Post by yeochins on Oct 15, 2004 17:14:56 GMT -5
ONS Torlan (Primary node link): Lock and load your gear, the first 2 people who get to the manta stand on its "fans" that way the third person can transport you to the 1st node. Do the same with the hellbinder, load up 3 passengers and allow for members to hop onto its roof and its "nose" that way you can make a quick drop off at the node with the tank. Be sure to keep some of your crew to head to the very center node as thats where most of the "battles" are waged (since most people never try to hit eachothers tank spawning nodes.)
Second crew drive the tank and perch it high atop of the "out of bounds" hill (yes believe it or not you can manuver a tank onto it), which will allow you complete sight of all enemy turrets, POWER CORE, and the sniper tower. Team 2 should also have a manta and a raptor defending the tank. Since the tank will be able to spawn rape the core the enemie will not be able to have time to target a raptor, nevermind a manta.
Yes your still wondering about their 1st constructed node. Send your primary team to hit it, your secondary team will be well concealed within the fog and the tank shell from the enemy tank spawning node cannot reach you (it will simply go invisible.) To hit passively send a small ground assault crew, and perch your hellbinder on the top mountain. Use its 3rd turret to cause large damage to tanks and more importantly the node. Eventually the enemie will start to pick of the hellbinders which gives the ground assault crew a chance to hit the node. Its recommended we send 1 man to get the redeemer and blow apart the tank spawning node. That way the enemy effectively can only spawn at its power core, in which our secondary team asserts itself in the spawn raping proccess.
Once the node is built the tank will then be able to hit the power core, and we simply rush the base.
A number of things can go wrong, timing is important, and every man lost takes a toll on the overall success of the strategy. Therefore backup plans include withdrawing the manta to go hit or protect nodes. You may withdraw the hellbinders. But of the most important nature you must be well equipped to handel man to man combat, aswell as man to vehicle combat. Inotherwards aside from the tank, raptor and hellbinder every other vehicle in the battle is just "extra."
To defend construction of the middle node place a hellbinder and a scorpian to pick of manta's (scorpians fully charged primary does exceptionally well.) For those not in vehicles use shock rifles to "push" the enemies advance backwards. Since the area of available shot is very narrow it shouldn't be much of a problem. During the defence of the node there is a small flaw if you go to the top of the hill on the ramp that brings you to the hellbinder there is a small ditch with a hole. If you enter it you will be perched high atop on a cliff very concealed (at least to those who dont have high quality enabled and those who dont know about the hiding spot) although be careful, once small movement can send you falling.
From their you can flak secondary all enemies (aswell as snipe or mine them.
This is yet to be complete, I will add more when available. Also be sure to have at least 1 or 2 men behind on nodes available for attack to further lengthen the time it takes for friendly nodes to be downed. That way you have more time to hit enemy nodes and prevent isolation of your own.
Second crew drive the tank and perch it high atop of the "out of bounds" hill (yes believe it or not you can manuver a tank onto it), which will allow you complete sight of all enemy turrets, POWER CORE, and the sniper tower. Team 2 should also have a manta and a raptor defending the tank. Since the tank will be able to spawn rape the core the enemie will not be able to have time to target a raptor, nevermind a manta.
Yes your still wondering about their 1st constructed node. Send your primary team to hit it, your secondary team will be well concealed within the fog and the tank shell from the enemy tank spawning node cannot reach you (it will simply go invisible.) To hit passively send a small ground assault crew, and perch your hellbinder on the top mountain. Use its 3rd turret to cause large damage to tanks and more importantly the node. Eventually the enemie will start to pick of the hellbinders which gives the ground assault crew a chance to hit the node. Its recommended we send 1 man to get the redeemer and blow apart the tank spawning node. That way the enemy effectively can only spawn at its power core, in which our secondary team asserts itself in the spawn raping proccess.
Once the node is built the tank will then be able to hit the power core, and we simply rush the base.
A number of things can go wrong, timing is important, and every man lost takes a toll on the overall success of the strategy. Therefore backup plans include withdrawing the manta to go hit or protect nodes. You may withdraw the hellbinders. But of the most important nature you must be well equipped to handel man to man combat, aswell as man to vehicle combat. Inotherwards aside from the tank, raptor and hellbinder every other vehicle in the battle is just "extra."
To defend construction of the middle node place a hellbinder and a scorpian to pick of manta's (scorpians fully charged primary does exceptionally well.) For those not in vehicles use shock rifles to "push" the enemies advance backwards. Since the area of available shot is very narrow it shouldn't be much of a problem. During the defence of the node there is a small flaw if you go to the top of the hill on the ramp that brings you to the hellbinder there is a small ditch with a hole. If you enter it you will be perched high atop on a cliff very concealed (at least to those who dont have high quality enabled and those who dont know about the hiding spot) although be careful, once small movement can send you falling.
From their you can flak secondary all enemies (aswell as snipe or mine them.
This is yet to be complete, I will add more when available. Also be sure to have at least 1 or 2 men behind on nodes available for attack to further lengthen the time it takes for friendly nodes to be downed. That way you have more time to hit enemy nodes and prevent isolation of your own.