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| ScrapyardBob |
02/05/06 4:49pm
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#76
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
(evil grin at Cpt Canuck)
Yeah, I know it's a cheap tactic, but effective when the plant team isn't expecting it. Usually only works once or twice before they start getting smart. But to dislodge a deadman satchel requires that they have time to either stop and toss grenades (and wait) or time to run back upstairs after killing me. For a reasonably defended base, it's a good way to force them back into the open where teammates can get at them. -------------------- |
| Hellfighter |
02/05/06 7:03pm
Post
#77
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Major General ![]() Group: {MOB} Posts: 2111 Joined: November 15th 2005 From: Quebec, Canada Member No.: 1424 Xfire: hellfighter1x |
Or I'll just play dead on the floor with a primed satchel (press and hold the L mouse button). More then once, I'll get germans planting on top of me without noticing I'm alive. I'll simply press the R mouse (while still holding the L mouse down) to start the timer, then chase them around the bunker. I've done that when protecting the bunker I just planted. Sometimes they kill me and run out knowing I had a satchel primed. But sometimes they think I'm already dead & they ignore me and run to defuse. Thats when I stand up and bash them! If you have half the bomb timer left and still alive, toss smoke nades to cover your carrying a primed satchel. Actually, also when a satchel tossed down vent you will stay alive if you get to go onto the bunker stairs leading to the roof, whereas the roof and entrance of the bunker = death in such a situation> normally. With about half the time left and no smoke nades to cover your planted bomb, have hilarious fun running arund the middle shelves in the bunker with satchel in hand as a defuser chases you around. You can usually last 5 seconds depending on what the chaser has for a weapon. You can last very long against 2 or 3 pistol defusers- they know they have to kill you asap if you have satchel in hand and timer running out. But toss that satchel and the 2/3 mark of the timer at the latest; by the time it goes off the only live defusers arriving in the bunker won't have enough time to defuse. This post has been edited by Hellfighter: 02/05/06 7:04pm -------------------- ![]() ![]() |
| ScrapyardBob |
02/13/06 12:36am
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#78
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
A lot of players are getting a lot smarter about looking for satchels. I'm only getting about a 50% success rate at killing bomb teams when I drop a satchel upon death. It still forces them to run back upstairs, but it's definitely not a fool proof tactic. (I'm not terribly surprised.)
Dropping satchels down stairs or down the vent pipe still works very well (there's not much you can do). One tactic that some folks have used is tossing smoke / frag grenades up through the vent hole from down inside the bunker. Satchels can also be tossed up through the vent hole (but riskier). A lot of times, these grenades will kill inbound defusing teams who aren't expecting grenades to come popping up that hole. (And now that Smolensk is out, I'll start looking at that map.) -------------------- |
| flatliner |
02/13/06 1:09am
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#79
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Major General ![]() Group: {MOB} Regs Posts: 1773 Joined: January 25th 2006 Member No.: 1553 |
if you are ranked high enough,
you cna go absolutly nuts from down there with smoke, grenades adn satchels. timed well with an arty drop can really mess with impatient defusers.. really fun to watch .. |
| Cpt.Canuck |
02/13/06 9:39am
Post
#80
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Second Lieutenant ![]() Group: {MOB} Regs Posts: 443 Joined: January 3rd 2006 Member No.: 1511 |
It's funny how tactics have changed, eh...
1) I used to always just guard the stairs after planting, and mow down the defusers as they try to come running down the stairwell. Then, defusers began throwing nades into the stairwell before heading down. so had to change... 2) Began using the satchel technique... but we're all becoming smarter to that... 3) I've begun leaving the bomb/base entirely after I've planted it; wait for the defusers to move in and then follow them in myself and kill them as they try and defuse. 4) Or go halfway up the stairs so I can see the entranceway, and mow down the defuse team as they try and throw a satchel down the exhaust pipe. Before retreating back down to relaod... and do it all over again. -------------------- ![]() |
| ScrapyardBob |
02/13/06 12:22pm
Post
#81
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
When I'm on a defuse run, tactics vary based on time left, whether the bomb is still being planted, or if there is arty being dropped on the base.
