LateralusX
Datum registracije: Nov 2005
Lokacija: Zagreb
Postovi: 1,788
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kvalitetno stivo za one koji su objective oriented:
izvor: http://forums.electronicarts.co.uk/b...-strategy.html
Map Pack 7 Rush Strategy + Review
Seeing as there are a bunch of posts on the forum regarding the maps, I might as well make one expressing my opinion on all of them, for Rush mode only. Of course, these are my personal opinions and some bits of strategy that I've stumbled upon in the last 2 days. (All directions given are relative to the side I'm talking about.)
Cold War
Cold War is the smallest and most enclosed maps in this map pack. Despite that, it's still pretty large in BC2 standards. I don't know the exact specs, but I'm gonna guess it's a little larger than Port Valdez in terms of playable area.
The map has a slightly urban setting with a bunch of buildings that are built around a road. Also, it's snowing, which I think is the worst part about this map. It's so bright that it's hard to see anything beyond the next two blocks. The visibility level isn't so high either, but that's okay because most of the fighting takes place in close quarters.
On attackers, it's impossible to take this map lonewolf. Only one or two of the MCOMs are inside collapsable buildings, and it's hard to get to those as well. But teamwork almost guarantees victory for the attacking team. If you see that there aren't enough medics in your team, spawn as one. It helps your team a lot to have suppressive fire in closer range if they are trying to move up. Also, the points you'll get from heals and revives are just cherries on the cake. Your team is going to need the revives as people die so often in this map, and tickets will run down faster than you can count (even if the other team is full of newbs. remember, they have infinite tickets)
There are no real vehicles in this map except for heavy mgs on the defenders (and the transport truck which is virtually useless and pretty much just decoration), which are really really helpful. They were placed there for a reason. If (as defender) you don't use them, it's gonna be hard to stop the wave after wave of storming attackers. Last night, I was defending on the first base, got into the shielded mg on the far right of the base, and I mowed down the attackers (about 20 of them) as they came over the hill. (they were suppressed for a long time before one of them managed to get out from cover and gustav me)
In the first stage, attackers should attack in waves. It's easy to get lost and separated because you spawn really high up and have to parachute into the fight. There really aren't any flanking routes in the first part, but attack in waves and you'll eventually push into the town. Use smoke to cover your advance if you get stuck. There's a way to go all the way to the right and into the enemy base from there, but it's really far off and doesn't but that much of an advantage anyway (IMO).
If defenders see that the attackers are really coordinated, it might be time to get ready to retreat. Hole up in buildings and try to delay their advance. There's a heavy mg that covers Bravo and will allow you to cut down the enemy as they advance if you ambush them at the right moment.
The later bases become harder for the attacker. But they all follow the same general pattern. I found that the left side (the frozen lake) is a great way to flank. A squad there can allow you to take a base stealthily. Half a team there will steamroll the enemy. Go around the back, take out the campers stealthily (the knife isn't stealthy by any means BTW, used your suppressed weapons or even your guns if you have to, but knifing for some reason attracts a lot of attention), arm the objective, and go loud. Also, try to stay alive and don't go rambo if you're the only one left in your squad. The right side, on the other hand, isn't the best way to go. It's pretty enclosed on that end and isn't far off from the main route anyway, so I would recommend it only if the enemy team is camping the frozen lake.
The defenders have a fairly easy job if they stay indoors. If you take a shotty, then garrison a building with your squad (overlooking the objectives), and pick attackers off as they come along. As in all maps, throw motion sensors and watch the flanks.
A team that knows what they're doing is a winning team, regardless whether they're on offense or defense. My only problem with the map is its smallness, but there are flanks and alternative routes to take. It's exciting, but the worst among the new maps. It is, however, definitely the best balanced for Rush in this MP.
Harvest Day
Harvest Day, from BC1, is another great map in a great map pack. It's characteristically colorful and varied. It's also pretty big, bigger than Atacama and rivals some of the medium sized maps in BF2.
As attacker, you start in a base with tanks and a few transports. Use them wisely. Beyond your spawn is an open empty field except for some haystacks and possibly your dead tanks. If you charge down that field, you'll be a burning wreck in seconds. Even if you're in the super fast ATV or buggy, you'll most likely still get torched before you get halfway around it. In short, going through the field is suicide.
Or is it? Teamwork to the rescue. Engineers should advance behind or to the side of the tank that's not exposed. Smoke nades will allow your team to run straight across without getting damaged. Also, the field isn't the only way you can go. Remember the flanks. The left side is a good way to push through if you're stuck. Once you break through, make for MCOM Bravo. Getting stuck near the river isn't a good way to go down fighting. The right side is a good way for infantry to sneak behind their base and take out their tanks from behind their back.
Defenders should be aware that the enemy will try to rush your right side (attacker's left, your right side). Defend it. If they get through, they're going to be a pain in the butt to wipe out. Be careful of the hill on the left. If a few recons get there, they can take out both your tanks in seconds with mortar fire or C4. There's a building at the back of your base where it's convinient for enemies to hide in. Check it with motion sensors.
Alpha is the easier to defend of the two as it's pretty well covered, in the open, and not in a building. Bravo is in a collapsable building. If it's armed, secure the area first. If you lose it, oh well. At least you took back control of the right side, which will give you a better chance.
