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dontsh000t
05-19-2007, 09:36 AM
been reading through the tips and tricks section and i don't see much tips for camp g, which is surprisingly cos i find it the most noob-unfriendly map, as well as the most exciting, fast-paced and strategy-laden map for me. so i thought i'd start a thread where maybe people can contribute?

Basic stuff: PAC starts with 1 uncap and more tickets, EU starts with everything else but no uncaps. EU flags are: (in order of distance from PAC's uncap) Harbour, Toll Station, Central Camp, Ruins, EU base (i think i missed out 1...)


VEHICLES
FAVs and especially walkers are important assets in the game. If you’re not gonna be using that FAV anymore, ram it hard into the wall repeatedly or something so it will respawn for your team. If, as a walker pilot, you feel like deserting the walker, then you should not be piloting walkers in the first place. The worst possible thing to happen is for one team to grab both walkers.

BACK FLAGS
For PAC, taking a back flag is instrumental in winning the game. You _may_ win the game with only your uncap and harbour, but it’s gonna be a lot easier (and more fun in general) if you have a back flag as it breaks the EU’s wall of defence once the chokepoint is gone. I prefer taking Central Camp over Toll Station as it is still possible for EU to fall back and regroup behind Toll Station, then push the PAC back.
As EU, try as HARD as possible not to allow a back base to be taken. It is far better to lose Harbour and Toll than to lose Central/Ruins. In the event that the PAC soldiers do get in, the EU commander should order nearby squads to flush them out. UAV priority should be given to squads behind since losing a back flag usually has disastrous consequences for a badly-organised team.

VEHICULAR ACCESS TO EU BASE
There are 2 ways to infiltrate the EU base using vehicles: the main concrete ramp and the access road on the left (left when standing at the PAC base looking at the EU base). As PAC, when spawning, SPRINT to the FAV and take one of the 2 roads in. Use the boost to attempt to beat any MM-layer. I can usually get a roadkill if i spawn near enough to the FAV at the start. Sound your horn like a madman if there are teammates in the way.
As EU, you want to stop them infiltrating your base. Remember to MM/RDX the main ramp. Also note the where FAVs start their blitz towards Toll Station, MM that route too. helps a lot.

INFANTRY ACCESS TO EU BASE
Besides the obvious 2 vehicular routes, there are 3 other routes for infantry.
Two of them are the little hill that leads up to broken fences, and they are roughly similar in that there is a lot of cover. As EU, when defending it helps to nadespam a little, APM, RDX, do the things you do at chokepoints. As PAC, rush up before the EU gets a chance to get organized. Throwing a nade before jumping up into sight helps too.
The remaining route is the ladder leading up from the beach to the EU base on the opposite side of the map as the FAV access route. As EU, snipers like to run to the end of the fence and snipe players from there. I find it easier to equip a Baur and PK, then crouch at the top of the ladder (the Baur is good for midrange sniping, and if they hide in the rocks use your PK). If you are fast and stealthy enough, and have teammates covering you, you can sprint round to the back to infiltrate their base. As PAC, get snipers behind the rocks/UAV machine to counter-snipe.

COMMANDER ASSETS
Commander assets are an important part of the game, so destroy them if possible. Take out the satscan first, then the UAV, then orbital strike, then EMP unit. If, while destroying assets, you see the walker unused, by all means grab it. I say a team that doesn't use the walker on Camp G deserves to have it turned loose upon them.


anything else? im quite sure there's a lot of better players around in this forum ^^


EDIT: restructured + better grammar

Micster
05-19-2007, 10:03 AM
Your guide is a little hard to read without proper punctuation, but I think I get what you mean.

I find it's more stressful to be EU as you're defending the Camp, and PAC can surround you anytime, which is why I like to play as PAC more.

Assault works wonders here if you're good at reviving, whenever I play Assault on CampGib I always at least get a pin for it.

RYKUU
05-19-2007, 10:16 AM
Assault play a vital part in Camp G, thats what i find.
next time mate PROOF READ!!!.

dontsh000t
05-19-2007, 10:55 AM
heh fine. did all that, then restructured according to points instead.
anyone has viable strategies or similar?

EDIT: does APMs still stop FAVs?

SgtPeper68
06-05-2007, 11:13 PM
If you can get a team trapped back at Ruins and EU Base when you are on offense, you have a distinct advantage. There are only a few ways out if you get the opposing team stuck at these bases.

One - The gigantic and obvious opening.
Two - The smaller opening allong the wall (box in front).
Three - The larger opening along the wall.
Four - The walkway above the large wall.

I have found that the walkway is a death trap, the smaller opening often has a mine in front of it, and the large opening makes you very obvious.



Ways to get out if you are trapped at the back two bases...

