View Full Version : Arab*Assassin's urban combat tips
Wizrdwarts
02-23-2008, 05:41 PM
Since he was kind enough to make pictures along with his detailed explaintions of Lolyn and Drewsly being "cheap", I might as well post it here. It really looked like he was trying to teach us something, until you read his whining in between.
Ladies and gentlemen of the jury...I offer to you exhibit A:
http://i251.photobucket.com/albums/gg313/sivoph/bottle.jpg
This image starkly illustrates the reason why my opponents chose this particular map for the match. As any S.W.A.T. (Special Weapons and Tactics) team member will tell you, a hallway or a narrow passageway is the most vulnerable position a person could find himself in. The narrow strait in the CampGibraltar map offered my opponents the most advantageous dynamic you could possibly find in the entire game.
exhibit B:
http://i251.photobucket.com/albums/gg313/sivoph/flank.jpg
This shows how attacking their camped positions was tantamount to charging the beaches of Normandy blindfolded.
exhibit C:
http://i251.photobucket.com/albums/gg313/sivoph/barricade.jpg
This image tells of the unabashed nature of my opponents, who surely used their tried and true methods to score a few points against an unwitting rival not entirely familiar with the map’s character. This particular position, combined with my limited [COLOR=black][FONT=Verdana]range, substantially increased the odds in favor of my sly opponents, who awaited my arrival.
exhibit D:
http://i251.photobucket.com/albums/gg313/sivoph/Image7.jpg
Exhibit D shows just how much coverage my opponents could achieve while perched atop one of the high positions that flanked either side of the strait. Attacking from the wall path was made virtually impossible when this defensive position was camped.
This evidence explains how Lolyn and Drewsly were able to score kills against me in the second round. They pulled out all the stops and resorted to methods of questionable integrity (the use of aimbots, while not confirmed, cannot be ruled out, given the cordial relationship between Lolyn and Drewsly – the latter, by sheer coincidence, happened to be one of the server admins). It simultaneously confirms the story I proffered of how I circumvented their positions - by sneaking past them via the wall path - in the first round to secure the win. When they were removed from their comfort zones (which were some of my blind spots), they generally got taken out (though not always, I will concede). This can be supported by their inferior performances in rounds 1 and 3, where the battle tended to stray from the bottleneck area.
Lessons learned:
A- Don't get stuck in a narrow passageway by yourself.
B- Turn view distance to 100% and geometry to medium or high.
C- Dragon's teeth provide better cover than the regular concrete roadblocks.
D- High ground is good. Most people won't look up until it's too late and they're staring up to the sky. (or someone's crotch)
Mukky
02-23-2008, 06:59 PM
D- High ground is good. Most people won't look up until it's too late and they're staring up to the sky. (or someone's crotch)
I think you never played ClanMod before..
no way you can survive for longer than 5 sec. over there
Lolyn
02-23-2008, 07:22 PM
Going up high in clanmod against 4+ opponents is certain death, a person on the roof on either side will destroy you since you have NO cover, and considering Arab did us the favour of crawling along and throwing nades, it's all about how you give away your position too. Not that we needed to wait for that, a good player will routinely use and abuse the spotting system to continuously check all routes, and even without visual you can still pinpoint an enemy location. Narrow passageways aren't a problem provided you make good use of available cover and can actually fire a weapon straight, neither are enemies behind tank traps.
To be honest, any enemy from any position can be removed easily provided you can shoot straight, especially behind tank traps where the only thing you can see the enemies head. Two shots is a kill, on single shot, that's EASY. Anybody who can't cope with that is quite simply making excuses, especially since the tank traps are so far back that you can easily differ your route of attack.
Any enemy up high is at just as much risk as players down low, especially if targetted by 2 people simultaneously since again, all they're giving away is their head. The vast majority of good clanmod players take the low ground, since the vast majority of good clanmod players will stay away from high ground, as Mukky said, it's a quick death without ample distraction.
There should be no specific attack protocol for camp gibraltar, any position taken by a defender can be equally opposed by a smart attacker. Considering Arab has spent in his own words, 2 hours playing camp gib, I'd take anything he says with an entire salt mine, and actually listen to somebody who knows what they're talking about, especially when he's so ready to accuse me of aimbotting :) Wait for ezekiel or crosland to jump along and I'm sure they'd be able to offer some finer tips on attacking this route.
OriJuice
02-27-2008, 03:16 AM
It depends how you look at Gibraltar first off; I don't give ClanMod any specific sort of credit for anything. Wizard certainly has the right idea; anyone who plays paintball, airsoft of has done Army or policing (SWAT) knows that a narrow hallway is a bad place to be, especially if the narrow hallway in question gets narrower. Camp Gibraltar is the perfect example of such strategy to be implemented into place. I don't care what kind of player you are, what clan you belong to or who you are; any good full squad that works together could probably hold off an attack on the Toll for a good while. Getting into Toll is the hardest part I find, once you are in you can just take a nice breezy walk through.