a. Active plant or no arty If the bomb team is still actively planting the bomb, a satchel down the stairwell will almost always kill them and stop the plant. The easiest toss is from the left hand window where you toss at the stairwell on the opposite side. The best throw is to bounce the satchel off the far wall so it rebounds down into the middle of the basement. b. Arty dropping If there's arty, I'll stay outside the drop range and try to toss grenades down the stairway. This has a small likelyhood of success because the bomb team will be sheltering far away from the stairs (to avoid getting killed by arty). As soon as arty finishes, I try and get a satchel down the stairs. I may also go for tossing smoke grenades so that they land downstairs to confuse the situation. c. Two-man defusal team. One player should toss a satchel down the stairs. The second player should drop a grenade on the stairs, another down the vent, head to the stairs and immediately go below as soon as the satchel / grenade blows. The satchel-tosser should remain above for a few seconds (in case of a deadman satchel). Keep an eye out for enemies lurking in the area who will attempt to disrupt the defusal. After the deadman satchel window has passed, the second player should get below and defend the defuser. ... Most mistakes that I've seen have involved players who run below in a group (all dying to a deadman satchel). Or players who stare at the person doing the defusing rather then guarding the stairs against enemies who are trying to stop the defuser. ... Long-range fire support is starting to fail more often. Mostly at G3 where the rear middle russian 45mm can plant shells at the entrance to G3. Players are getting smarter about timing the shells or jumping in through the windows. (I get a kick out of watching tactics change over time.) -------------------- |
| Cpt.Canuck |
02/13/06 12:55pm
Post
#82
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Second Lieutenant ![]() Group: {MOB} Regs Posts: 443 Joined: January 3rd 2006 Member No.: 1511 |
Long-range fire support is starting to fail more often. Mostly at G3 where the rear middle russian 45mm can plant shells at the entrance to G3. Players are getting smarter about timing the shells or jumping in through the windows. I've started parking a tank in front of the target base to partially block the incoming long range fire. Have to be quick doing this tho as the tank will blow in only 2 or 3 hits. Throwing a satchel or grenade down the pipe is out of the question. So you have to head down guns blazin' to get the bomb planter, and of course hope they havent left their own satchel for ya. Hopefully won't have to deal with the long range guns as much in Smolensk. My ultimate pet peeve. -------------------- ![]() |
| The-Blind-Norwegian |
02/20/06 12:52pm
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#83
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![]() Major General ![]() Group: {MOB} Posts: 1715 Joined: February 13th 2006 From: Oslo, Norway Member No.: 1588 |
ScrapyardBob, I think you can make a PhD on Barbarossa secrets!
Keep up the good work! To Hellfighters main message:" If there is a plant in one of your bases, and you are standing with your thumb up somewhere; DEFUSE, DEFUSE and DEFUSE" - I totally argree, especially if it is R3, G2 or G3. -------------------- ![]() ![]() Team Barbarossa |
| Hellfighter |
02/21/06 4:33am
Post
#84
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Major General ![]() Group: {MOB} Posts: 2111 Joined: November 15th 2005 From: Quebec, Canada Member No.: 1424 Xfire: hellfighter1x |
It's funny how tactics have changed, eh... 1) I used to always just guard the stairs after planting, and mow down the defusers as they try to come running down the stairwell. Then, defusers began throwing nades into the stairwell before heading down. so had to change... 2) Began using the satchel technique... but we're all becoming smarter to that... 3) I've begun leaving the bomb/base entirely after I've planted it; wait for the defusers to move in and then follow them in myself and kill them as they try and defuse. 4) Or go halfway up the stairs so I can see the entranceway, and mow down the defuse team as they try and throw a satchel down the exhaust pipe. Before retreating back down to relaod... and do it all over again. There's 2 main simple things I do now that are very strong defending a plant. 1. Hide behind the shelves upright with a submachinegun and position yourself that you look through only a slight gap to the stairs... usually you are well hidden from view and this causes hesitancy to defusers charging downstairs seeing if anyone is home- this means certain death for the pausing defuser as they get to bottom of stairs as you pop out of cover fast to say hi-and-bye with a short smg burst.... using such tactics can rack up half a dozen bodies of defusers. 2. When nades are tossed in, from the stairs> Bolt up the stairs spraying an smg like crazy[other weapons won't have the same shock value]. Usually the smug nade tossers will die with eyes bulged out in shock at your audacity to come out fighting instead of the usual practise of waiting inside bunker to be blasted by nades. This post has been edited by Hellfighter: 02/21/06 4:38am -------------------- ![]() ![]() |
| ScrapyardBob |
03/25/06 7:09pm
Post
#85
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
We should pin this topic...
