Post by Dreadlife on Jul 6, 2005 11:20:10 GMT -5
It breaks down really simply...
Defense is a game of read and react. Recon is essential as it tells you where the attack is likely to come from and gives you a chance to set up accordingly. Sniper rifles are great for defense, as are close quarters weapons like shottys and swords.
Rocket defense can also be very nice, but be sure to conserve ammo and only use the heavy artillery when necessary. Many times and offense will just throw people at you until you are out of rounds, then come in for the easy score. Don't give them that opportunity.
Think outside the box. While it is nice to keep someone right near the flag, many times the best defense points are just outside your base. This allows you to either cut off access points and not let them anywhere near the flag of let them in and then close the net around them and not allow escape.
Offense is a little bit trickier. Offense is more about planning, coordination, and most importantly, timing. The defense will generally shift according to what you do, so use that to your advantage. You can do things like send two men in, wait for the D to engage, then send two more to finish off the weakened defenders.
Other nice moves are pinches, sending men in at the same time from numerous entrances making it hard for the D to bring fire to bear on any one target and feints. Feints constitue sending a decoy in to make a lot of noise on one side, pulling the D there and then attacking in force from the back side.
Weapon allocation isn't as important to the O, what is more important is that you win the one on one fights. If you can't take down your man, the team is severly weakened and exposed.
Defense is a game of read and react. Recon is essential as it tells you where the attack is likely to come from and gives you a chance to set up accordingly. Sniper rifles are great for defense, as are close quarters weapons like shottys and swords.
Rocket defense can also be very nice, but be sure to conserve ammo and only use the heavy artillery when necessary. Many times and offense will just throw people at you until you are out of rounds, then come in for the easy score. Don't give them that opportunity.
Think outside the box. While it is nice to keep someone right near the flag, many times the best defense points are just outside your base. This allows you to either cut off access points and not let them anywhere near the flag of let them in and then close the net around them and not allow escape.
Offense is a little bit trickier. Offense is more about planning, coordination, and most importantly, timing. The defense will generally shift according to what you do, so use that to your advantage. You can do things like send two men in, wait for the D to engage, then send two more to finish off the weakened defenders.
Other nice moves are pinches, sending men in at the same time from numerous entrances making it hard for the D to bring fire to bear on any one target and feints. Feints constitue sending a decoy in to make a lot of noise on one side, pulling the D there and then attacking in force from the back side.
Weapon allocation isn't as important to the O, what is more important is that you win the one on one fights. If you can't take down your man, the team is severly weakened and exposed.