready to have a testicle removed (which is what using Vista feels like)
Not to mention the initial push from US spawn up the hill to A is nothing but a Frag Spam Fest.
There may be 3 routes out of the spawn but if the Insurgents come all the way down the hill to the front of the spawn building area it becomes a really bad spawn camp from the very beginning.
But once A and B are captured I have seen the game dynamic really kick in and squads using comms and assignments very effectively.
The trick is two have 2 squads moving separately from eachother out of that spawn. One team needs to move up the cliff and the other needs to push A as hard and often as it can while the other squad is moving to flank the Ins. on the road/hill over looking A.
A is the hardest point to get to throughout the whole game. You either need snipers watching the ridge or MGs parking on the road. The only way you can cap the point is behind the truck which is a frag fest. Try to keep ur feet beside the tires of the car because they can shoot you under
The trick is to have 2 squads moving separately from each other out of that spawn. One team needs to move up the cliff and the other needs to push A as hard and often as it can while the other squad is moving to flank the Ins. on the road/hill over looking A.
I agree with Gogeta that coordinating two teams at the offset (with a sniper in each team to set up the A flank and direct assaults) is the way to start and, once A is taken by the main force, the two teams rendezvous at the front of the village.
Once you cover the routes to Bravo by insurgent reinforcements, an assault on Bravo takes communication and coordinated movement and then the race for Charlie and Delta is on. Superior comms usually prevail.
That was the one map I actually enjoyed playing..even though we got hammered by the defenders setting up shop down the hill next to the spawn so that as soon as you walked out side you got ripped apart by their MG...but as soon as we did get "B" it turned CQB between the buildings getting "C" at the little gas station thing, so it was a lot more even..
Feels weird posting in this more than a year old thread about something that is new to me..
That was the one map I actually enjoyed playing..even though we got hammered by the defenders setting up shop down the hill next to the spawn so that as soon as you walked out side you got ripped apart by their MG...but as soon as we did get "B" it turned CQB between the buildings getting "C" at the little gas station thing, so it was a lot more even..
Feels weird posting in this more than a year old thread about something that is new to me..
Totally cool in this situation lol. This is meant to be an ongoing discussion about the particular map. Im glad you found it! This really is a good map imo. If one likes difficulty. The first two objectives are pretty damn tough... but obtainable none the less. The second two get somewhat easier to attack and harder to defend... good long range and short range mix.... not bad at all really.
Everyone seems to be discussing this from the USMC point of view. I haven't played this map as a Marine (like birdie, this game is new to me), so I can only go off the Insurgent's perspective. I commanded everyone on my squad to A except for two I said to stick it out along the ridge; one at D to keep at eye on the flank and one in between A and D along the ridge to pick people off. The rest of us rushed to A. One guy set up his bipod on the bridge and pointed towards A. The USMC tried fragging us to smoke out A but we had an RPG and I said to just keep pounding the pavement with that, reloading as fast as he could. Some of us were on the ground near the buses and the rest were along the ridge. It was perfect because the ridge protected us from below and we were able to go prone and just wait for them to try to capture it. The USMC didn't get it at all.
The next game however, people went rogue. Perhaps they didn't understand how necessary it was to stop them at A and delay that part of the game as much as possible. The RPGs at that site, I feel, are critical. Protecting the flank at choke points is critical number two. The ridge is the best tactical advantage, and no Insurgent (I think) should be going over that ridge for any reason. I agree with others who were trying to say that once A and B are achieved, the rest is downhill for the Marines.
Thats because Insurgents is almost too easy on this map... Holding A is really only easy if you have the right coordination. If A is capped, then Ins. need to focus heavily on the gas station and send a couple to Bravo itself. All marines will go up top to Charlie to get the high ground... Hold them off there and the few at B can hold the street goers quite easily..
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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