IF you can get past the small opening in the wall, you are often home free. Not many people sit back past that wall unless they are above you on the walkway. Once you get to the large opening in the wall, you can either chose to head back to C-Camp, or head to the Toll Station.

If you want to try the large, obvious opening, get your active cammo ready... run through it and pray you don't get shot, then turn left right away. It's 50/50 that someone will be there in a 32 player game, probably 70/30 in a larger game.

That's my two cents...

UNATCOII
06-06-2007, 12:07 AM
If you can get a team trapped back at Ruins and EU Base when you are on offense, you have a distinct advantage.

Which is why it's critical that when folks play the Camp map to have a squad back at the Ruins. They can move to Central if they spot a sneaky Recon or a break out FAV, if necessary.

But 8 out 10 games, everyone is at the first flag. So I rig explosives on 3 back flags, and wait for the Recon to make his suicide mission. ONLY way to win the game, as once they get the Ruins they'll put a beacon out there and immediately it's swarming with enemies, who'll storm the scanner and central camp, before folks notice and run back from the first flag to catch up on them.

Getting truly sick of K/D types, who would rather throw games than actually win them. :mad:

AsaultMaster
06-07-2007, 05:25 AM
Which is why it's critical that when folks play the Camp map to have a squad back at the Ruins. They can move to Central if they spot a sneaky Recon or a break out FAV, if necessary.

But 8 out 10 games, everyone is at the first flag. So I rig explosives on 3 back flags, and wait for the Recon to make his suicide mission. ONLY way to win the game, as once they get the Ruins they'll put a beacon out there and immediately it's swarming with enemies, who'll storm the scanner and central camp, before folks notice and run back from the first flag to catch up on them.

Getting truly sick of K/D types, who would rather throw games than actually win them. :mad:

:rolleyes::shock::shakehead:
Weirdo, you care about your team? ;)

Ozendorph
06-08-2007, 12:37 AM
As EU, having one decent-size squad start the game at Center-Camp (with one member grabbing the walker and bringing it forward) makes it downright hard to lose. If the PAC ninjas drive up they're usually stunned to find defenders waiting for them. You can respawn there, they cannot. The odds are with you.

The trick is, it's terribly rare on a pub server to find more than a guy or two that doesn't yearn to be a part of the death-orgy in progress at the harbor. With the entire EU team packed into 5% of the map, it doesn't take much for a FAV or even a determined cloaker to go Solid-Snake on you and creep into the backfield.

As PAC - if you are that back-base stealing uber-commando, don't stop to cap the Toll Station. It's tempting, but you have to keep going. Grab either the Central Base or the Ruins. Defenders may actually run back if they see the Toll Station flag go neutral. They typically won't bother if it's much farther than that, however (somebody else will stop them, I NEED AMMO)

Conversely, don't run all the way back to the main EU base first. This increases the chances of running into either the EU walker (compete with noob pilot struggling to find the frontline), or the few responsible defenders that saw you blow by in the FAV and decided to respawn back there to put an end to your RDX-fueled shenanigans. Also, if you capture the EU Base you're at a dead-end, and you may be cornered quickly. If you take the Ruins or the Center Base, the bad guys don't know which way you're headed next.

dontsh000t
06-10-2007, 08:54 AM
heh playing Camp G quite alot has led me to appreciate good squadplay, tactics and not taking the first flag you see =D

central camp is indeed a pivotal flag.

[gT]El-Gorko
06-24-2007, 04:51 AM
heh playing Camp G quite alot has led me to appreciate good squadplay, tactics and not taking the first flag you see =D

central camp is indeed a pivotal flag.

Central Camp is a pivotal flag that also has a nice little trick to capping it. Most of the time, when people attempt to cap Central Cap, they head to the northern walkway from EU/Ruins, or wait behind one of the two piles of crates that are on within the cap radius.

There's actually a 3rd spot, that's much, much better than either of those two. When you run up to the second level, go to the opening that overlooks the giant doorway to Toll Station and walk out onto the ledge (the ledge on the southern most wall of Central Camp). If you walk about 1/2 way down that ledge, you are actually within the cap radius.

Capping from this ledge allows you to have a quick drop on players returning to defend the flag, plus it places you in a less obvious position that only has one main point of attack, the way you came. Additionally, you don't have to worry about being shot from below through the grating.

SgtPeper68
06-28-2007, 07:57 PM
I perfer to get behind the boxes over by the walkway between Toll Station and CCamp. It gets you off the grate so you cant be shot from the bottom level, and you have the drop on anyone comming up the stairs.

Trippet
06-28-2007, 08:57 PM
El-Gorko;358324']Central Camp is a pivotal flag that also has a nice little trick to capping it. Most of the time, when people attempt to cap Central Cap, they head to the northern walkway from EU/Ruins, or wait behind one of the two piles of crates that are on within the cap radius.

