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Post by [TNT] SonicGoo on Jul 26, 2004 10:30:31 GMT -5
Here's an idea for a UT ONS tactic: When a map has one node close to the base and several routes between them (like Arctic Stronghold or Torlan) this tactic says that only one (or two, depending on the total number of players) person should hold off or at least distract the enemy at the central node (where the fighting usually concentrates), while the rest go full force through the side routes. If effective, this should force the enemy to go back to their first node and push them back to their base early on. It's a classic pincer movement, basically. Whaddayathink?
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Post by ]TNT[ Spaz on Jul 26, 2004 17:00:09 GMT -5
Sounds like a plan!
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Post by Ph4nt0m L0rd on Jul 26, 2004 17:03:21 GMT -5
And a very good plan at that, so long as we plan on keeping the middle node. We want that tank afterall.
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Post by [TNT] SonicGoo on Jul 26, 2004 17:28:07 GMT -5
That's the crucial point - we have to keep them busy with a minority of players. Busy enough to not let them complete the node. At least not before the rest of the team breaks through and forces them back to their first node. We need someone there who's good, can stay alilve and knows how to get to the deemer there. Hmmm... I wonder if we have someone like that?
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Post by yeochins on Jul 27, 2004 7:37:14 GMT -5
[quote author=[TNT] SonicGoo link=board=Tactics&thread=1090855831&start=3#0 date=1090880887]That's the crucial point - we have to keep them busy with a minority of players. Busy enough to not let them complete the node. At least not before the rest of the team breaks through and forces them back to their first node. We need someone there who's good, can stay alilve and knows how to get to the deemer there. Hmmm... I wonder if we have someone like that? [/quote] I can stay alive unless I dont know a manata or a tanks trying to blast me to death, I do like the redeemer but keep in mind on that map the energy turrets of the base basically toss the raptor aside like its nothing and you do need the raptor to go redeemer camping. Tactic sounds good untill peopel start dying, you have to have a "backup" for the Alpha Strike otherwise one person who dies can really throw the pattern off.
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Post by [TNT] SonicGoo on Jul 27, 2004 9:53:38 GMT -5
Actually it's possible to jump to the redeemer. You will take some damage but there are a few ways to limit that: use your shield gun or slide down a more sloping part of the rock wall. There are also a shield pack and a health pack relatively nearby. And then there's that adrenaline combo...
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Post by yeochins on Jul 27, 2004 10:19:37 GMT -5
[quote author=[TNT] SonicGoo link=board=Tactics&thread=1090855831&start=5#0 date=1090940018]Actually it's possible to jump to the redeemer. You will take some damage but there are a few ways to limit that: use your shield gun or slide down a more sloping part of the rock wall. There are also a shield pack and a health pack relatively nearby. And then there's that adrenaline combo...[/quote]
well if its possible then I cant say much except for the part where everything could go wrong. I say send a 2 group strike, alpha team heads for the isolation point, alpha b takes a realitively unmanned node takes and uses their link guns to build, once isolated you can basically take over whatever you want to. (Make sure you leave a ton of spider mines behind at your node just so they dont isolate you and maybe a nifty goliath while your at it.
Also last word of advice before you drive vhiecles like tanks or levi's remember to attach grenades that way when you get out because of an almost near death incident you can detonate if its hijacked (if they kill you your bombs explode killing them, or you could just kill them)
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Post by [GU]AnnaBeaver on Jul 27, 2004 20:29:27 GMT -5
It usually does seem that once the center node on arctic is taken (even if they only have one of the side nodes), that the map is basically won. Especially due to the redeemer in combination with the center node tank. They then focus all their force on the node accessing the core which makes it almost impossible to keep that node up because it needs to be up long enough to take down at least one of the side nodes or center node and build your own. Alot of times I find that once a node is taken that has heavy vehicles i.e. tanks, leviathans etc that many players will transfer to that node to somewhat camp the vehicle spawn point for that tank. Nodes that have sucky vehicles are usually ignored by their own team and go down quickly. Hey, it's worth a shot!! It could keep them busy long enough to get the core accessing node rebuilt!! Sure, I'll do it for $50 bucks!! LOL!!
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Post by MaggotEight on Jul 27, 2004 22:37:02 GMT -5
It's a nice plan, but I think Yeochins is right. Something will most likely go wrong, so you should create a defense plan for when the enemy controls all three of the middle nodes and we are stuck with one. I think that we should have 2(maybe 3) people on defense(have a person up in the turret and a person down below with a flak cannon and an avril and a couple of spiders), while everyone else attacks. The defenders should be able to shoot down a redeemer and derstroy a tank. After one or two of the nodes are taken out, 1 of the defenders could leave and go attack. If you have been in that position before then you should know that you are going to stay in that position if no one defends. Mainly it's because of the redeemer. Also, attackers should try to grab the redeemer if they see it, and kill anyone they see pick it up.
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