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Thread: I need the TTP Communities' help...
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06-05-07, 03:57 PM #14
Re: I need the TTP Communities' help...
Originally Posted by greviousangel
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~Dalian Plant - The Choke Points are Generally the Flags themselves on this map. There is no Choke points outside the flags though.
If one Team takes over all the flags the Chokes become Either the water//or the Mountain Opening.
~Daqing Oilfields - The Secondary Chopper Spawn, And the Middle Flag.
~Dragon Valley - The only area this map chokes on is at the beggining american assult.
IF you have two Good Teams, The Americans Will Choke at every advancing Flag due to distance.
~FuShe Pass - This is another map where the flags are the Choke Points.
~Gulf of Oman - Any area in between the Front Ocean flags originally controlled by USSMC. (But First Mec has to Cap one)
~Kubra Dam - First Chokes are the Dam and The Flag Closest to the American uncap (Idk the name)
Second Choke happens on the dam when USSMC caps one of those.
Third Choke is Intake.
~Mashtuur City - Mosk is the main Choke, Secondary Chokes are Backyard, and the Two original Flags.
~Operation Clean Sweep - The Initial USSMC Assult is the Choke. Which usually takes place in the air and water but Can Move into the Closest Flag.
Once You get Past that this map becomes Tiresome Travel and Boring for the most part unless your in the air.
~Sharqi Peninsula - This map is one Giant Choke, The battle never stops due to flags being so close together. Usually the weaker Element areas are the two Center flags which almost always lack defence.
~Songhua Stalemate - This Map is a Free for all With Choppers. Chineese and USSMC Headquarters are the Choke points.
If played with Good Teams, Then the flags below the Main caps also Choke.
~Strike at Karkand - The River Dividing the Eight Flags. The Initial Rush Zone. Suberb.
~Wake Island 2007 - Just the Air Field and the Air Movement to the flags.
I never see one squad per flag and can never get people to go one squad per flag
If Chineese has a good Team USSMC never gets to land = Game over.
Zatar Wetlands - I hate this map someone else can fill in details.
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06-05-07, 04:03 PM #15
Re: I need the TTP Communities' help...
Originally Posted by ebaconjr
Originally Posted by ...bigdog...
Originally Posted by Lemures
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06-05-07, 04:12 PM #16
Re: I need the TTP Communities' help...
Wow!
Okay, well... here goes.
Dalian Plant:
Reactor Tower and Main Entrance are the key map points for two reasons; they spawn helos, and they are launch points to attack the southern and northern flags.
South Docks and Maintenance are hotly contested areas because of how easy they are to get to and the cover provided.
Daqing Oilfields:
The East Oilfields is the lynchpin of the map since it spawn one extra helo for whichever side gets it, and holds it. This map has mobile AA though, so sometimes getting a second helo matters very little.
Oil Cisterns and the southern most flag (forgot name) are integral to the US side, while the northern most flag and Oil Cisterns are key to the PLA.
Most combat takes place at East Oilfield and the USMC southern flag.
Dragon Valley:
Woodyard and Airfield are absolutely key for the PLA. They spawn all the air assets, and much of the armor. Market and Temple are also key in my opinion since they are both hard to keep and take (temple especially). Vista point also seems like a good point to take since it provides an elevated position.
Keeping Docks is important for the USMC, since it contains all the USMC assets. It's also easily defended with it's proximity to the carrier.
FuShe Pass:
I've seen hairy battles all over this map so it's hard to pinpoint one or two areas where the info matters. I'd say keeping fast moving vehicles is preferable to heavy armor on this map. You also relatively safe from air since the contour of the map makes it more difficult to bombard from the air (I said, difficult, not impossible).
Gulf of Oman:
The key to this map are the beach flags. Whichever team keeps the pressure on by taking these maps, the better the outcome for their team. Also, the MEC bomber OWNS on this mao because of the necessity for close ground support to keep and hold beach flags.
If you can keep/take out the Construction site, you will also make it difficult for forces on Hotel to move across the map to reinforce positions.