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| ScrapyardBob |
04/05/06 10:39am
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#86
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
Notes for the admins:
- The default respawn times on the pak40s and pak45s are 120 seconds. They can be changed with server-side settings (scr_pak40_wait and scr_pak45_wait). -------------------- |
| ScrapyardBob |
04/05/06 10:15pm
Post
#87
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
Things that I saw while watching the mayhem on Barbarossa tonight:
- Germans that failed to guard their spawn. At one point, there were (6) german vehicles sitting idle in the tank park. - Players who ignore noise or don't check noise locations against the compass. If you hear rocket fire or gunfire or tank noises... CHECK your compass to find out if it is friendly. I watched more then a few newbies die because they ignored compass information. ... The best thing that I saw was a Russian offensive that was almost perfect and involved 6+ players. A. Russians seize the area around G3 and steal both tanks while planting G3. Other russians make their way into the tank park and start stealing all 3 heavy tanks. B. All Russians proceed to move towards G2. This is where they made their critical mistake. C. The three Russian heavies setup shop at G2, one russian hangs around the G2 spawn house. D. Germans rally and eliminate the Russians at G2. ... The mistake that the Russian's made: G1 was still intact. One Russian should have stayed inside the tank park spawn shelter and the second Russian should have hid around the G2 spawn house. If they had done that, the germans would have been 95% likely to spawn at G1 and the Russians could have taken G2 with ease. The way the spawn logic works in Base Assault is that it will attempt to spawn you near teammates and away from enemies. But it only checks for enemies that are within 1000u of the spawn point (1000u is about as far as you can throw a grenade). So in order to force the Germans to spawn elsewhere, you need to stay close to the spawn points. Because the Russians failed to force a spawn at G1 by the Germans, the Germans started respawning in the tank park. That gave them access to armor and they were able to break up the assault at G2. -------------------- |
| Maj. H8Red |
04/06/06 1:12am
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#88
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![]() Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 2922 Joined: July 13th 2005 From: Hockey Town Member No.: 1247 Xfire: majorh8red |
Thank God for spawnkilling
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| Angus Thermopyle |
09/20/06 8:50am
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#89
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![]() Second Lieutenant ![]() Group: {MOB} Regs Posts: 324 Joined: July 29th 2006 From: North Wales, Pa Member No.: 1855 |
Damn, finally got through all of the tips here. I didn't know about the HT's and trucks not exploding by themselves like tanks do. Good tips on the shelling spots.
-------------------- ![]() Gentlemen, you can't fight in here! This is the War Room.- Dr. Strangelove I hear nothing, I see nothing, I know nothing! - Sgt Hans Schultz |
| majorhavoc |
09/20/06 10:10am
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#90
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First Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 122 Joined: September 8th 2005 From: Harrisburg, Penna. Member No.: 1336 Xfire: mfdmajorhavoc |
QUOTE 5. Whoever controls the map will probably win. Which basically means: - engage and destroy any enemy that you see ScrapyardBob make a good point with this. On many occasions, I have been a gunner on a jeep (either team) when an enemy jeep passes by (1, 2 or 3 guys aboard). In the cases that I do not finish off the jeep or its passengers, my driver typcially continues on to its final destination rather than continue pursuit of the enemy jeep. More than once that has resulted in a base being set/destroyed while we were too far to defuse. I have taken to pursuing enemy jeeps no matter the situation (unless, of course, my arty can be dropped on a critical base plant for me team). It usually results in the enemy jeep being destroyed, or at the very least, the enemy personnel being eliminated. A particularly effective maneuver is cutting off jeeps that you see across the map that don't see you. Often you can find a "pass" at which to cut them off. I have wiped out several three-man jeeps using this tactic, ruining their devious plans. That brings me to another point. Drive jeeps in third person view. It's MUCH easier to rotate around and see "hidden" enemies and vehicles. |
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