There's actually a 3rd spot, that's much, much better than either of those two. When you run up to the second level, go to the opening that overlooks the giant doorway to Toll Station and walk out onto the ledge (the ledge on the southern most wall of Central Camp). If you walk about 1/2 way down that ledge, you are actually within the cap radius.

Capping from this ledge allows you to have a quick drop on players returning to defend the flag, plus it places you in a less obvious position that only has one main point of attack, the way you came. Additionally, you don't have to worry about being shot from below through the grating.
Wait what? What's this, a player who will actually share cool things he's learned about the game with the rest of the community?!?!
Rather than worrying about the size of his e-peen by saying, "There's a better spot but I'm noooot gonnnnaaaa tellllll youuuuuuu"?!?!
:shock::shock::shock::shock:
Kudos, salutations and attaboys to you my friend! PM me your in-game name so I can send you a buddy request (mine's the same as here if you want to send one my way). I've played and chatted a bit with VT_Nerd and the two of you should make your clan proud! :salute::salute::salute:

Cerulean Muerto
06-28-2007, 09:11 PM
I hate Camp Gib when pubbing and getting pinned down at the spawn outside the main gate.. bleh. But I agree, let Harbor go, too hard to defend and costly to take.Toll station is a good choke point. Heh, I'd like to see a sqaud of 5 Support and 1 medic on Gib - it'd be fun as hell to lay out 5 sentry guns all covering the entrances to a cap point with overlapping fields of fire!

UNATCOII
06-29-2007, 03:10 AM
This is the secret of winning the Camp map...

http://i157.photobucket.com/albums/t51/JCDentonII/BF2142_CG_Secret.jpg

Pin them at the Ruins and rain 100000001 grenades on them (got the gold medal, 2 DCEs and 4 CEs in that grenade fest).

danutz1183
06-29-2007, 02:33 PM
http://i157.photobucket.com/albums/t51/JCDentonII/ME_Colorguard_1981.png who could this be? LOL

PHATHEAD009
06-30-2007, 10:26 AM
I would say hold the harbor for as long as possible, but once it falls get into the toll station and just start lobbing grenades for the rest of the game. I was commander of the EU team today on a 64 player game, and we were doing a great job of holding them at the harbor, but eventually it fell and instead of playing defense from inside the toll road my team kept trying to advance back into the harbor and kept getting pwned. I think when we first lost the harbor we were up by 35 tickets, and when we finally won the game at the toll road it was only by about 6 tickets. Friggin people just couldn't wait to die.


Oh and if one team gets both walkers then kiss your chances goodbye. Next round my team was pac, I grabbed the PAC walker and we soon took harbor. We get to the inevitable slaughter at the toll roads, the guy in their walker comes out, charges straight at me, and then ditches his walker to try and shoot out the vents under mine. I hop out shoot him, get back in my walker, and one of my teammates grabs their walker. I then drop supply crates all over the front of the toll roads and we proceed to abuse them with a walker at each gate. It think in the end we won by 150 tickets. NEVER GET OUT OF YOUR WALKER IN A COMBAT ZONE!!!!

Widkidone
06-30-2007, 11:20 AM
In my experience:

PAC side: Run to the back flags and take Central Camp. If you can hold the Central Camp the EU will lose focus on holding the Harbor and Pack can take it. Take the walker around the side to take the Toll Station but watch out if the other team is smart they will lay motion mines. Recon use the cloaking device to run toward the back flags.

EU Side: Use your walker to hold the the defense at the tracks. Engineers lay motion mines at the harbor and on the side by the tracks where the PAC walkers and FAVs go around. Support and Recon and hold the crane side of the map. APMs and sentry guns are your friends.

oplock1000
07-03-2007, 07:15 PM
As a SL I love throwing my beacon down @ toll as we race on to Ruins (3rd seat in FAV) random spots for the beacon throw off the defenders.

nemes1s
07-23-2007, 01:52 AM
I love Camp G, easy kills/points/etc.

Best thing to do is to be in a 64 player server, and be PAC, then pin them at Ruins, once they're pinned, all hell will break loose because nades will be flying, healing and resupplying points everywhere and so forth.

Lord Sharpe
07-23-2007, 05:43 PM
Camp G: Hold harbour, but if you lose it, do NOT try and take it back with anything but a small strike force. Hold Toll Station, and stay behind the walls, enemy loses to attrition.

DutchDude
07-23-2007, 09:53 PM
EU: Losing any of the back CPs will result in a severe ticket loss. You have to seal off any entry way into the camp itself. Once PAC breaks though, make sure that you cut them off. Having every checkpoint but Harbour is not bad. Having every checkpoint but command center SUCKS.

PAC: Walker takes Toll. FAV takes back CP. Done.