The pattern in Harvest Day is pretty consistent too. Attackers: Storm the left, sneak into the right, have vehicles attack the center. Defenders: stay alive, keep control of the flanks, make sure that anyone who charges across the open dies.
After a while, you get into areas where being in a tank is not advisable (2 story buildings and sloped hills). That's where the infantry fighting comes into play. Again, there are flanks. Across the river on the left (attackers' left), there's some space where you can try to use to sneak into the enemy base. You might have to use some explosives to get from building to building and sometimes out of bounds, but the time it takes to get behind the enemy is worth it. A distracted enemy is a weak enemy. Even if you're sure you can't prevent disarm, arm an objective to allow your team in the front to push through. Try to stay alive though.
For defenders, again it's the same advise: be aware of where the enemy main force is. If half their team is charging into your base from the back, you better get there an wipe them out before 1 enemy becomes a 4-man medic train.
Overall, Harvest Day is like Arica Harbor in the sense that there's a lot of vehicle fighting in the beginning and ends with a lot of infantry fighting. It's big and empty, allowing for the use of actual tactics (smoke) and flanking. Again, teamwork is king. Stick together and you'll be able to defeat anything the enemy throws at you. Harvest Day Rush is pretty unbalanced in pub servers because of how hard it is to get people to attack with you, but hopefully that will change. In the meantime, defenders have a clear and strong advantage. However, the map has potential. It's well balanced if both teams know what they're doing, and it's big. Personally, I like it more than Cold War, but not as much as Oasis, which is the best map of the three.
Oasis
In my opinion, Oasis Rush is the best level in the whole game (except perhaps Valparaiso when I'm in a steamrolling team, getting some easy kills). It has the most varied terrain, most flanking routes, best vehicle balance, and most intense fighting of all the maps.
There's not much I can say about this map yet because it's so big I haven't had the chance to go through all the routes or enter all the areas. But here's what I know.
Attackers start with a chopper, 2 tanks, a few transports, and a boat. The first level is relatively easy to take if you utilize your vehicles (namely, your apache) right. But if you don't, then defense is going to steamroll you before you know what's happening, because they have two tanks and anti-vehicle defenses in their base.
The first thing the chopper gunner needs to do is to take out the AA in the left hand side of the base. Once it's down, the apache can rain death on the defending tanks with some decent piloting. When they're busy trying to deal with the chopper, tanks can rush across the swamps and road (watch out for mines), and take both MCOMs. This is the main way of doing it. There is an alternative route.
The hill on the left is open but a few smoke nades can allow you to advance along the left. However, it's usually not the best way to get into the enemy base. The best way, I've found, is to go from the right. Take the boat or the transports, go across the river (or in it), and drive all the way down to the enemy base and hit them from behind. Be stealthy about it, and the enemy will be too concentrated on the front to worry about you. Flanking is key.
One mistake I've seen tank drivers (experienced or not) make in this map is to drive down that river on the right. "Oh hey. There's a river that'll cover my advance. Maybe I should drive down into the river and hit the enemies in the back. Yeah that's a good idea." NOT. You'll get forced out of your tank around halfway down stream and lose one valuable asset the team needs. Even if you're a really great driver and stick to the coast, going under the bridge will force you out again. I've seen this happen at least thrice since I've started playing. Do NOT try it at home.
Use smoke all the time. It's impossible to advance without it. If you have air superiority, tank advantage, then smoke the area and move the infantry in.
The second base is similar to the first base. Except this time, both sides have choppers. Fight for air superiority. A good chopper pilot is worth more than the entire team, but to be better, he needs to work with the team. The bases in this map eventually become more urban and the MCOMs are in more "well-hidden" areas. But have no fear, attackers, because you can use your explosives to tear apart the walls to go at them from unexpected angles. Flank, flank, flank. This map is full of them.
All defenders need to do is remember to stay near the MCOM, not rush to rape the attacker's base. If one squad sneaks through and you're spawn raping, then you just lost that base. Keep watch over your own base. Also, both sides should keep in mind that footsteps in water (which covers much of the later bases except the last one) are slightly quieter. If you're used to relying on them to hear enemies nearby, then you might want to turn up the sound.
The last base is really close to the second to last. However, it's by no means easy. It's pretty much out in the open, but they're together, so you can arm both at the same time easily. The plaza is surrounded by buildings. Defenders should garrison them and kill the enemy as they get through. They might still have vehicles, so don't throw away your AT weapons just yet. Attackers just have to clear the plaza or smoke it. Once they're armed, they're pretty easy to defend. Just hide in a building and spam explosives until they explode.
Anyway, Oasis is a big map, probably secondary to only Heavy Metal. It's huge and filled with vehicles. Rush is pretty balanced if both teams are aware of what they're doing, and steamrolling on other side is pretty difficult. It's not quite as balanced as Cold War, but it's definitely better than Harvest Day in pub servers. Overall, although it's not as balanced as Cold War (favors defenders, as always), it's a lot more fun (IMO) to play in.
Conclusion
Balance: Cold War > Oasis > Harvest Day
Fun: Oasis > Harvest Day > Cold War
Teamwork: Harvest Day > Oasis > Cold War
Size (feel): Oasis = Harvest Day > Cold War
So there you have it, my take on MP7 Rush. Feel free to discuss strategy or your opinion on those maps.
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