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Doors, Hallways, and Other Chokepoints

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  • Doors, Hallways, and Other Chokepoints

    Alright, one of the biggest little changes to BC2 is in your character's interaction with the environment. Your soldier has mass and volume now, which means that you cannot run through friendly characters anymore. Therefore, it is important when moving around and taking firing positions that you are cognizant of your teammate's. So somethings to keep in mind are the following.

    1. Doorways.

    Let's take an example, one I've seen several times. The 3 story warehouse model has that long staircase that leads from the ground floor to the roof. Often when attacking people will climb those stairs, clear the roof, then move down through the rest of the building. The problem is when three people move up those steps, the pointman will often kneel in the doorway and begin to fire. Then the other two people will stack up behind them, right before a CG or a 40mm nade nets the defender a triple kill.

    Do not, under any circumstances whatsoever stop in a doorway. Doorways are deathtraps. If you are going to clear a building you should grab a couple people, put the medic in back, and then go. First guy through peels right, second guy peels left, medic can come in third and mop up/revive. That's a best case scenario, but SOP should be for all TG folks to a) never pause in doorways and b) to move away from a doorway once you've passed through it.

    Oh, and it should go without saying to approach a hostile doorway with an oblique approach. Never run straight, but especially don't run straight at a doorway.

    The above only applies to second story or doors inside non-destructible buildings. Under no circumstances should you be using the door to clear a hostile building if you can blow a hole in the wall.

    2. Hallways

    When moving down hallways, say in the large command center models where crates often are, it is important that you not block lines of sight and fire for your squad mates. If you are hugging the right wall, then continue to hug the right wall. Don't decide you want to cover the left wall suddenly.

    Firefights in hallways are about putting out the maximum amount of fire. If you've two assaults and a medic meeting two assaults and a medic, then the squad that wins will be the one that put out the maximum amount of fire. Which is why you should not be strafing evasively in that kind of situation. If you're alone or in the open field, then strafe. If you strafe in that hallway you will block your squadmates line of fire, and you will lose. Stay still, aim well, trust in your teamates. Take down the guy in front of you, then help with the next guy. Hopefully one of you will be alive at the end.

    3. Chokepoints

    There's a lot of these in BC2. All of them are defeated with the same method: getting through them. The great thing about people is that once they set up a nice defensive line, they tend to defend it, farming kills, even when the situation changes. A couple nights ago I was on the attacking team at the last stage of Nelson Bay. The defense was dug in tight, holding the line all the way down the map from ocean to the creek. After being brutally killed many times, two of our people managed to slip through. Which means within a minute we had 8 people spawning in their rear....and they continued to defend the lines, because the line had given them many kills. Two minutes later we had won, and roughly a third of their team was still guarding the line....even though the line was absolutely useless with all of our team having spawns in the rear.

    When you're attacking, use smoke, push the whole team on one spot, and break the line. Do not stop in the killzone to shoot back. Fire on the move, chuck nades, fire rockets and GLS, but do not under any circumstances take a knee to shoot back. Move through killzones as quickly as you possibly can. The advantage of defenders is that they can sit down, aim carefully, and duck behind cover. You take those away by getting people behind them, thus negating their whole defense.


  • #2
    Re: Doors, Hallways, and Other Chokepoints

    Last point is the least obvious but most important. When you get behind them, don't let them know until it's too late! Just stay cool and hope no one sees you while you wait for your squad to spawn in. Good write up overall. I hate it when friendlies cross my field of fire.
    aka spartan421
    Bad Company 2: Kill dudes heal bros.

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    • #3
      Re: Doors, Hallways, and Other Chokepoints

      Great post, one of my favourite aspects of the game is the representation of CQB and building assaults, perhaps the best handling of it so far in the BF series. No prone diving, player mass represented, destruction engine etc. Love leading a building assault with the AN94 double tapping and moving in synch with squad members, just beautiful when it comes together. Bravo sir!

      Wanted to add that the comments about trusting your teammates is paramount and so is discipline. The hallway gunfight for example, engage the target in front of you accurately, drop him then switch targets, hold your ground, don't start moving into teammates line of fire. Switch to the next and keep firing. Trust your teammates to do their job and focus on yours. Top stuff!


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      • #4
        Re: Doors, Hallways, and Other Chokepoints

        Great write-up! +rep

        sigpic


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        • #5
          Re: Doors, Hallways, and Other Chokepoints

          Nice post. With the addition of the environmental factors and destructible buildings, true house-to-house CQB tactics come into play. If you can catch some of the shows on the Military Channel, History Channel, etc. about CQB you can see these tactics employed to great effect in real life.

          The point above about not using doors really resonates. If you watch any of those tactical shows, they almost always would rather blow a hole in a wall than use a door.

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          • #6
            Re: Doors, Hallways, and Other Chokepoints

            I highly agree with the above. If you know there is an enemy in a building, blowing a hole in the wall is infinitely better than getting stuck in the OP's situations.

            Unless the building collapses. And you're in it.
            He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.

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            • #7
              Re: Doors, Hallways, and Other Chokepoints

              Good write-up! I'd just like to add one thing: if you're the one who manages to sneak through a choke point, hide. Avoid fire. Go weapons tight. You don't have to engage the enemy immediately; in fact, it's best if you don't. If you give away your position before your squad has had an opportunity to use the spawn point you just created to help you wreak havoc, you've completely lost the advantage you just gained by breaking through the choke point. Of course, once you have a few buddies, all bets are off, but that extra 15 seconds of time after you break through can win or lose the game.

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              • #8
                Re: Doors, Hallways, and Other Chokepoints

                I have found that a very simple but effective tactic when running in doorways or into CQC is to launch a grenade and run in right after it. Enemies first reaction to seeing a grenade in most cases is to turn around and run. If you can time it right you can burst in on a squad that is facing the other way, effectively flanking them from the front :)



                Former TG-21st
                Swift Mobile On Target

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                • #9
                  Re: Doors, Hallways, and Other Chokepoints

                  Also remember guys... just because they can't see you doesn't mean they can't kill you.




                  "Cum bellum clamavit, nos respondivi..."


                  "I've given everything I can... There are no heroes left in man..."

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