Offense on Container City

Post » Fri May 27, 2011 9:22 am

Most times I have played Security we get slaughtered, with the Resistance basically just outside the spawn area. Or we get the bomb planted and have an extremely hard time escorting the bot. Do you guys have any good strategies for getting past the initial objective? Please try to refrain from responses like "just play better" or "don't svck", although those are inevitable. Thanks!
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Sheila Esmailka
 
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Post » Fri May 27, 2011 1:31 pm

Make sure to open up the sidedoor for alternate route, plat Turrets around the trouble area, I've made it through many times, if you think that's hard wait til the missle hack.
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Setal Vara
 
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Post » Fri May 27, 2011 6:50 pm

After you get the charge blown up, it's pretty much all about engineers and covering that said engineer. I've noticed that the escort parts difficulty depends a lot on where they manage to stop your bot. Couple of times they managed to stop it right outside their spawn and it was pretty much impossible. Some hours ago I had a match where half of our team was busy farming kills and nobody was shooting the bot and it basically went all the way from the gate to the crane without stopping.
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jodie
 
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Post » Sat May 28, 2011 12:15 am

Make sure to open up the sidedoor for alternate route, plat Turrets around the trouble area, I've made it through many times, if you think that's hard wait til the missle hack.


We tried this last night, and that seemed to only open another way for them to get through to shoot at us. Ugggh, the missile hack is hard too. I wonder if a simple fix would be to have the defense respawn time just slightly longer than they are? Hopefully as the game is played, more strategies will develop....
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Jay Baby
 
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Post » Fri May 27, 2011 8:53 am

We tried this last night, and that seemed to only open another way for them to get through to shoot at us. Ugggh, the missile hack is hard too. I wonder if a simple fix would be to have the defense respawn time just slightly longer than they are? Hopefully as the game is played, more strategies will develop....



You also might need a more diverse set of classes or bodytypes. A couple of heavy classes with some fire power might do better at protecting the HE charge than whatever you may have had. It could also be a combination of other things. Such as team mates who might be trying to play the game like it was a standard FPS and not supporting as much.
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Tom Flanagan
 
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Post » Fri May 27, 2011 1:37 pm

Start as an Operative and open the side door or just go over buy it and pick off anybody preventing the gate from being opened, that spot is a very good option to pick anyone off that attacks the bot or the Engineer. It forces the enemy to come all the way around out front to get to you if you decide not to open the side door.

Other then that, just keep picking people off until the bot gets around the corner then go from there..
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Jacob Phillips
 
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Post » Fri May 27, 2011 6:08 pm

I almost never see operatives open the side door, and it really does help the team having that alternate route open.

Once the door is blown, one engineer and one operative need to go through the side door to flank the enemy while the rest of the team stays with the bot. The operative and engineer pair can easily flank the enemy, take the health command post, set up the machinegun nest near the crane, and harass the resistance at their spawn point while the rest of the team keeps the bot moving.

I've found that in most maps, the attacking team needs to make heavy use of flanking and splitting up the defenders - if you play into the map's natural route you'll just get bottlenecked and the defenders will have a huge advantage over you.
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Kayla Oatney
 
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Post » Fri May 27, 2011 7:24 pm

This map is so broken.

People are saying hack the side door. Well it won't matter if I open it (if i manage to get to it) because the Resistance can so easily camp the two exits Security has from their spawn.

This map is a stupidly easy win for Resistance on the first objective. Even if Security blows the gate I often see Security get camped anyway.

I'm down for talking about flanking tactics and all, but unless executed perfectly the first time, Resistance can just sit on their high ground afterwards with their health boost from the command post and take potshots and grenade spam you all day.
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Sasha Brown
 
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Post » Fri May 27, 2011 9:39 am

Play defensively and try to kill most of the team and move up to the other side of the gate and try and hold up there, planting turrets mines etc. I always play the objectives in this map defensively even when on offense. Then again I'm an engineer so I play pretty much everything defensive.
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Josee Leach
 
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Post » Fri May 27, 2011 10:10 am

Play defensively and try to kill most of the team and move up to the other side of the gate and try and hold up there, planting turrets mines etc. I always play the objectives in this map defensively even when on offense. Then again I'm an engineer so I play pretty much everything defensive.


The whole point I just tried to make was that you can't get to the other side of the gate because it's damn near impossible to get out of that lower dock area where you start...
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Veronica Flores
 
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Post » Fri May 27, 2011 8:32 am

Soldier goes straight to plant the charge by the quickest route. His team needs to back him and hold off the baddies until it blows. Remember to cover the gap in the wall and the possible flanking route the baddies can take to the right. Put a heavy or a soldier beside the side door to give additional fire from the flank.

Good luck and stick at it - as others have stated, the Hack section of the assault is the real deathfest on this map! :toughninja:
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Emilie M
 
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Post » Fri May 27, 2011 10:42 pm

If your pinned in the Spawn, a good way might be for Soldiers to blind with flashbangs and lights and meds to go over the wall. From there they can harrass from behind and distracts enough to allow others to escape. If they don't leave the spawn sight, grenade spammig with the Lobster or the heavy nade launcher could open some.