Digital-Boy
07-23-2007, 11:56 PM
Every game I play Gibraltar on the EU side, I lay down EMPs and motion mines at the Toll Station roads. Then I go whore the Rorsch at the first CP if the flag hasn't been taken yet. ^_^

DesmondLocke
07-24-2007, 05:41 AM
One thing I found, if you're EU and want to try and defend the Toll Station.....
Spawn as an engi, lay a few Motion Mines in the middle front part of the two gates that lead into the Station. Lay an EMP mine in the middle back parts of the same gates. Then, make sure your Pilum is armed, and jump into the Rorsch cannon by the back wall.
The MMs will stop a walker trying to get in. If it doesn't crouch, you can still take shots at its head.
If an FAV tries to 'burst speed' through the MMs, the EMP will stop it. If the driver's not smart enough to jump out, the MMs will catch up and blow him away.
And, as a last resort, if one of them makes it through, you're already in the Rorsch and can try to take them out.
This works best if you have Support near by to replenish your Motion and EMP mines.

And last but not least....dontsh000t, GREAT guide. :cool:

dontsh000t
07-24-2007, 02:40 PM
thanks =D

i personally find it more effective as EU to concentrate on walling a defence at Toll and just letting people fight as they want at Harbour, so when Harbour is lost you can just sit back and camp and watch the PAC tickets go down. Toll is a great place for campers, so many spots to choose.

OriJuice
02-22-2008, 02:53 AM
Reviving a dead thread; but w/e

Key to defending as EU is Sniper and Engineer tactics. A good team should have a few engineers that can adapt very easily and make your own walker virtually useless (As well as kill any walker, FAV coming through Harbor. I find Harbor should always generally be the choke point.

For starters you always know where your enemy comes from and second it's very easy to use the rooftops to get the high ground for sniping etc. Don't bother with ground, just barrage them from above. The flag is within two buildings LOS, so having the proper combination of Sniper, Support and Engineer could keep Harbor locked down an entire game.

As for FAV's, there are two entrances I know of. One is to the left side by the tubes (back of the building where the Rorsch is) and then right through Harbor (bad!)

Skates
02-22-2008, 05:25 PM
Reviving a dead thread; but w/e

Key to defending as EU is Sniper and Engineer tactics. A good team should have a few engineers that can adapt very easily and make your own walker virtually useless (As well as kill any walker, FAV coming through Harbor. I find Harbor should always generally be the choke point.



I have to disagree on the sniper bit. Yes, have some engi's back at Toll with EMP Mines and MM's to stop the Fav's that get past the Rorsch at Harbor. But if you havea couple squads with support and assault players you can hold off PAC very well. The support players thrown down IDS's so you always know where they are at and the assault players can pick up anyone that goes down.

Field
02-22-2008, 06:18 PM
I think PAC is definitely the funnest to play as on CampG.

The reason a game is funner with a good squad is because you potentially stay alive more. Other than that i dont care all that much.

even with the walker i prefer the sound and effect of the bogatyrs plasma cannon for taking out infantry over the resigs chainguns thought the resig IS better overall.

The PAC players determine how CampG is played. EU players need to react to what PAC does, thus EU is not as fun.

I rate CampG a 9.5/10 and Cerbere 10/10 though on Cerbere there is more physical distance to travel from one end of the map to the other ( i think)

There is a balance between players completely playing to win and playing because they want to shoot things. PLaying to shoot things is much more enjoyable. Being overly concerned with taking flags is silly because the winning team is usually the team that is the best at shooting stuff and helping eachother, not the people that like to see fabric change color. but then they kind of go hand in hand

Krammer
02-23-2008, 11:59 AM
As a PAC squad leader, run around the OUTSIDE of the walls to the EU back base. I suggest recon with cloak and light armour. Place a beacon (as close to, but facing away from wall/gate), suicide, then pod back inside the walls. With the latest patch it may take a few suicides but once your in, you can "pown those noobs!" :yay:

OriJuice
02-23-2008, 11:39 PM
Sniper/Support I find is a very effective combination at Gilb. I say this because I have had friends who have played w/ me in a squad (like 6 of us) and we used sniper/support. If you can get a good position then you can lay down some really sweet suppressive fire. Nothing makes people run for cover better than getting lit up with the Ganz or having a SR shot to the chest. We usually had it set up so the Support would just unload on the troops; which would usually scatter them and cause them to break up rank; the sniper would go to work just picking off the ones hiding. It worked perfectly to defend Harbor. But it didn't work the greatest once they got a squad beacon in behind us.

As for PAC; just rush and hope they don't kill you. You need to get to the back, as obvious as that is. The mistake a lot of teams make it trying to get harbor first.

R4ZGR1Z
03-07-2008, 02:59 AM
camp gib is fun that is the map i like the most, i may suck at it but its fun to play.