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11-02-2005, 03:24 PM #16
Re: Supply drops on destroyed assets?
Good points guys. As a spec op SL though I hate dragging anymore men than absolutely necessary on what can often be suicidal insertion missions. I like the Spec, support, medic squad too. But more often than not the lower than average survivability of such a squad in transit to its objective spends a lot of tickets while keeping those guys from more meaningful and economical uses of their tickets. And in the UCB dodging patrols and hiding from vehicles, medics are often of limited effectiveness.
I prefer the two man double spec op approach. Keep them sufficiently isolated and apart. Then if one dies, he spawns SL. If he is the SL, he simply leaves and rejoins to spawn on his pair who is then the SL. They should have the C4 between them take out all the assets on most maps without resupply.
I admit though the continually bobby-traping strategy is mighty elegant. Next time I'm with a crack team behind enmy lines, I think I'll try it. More often than not though currently with amateurs, the support guy is more of a liability. He just always seems to be the first one down back there or if he does survive his pudginess can't flee fast enough to allow for a respawn on his location.
Honestly, you know what's been my biggest frustration in my spec op runs lately? Achieving total success only to realize they've got no commander and I find myself out of work.Xbox Live Gamertag: TG ABRA
live.xbox.com/member/TG ABRA
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11-03-2005, 07:42 AM #17
Re: Supply drops on destroyed assets?
If I'm SL, I always go support and ideally, have 2 Spec Ops guys working for me. Medic I'm not too bothered about as I can hide well enough on some maps not to be hit and if the spec ops guys go down, they respawn on me.
Of course there are some maps that are just silly. Trying to attack the US base on kubra is possible, but you'll only get a few hits before you are taken out as there is very little cover to be had. These maps seem to waste more time trying than it's worth it so may as well go on attack. However, from the US side, attacking the enemy base can be successful and it is a little inbalanced.
Of course the biggest challenge is sneaking on board the enemy carrier and destroying the assets on those
Jex.

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11-03-2005, 02:21 PM #18
Re: Supply drops on destroyed assets?
You can get an UAV down with 2 packs, just slap them on the windows
Originally Posted by jex







BF2 Name: Thez(NL)
BF2142 Names:
Thierry(NL) (Sniper)
Dikkiedik(NL) (Assault)
Kittekat(NL) (Engineer)
Dimi(NL) (Support)
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11-03-2005, 06:52 PM #19
Re: Supply drops on destroyed assets?
just slap 2 anywhere and the uav goes down
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11-03-2005, 07:10 PM #20
Re: Supply drops on destroyed assets?
I've never had an issue with not blowing UAV, Arty, Radar, Tanks or anything with just 2 C4. "Here, take two and call me in the morning."
"Umm Deputy these aren't my pants" - Common alarm cry of the North American Crackhead
[tg-c1][ma-c1][defense]
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11-04-2005, 12:56 PM #21
Re: Supply drops on destroyed assets?
I was in a spec squad the other night and one of the specs was told by the support to overbomb the asset and get resupplied. Like use 4 or 5 C4s per asset so that it is 'more' destroyed and takes longer to self-repair(they do have auto-self repair like bridges no?). Can anyone confirm this?
Xbox Live Gamertag: TG ABRA
live.xbox.com/member/TG ABRA
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11-04-2005, 01:09 PM #22
Re: Supply drops on destroyed assets?
I don't know....dead is dead.
"Umm Deputy these aren't my pants" - Common alarm cry of the North American Crackhead
[tg-c1][ma-c1][defense]
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11-04-2005, 01:48 PM #23
Re: Supply drops on destroyed assets?
I just conducted an experiment to find out what the asset repair time is, depending on the number of C4 charges used. For each number of charges, I measured the time a single engineer needs to "chirp" his wrench to: a) restore the asset to operational status--Top, and b) restore the asset to full health--Tfull. Here are the results (times in seconds):
Originally Posted by ABRA
Conclusions:Code:#C4 Top Tfull 1 (not destroyed) 2 0 20 3 8 40 4 20 60 5 20 60
- These numbers are valid for all types of asset: UAV trailer, scan radar, and arty gun.
- When using only 2 C4 charges, the time to repair an asset is almost instantaneous (a single "chirp" gets the thing going again).
- Using more charges increases both the time to get the thing to work again and the time to repair it completely.
- The maximum damage is inflicted by using 4 charges; any more than that is simply overkill.
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11-04-2005, 03:15 PM #24
Re: Supply drops on destroyed assets?
Good work rep++.
Did you see if they auto-repaired like bridges?Xbox Live Gamertag: TG ABRA
live.xbox.com/member/TG ABRA
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11-04-2005, 04:40 PM #25
Re: Supply drops on destroyed assets?
This just in from the drying-paint-department: on Zatar at least, a destroyed radar takes six minutes to "respawn", regardless of the number of C4 charges used. After those six minutes, it goes back to full health instantly.
Don't know about the other assets (or other maps), but my best guess is that they'd take the same amount of time to respawn.
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11-04-2005, 04:54 PM #26
Re: Supply drops on destroyed assets?
Yes, those times are standard (360 seconds) except on the bugged maps. If a respawn isn't given, like for the arty on Dragon Valley, it will fully restore in the default time of 30 seconds.
Originally Posted by Lekdevil.NL
Peace through fear... since 1947!
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11-05-2005, 03:20 PM #27
Re: Supply drops on destroyed assets?
Damn, I didn't know it auto-repaired. And I didn't know you could blow the UAV with two charges. It's always taken me 3.
Lately I've been the engy fixing the assets in the Craphawk. I fly the transport as SL, stop to fix any dead assets, then head to my "real" objective where my squad can spawn on me and drop onto their target. If the Craphawk isn't available, I'll take a jeep and slow down at each arty pipe until it pops up and starts steaming. (If you park over the broken pipe, you get goosed into the air when it gets fixed, but the damage is minimal.)
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