The inner positions shouldn't matter at all in a matter of speaking, the enemy shouldn't be allowed to take any of the walkway positions at the side, instead their forces should be concentrated at the centre if at all possible for your squad/team to redirect them. Because it's a bottleneck with four smaller entrances it severely crushes them into a very small space. Which is just as dangerous as sending them into the open. (Another good thing about Toll, the large open space before the bottleneck).
If you are defending from Toll, facing Harbor here are some things to remember.
1: Given the fact Toll's only entrances (Save from the top) forces the PAC (or EU) team to condense gives your fire teams better chances for suppression. Always pack your forces around the walkways to the left and right of the bottleneck and at the front where the walkway above is. Let the rest of the team defend the interior if they want.
2: Sniper, Support and Medics. These should be the three most important classes in defending the Toll bottleneck; Snipers should have equipped APM's for sure, support can rearm them at any given time and lay down heavy suppression fire for the snipers to get off nice steady shots at still targets. (They will clammer for cover if they see the support troop 99% of the time) The medic should be few and in between, but definitely have the defib for healing their team mates. Given a squad can hold a total of seven or eight. I would say
(Medics, refrain from fighting as much as possible)
2x Medic
3x Support
2x(or 3) Sniper
3: Don't worry if someone breaks through. Your job is to stop as many people from getting in, and letting others worry about interior breaches. Chances are that person won't get far enough into the interior without dying by someone else before they get to you. Don't worry about it. Ditto for Walkers, there is a rorsch on the interior; hope someone is smart enough to use it.
=D
Field
03-07-2008, 12:30 AM
howbout
1sniper
4medics
1support
oh, and medics shoot at stuff
OriJuice
03-07-2008, 02:52 AM
I think support should play a more essential role, medics can't exactly rearm themselves.
sempf
03-07-2008, 10:20 AM
they can heal eachother. and there are a few tricks so a medic can rearm others. just revive. sometimes that guy gets a new "bag" with everything fully armed. you can also switch kits that way
Field
03-07-2008, 07:34 PM
I think support should play a more essential role, medics can't exactly rearm themselves.
ehh, you cant shoot nothin if your dead. support is not as useful as assault.
With all the ammo that you have you can kill alot of people with being rearmed.
they can heal eachother. and there are a few tricks so a medic can rearm others. just revive. sometimes that guy gets a new "bag" with everything fully armed. you can also switch kits that way
Yeah sometimes i'll get revived and that AR that only had 1 clip left sometimes magically has full ammo. It happens.
TheRealWolfgang
03-07-2008, 11:17 PM
Speaking of getting revived, I want to meet the guy that comes over when I'm critically wounded and switches my gun to single shot so that when I'm revived and need to shoot right away only one freaking bullet comes out when I press the button. :hmm:
But enough about that...
~Wolfgang
Field
03-08-2008, 08:59 PM
Speaking of getting revived, I want to meet the guy that comes over when I'm critically wounded and switches my gun to single shot so that when I'm revived and need to shoot right away only one freaking bullet comes out when I press the button. :hmm:
But enough about that...
~Wolfgang
http://bbs.chinadaily.com.cn/attachments/month_0603/wtf_cat.jpg.w300h371_HeOTTJstzM5Z.jpg
SINGLE SHOT AGAIN??!!
OriJuice
03-09-2008, 04:35 PM
Well, I think we are all getting off on the wrong foot about which class is better; it really depends on playstyle I think. I know I am way better with support then I am with medic, ditto for Sniper.
I don't do medic well, if I am stuck healing I usually do just that and little to no fighting.
Support I can be rambo, and rambo is good to me. lol
Diamond621
03-10-2008, 02:54 AM
It's also worth pointing out that one is never really restricted to one class during gameplay if one is an effective killer. Need some medical attention? Check the rotting enemy corpse that you just filled with lead. Need some ammo? Pick up the kit of that support player you just killed, deploy his hub (and maybe his sentry gun too, it lasts until about 30s after he respawns. Ditto APMs), and then switch back to your kit.
Cannibalising kits is fun :D
OriJuice
03-10-2008, 11:15 PM
Thats a good strat Diamond, I do it from time to time when I need to; but I don't take advantage of it as I should.
BandoIruka
03-12-2008, 05:35 PM
just don't get shot while you are looking for kits to pick up. A few tips regarding kits lying around is in order.
-kits don't appear from fallen friendlies or enemies straight away, don't stare at their corpse waiting for it to appear.
-paying attention to the class of who you just killed helps you think beforehand if you want to take their kit or not. You can identify enemy classes in many ways, but the big one is by looking at what gun they were holding. If from behind, backpack shapes as well as the icons on them as dead giveaways.
-some kits lying on the ground, especially EU kits, are easily distinguishable by their shape. Only the assault and recon backpacks look the same and require you to look at the icons on the back.
-If you know enemies are around the corner and your magazine is low, you might want to switch kits and hope the main weapon has more ammo in it than original kit
It may not be the best bit of advice, but the less time you are working out the kits lying around, the less time you are distracted and vulnerable to enemy fire and the longer you live.
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