Kubra Dam:
Intake is the key for the MEC. Lower Dam is also important. These spawn the only air power for this map, and both can be captured. Maintenance is also a key flag since you can attack with ease several flag surrounding it, and it provides good defense and cover since a tank and mobile AA spawn at this location.
The USMC must take intake on this map to ensure a greater chance of success. Allowing bombers and Migs to take out friendly vehicles is tantamount to suicide.
Mashtuur City:
There are three points that are of the utmost importance. Mosque is the attack point for all "inner bowl" flags. Taking Mosque is hard because of how difficult it is to keep. But if you get it, taking other flags around it will be easier.
The other two flags are Backyard and Power Plant. These two flags spawn the tanks and on this map; with no air power, tanks are key to victory.
Operation Clean Sweep:
The USMC needs to take out at least one of the jet flags within the first few minutes. Small Airfield would be the wisest choice in my opinion because of the bomber which spawns there. Airfield is also a good choice because of the fact that it contains all the CMDR assets as well as the only Mig. The helo spawn, Control Center also makes since because of of much the helo can impact a map that has so much armor.
Once those three are taken out, the USMC side has the advantage.
Sharqi Peninsula:
This map has two very important flags; TV Station, and Communication. TV Station is obvious since it contains the assets as well as the only helo. Communication is important in my opinion because who ever controls it can attack Construction, Backyard, Hotel and Main Entrance with impunity. It also has an AA on it so you can hit the MEC helo.
If the MEC has and sort of decent helo team... pack your bags, rounds over. With the close alley fighting involved in this map, and the fact that a drunk monkey could accidentally get a gold star gunning in the MEC helo, makes this a very forboding map for the USMC.
Songhua Stalemate:
This map is all about the transport Choppers. If you have two good squads that know how to fly in, take a flag and fly out, this map is a foregone conlusion. It's all over but the bitchin and the moaning.
Important flags include Fish Factory and Chinese Base. The others barely stay on one side for long.
Strike at Karkland:
Depending on how this map is played it can go several ways. First, if the USMC side is allowed to blitzgrieg it's way to the back half of the map, then it makes it difficult for the MEC side the rest of the round. Once they take a flag, they dig in like an Alabama tick and you ain't never getting them out.
If you have to play this round straight up, the best point to attack is Hotel, then Train Accident. It keeps the MEC off guard and allows for several attack to the adjacent flags.
If the MEC team can keep their armor and Assets, this map is theirs to lose.
Wake Island:
Wake Island is an enigma to modern warfare. In most normal cases, if the USMC gets a toehold any where on the island, then it may take a while, but they normally win. If they can get Airfield, then the game is all but over.
However, on many occasions, the Chinese can keep the USMC from ever coming ashore. And that... makes for a loooong round if you're USMC. Most people either love or hate this map for that reason.
Zatar Wetlands:
The key to this map is cental Island. Taking it allows you to defend from an elevated position while giving your team the only helo on the map. You can then attack Gas Station or Farmhouse all day long, and rack up some ungodly kill totals.
If the MEC have the central island, then the USMC is in for a long round. Not to mention the MIGs make life difficult for even the most experiences F-35 pilots.
Road to Jalalabad (not on the list):
This is all about Mosque. If you can take Mosque and the commanders assets, then this map is best for the USMC. It's also the only gound only map where one team have three tanks. Sick. Although a handful of AT soldiers can make short work of the tanks, so discretion is required. This map is a heavily intense ground pounding map, the like of which Karkland wishes it was.
All in all, this is what I think... it may not be popular opinion, but then again, I'm a master tactician and everyone else eats play dough... especially Boat.
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06-05-07, 08:51 PM #19
Re: I need the TTP Communities' help...
Trauma, that is pretty awesome..... Pour it in here guys and lets get some thoughts and ideas and suggestions and everything you think will help him with what he is trying to accomplish........
I sure like what I have seen..... Show us what you got or thought of.
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