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Thread: commanding....
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03-06-08, 02:06 PM #11
Re: commanding....
Ruins can be pretty hard to hold. I'd say either Toll Station or Central Camp are your best bets. A few roller mines and EMP mines will stop FAVs trying to speed through the gate at Toll Station, and you've got a much better line of fire from Central than you do from Ruins.
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03-06-08, 02:30 PM #12Re: commanding....
Ruins was my 2nd rally point after I started using Toll Station as the primary key.
The reason why Ruins is so hard to defend is because too many people are shooting. The assault team is funneled into a single point they must come through. The FAVs can't go any further because of the tank traps. The commander orbitals are at their most effective at that point. A single infantry sonar covers the entire area letting the entire team see whats going on.
If people would quit shooting and start going in to a titan defense mode, the assault team would be totally decimated. I mean rockets, grenades and APMs would keep them totally wrapped up in the funnel. The only other map with near the choke point factor is Roadblock on Berlin. (or is that Crossroads? 1st flag).
Area effect weapons give you safety and lets your team conserve tickets while still inflcting damage. The commander can keep orb striking the funnel adding confusion to the mix. Within minutes, there can be a whole line of supply crates near the funnel point letting continuous grenade storms go as well as healing nearby troops. A sniper or 2 from on high can give the point to point killing that MAY be needed or to countersnipe.
But.... toll station is still my primary defense point as commander.
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03-06-08, 03:00 PM #13Re: commanding....
Yes, if you have to fall back to ruins, make sure to bust some balls so people use the appropriate tactics. Also, point out things like: "Remember how we were down by 60 tickets and now we're only down by 10. Get the picture?"
enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
Bigdog-Sweet home Alabama you are an idiot.
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03-06-08, 03:50 PM #14
Re: commanding....
well, i said to spawn at toll, at first to defend because some FAV is going to speed through. walker too sometimes. but people dont listen too me probally because of my voice :3
Me: "But the Gunslinger is so much more fun..."
Langrad: "We're here to win, not to..."
Me: "Have fun?" "Hahaha"
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03-06-08, 03:57 PM #15
Re: commanding....
One well coordinated squad and a good commander can hold Ruins against several attacking squads. It is such a small choke point. You just need to make sure you keep the walkways up top clear. Once you let one attacking squad leader make it across the walkway you're done for. I think one of the biggest mistakes defenders make at Ruins is not posting a couple of people up top.
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03-06-08, 06:40 PM #16Re: commanding....
The commander can also drop a supply box on the west walkway to block traffic. In fact, I may try that if I command during a defense of Toll. I'll drop one on each side in fact.
enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
Bigdog-Sweet home Alabama you are an idiot.
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03-07-08, 01:19 AM #19Re: commanding....
The ones up on the walkways worked decently, but the longevity of the technique is short. Blocking the roads with supply boxes is very useful however; it not only blocks jeeps, but it also allows your troops to be resupplied at the same time.
enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
Bigdog-Sweet home Alabama you are an idiot.
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