But in all it's rather hard to attack as security, but the same can be said about security tower.
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Betsy Humpledink
 
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Post » Fri May 27, 2011 10:38 pm

I find that Security Tower is one of the most constant maps in terms of fair fights. Never been in a fight that is a complete spawn [censored], really. Sometimes though we steam roll the map as offense, but often it's a good fight that could really end either way.

On Container City it often seems to be resistance spawn [censored] security at their spawn exits or then the security sort of steamrolls through, I've only seen a "good, even fight" maybe once there.
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Elea Rossi
 
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Post » Fri May 27, 2011 4:11 pm

Use operative and run like hell at the start, when you get to the top of the first set of stairs throw caltrops at the main gate where people slide under.

Also helps if you have another operative to throw caltrops at the container access on the right.
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Stephy Beck
 
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Post » Fri May 27, 2011 1:29 pm

Send a solid soldier around the side door to capture the health command post and/or flank the baddies. I do this every time and have never been bottled up in the spawn.
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Judy Lynch
 
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Post » Fri May 27, 2011 9:42 am

You guys have brought up a lot of good points and ideas. I think part of the problem is a lot of people (including me) are playing this game like a standard FPS. I like the idea of going completely around them via the side door to capture the health command post and to distract them at their spawn. I really don't think it's worth opening the side door though as you can still jump over it to get through, and it just makes another point they can defend from.
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Laurenn Doylee
 
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Post » Fri May 27, 2011 5:06 pm

"Soldier goes straight to plant the charge by the quickest route. His team needs to back him and hold off the baddies until it blows. Remember to cover the gap in the wall and the possible flanking route the baddies can take to the right. Put a heavy or a soldier beside the side door to give additional fire from the flank." Using this route is the key to success, I agree.
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Mrs Pooh
 
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Post » Fri May 27, 2011 7:42 pm

Sometimes you just have to settle down into an attrition battle.

Best way to win an attrition fight (imo) is to put pressure (constant over time, not so much burst) on the other team while trying to negate enemy actions has much as possible.

Just keep the bullets going down field and use your abilities to boost your side or cripple their's.

Try to keep the resistance at a distance (cause bots are beast in cqc, they're so fast with the melee/execute), using an assault rifle or light rifle (sniper) works well.

Staying at range will increase your "in combat" time giving you greater opportunity to generate more pressure and lower the risk of leaving your team alone while you run back from the spawn zone.

Eventually, you will create windows of opportunity for progress toward the objectives.

You may have to switch gears when an window opens up for an objective, sometimes you just gotta go for broke and hope it works.

Just an idea/strategy, hope it helps.

Edit: Targeting medics and incapped rebels is probably the fastest way to weaken the resistance's front.
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Kirsty Collins
 
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Post » Fri May 27, 2011 2:46 pm

Typically speaking, I hate using the EZ-Nade Launcher instead of an actual Gun as my primary, but it's great for taking out and disorienting big groups, like the large group that tends to appear outside the spawn. Pew pew pew pew pew pew BOOM BOOM BOOM BOOM BOOM BOOM
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MarilĂș
 
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Post » Fri May 27, 2011 2:14 pm

one of the common problems i see as offense on that map is when people do get stuck on those ramps in spawn they already give up, i as a light try to run up and usually get 2 or 3 people to turn and shoot at me while the rest of my team stays ramp instead of pushing out. You just CANT get trapped in those spawn chokepoints or its a very uphill battle.

A lot of the first objectives on offense seem like rush and kick ass in the first couple mins or you're in for a looooong fight otherwise.
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Alex Blacke
 
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Post » Fri May 27, 2011 8:38 pm

Spawn timers and choke points need tweaking along with some weapon balance. Once those are fixed (hopefully with a soon to be released pro mod) it'll be a bit more even. But that map is terribly 1 sided.
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Hairul Hafis
 
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Post » Fri May 27, 2011 5:04 pm

just get some snipers up in the top over to the left and let them kill and weaken people and then get a couple medics and soldiers to plnt and rvive then have an operative infultate them and distract them
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lydia nekongo
 
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Post » Fri May 27, 2011 7:09 pm

The maps just seems to be broken. But also I get in a lot of games where my team completely forgets the concept of flanking. For instance on security tower escorting the hostage the resistance always gets tied up outside of the building just before the staircase leading up to the main gate. The best solution I've found is to take a soldier class with a Lobster or sniper rifle and head to the right from the resistance spawn, the sit up on top of that over look and keep the security hiding in cover. You don't even have to take a whole lot of then down, just keep taking pot shots at them and then your teammates can push through, then it's pretty much a straight shot to the level exit.
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Lexy Dick
 
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Post » Fri May 27, 2011 11:51 am

I was playing on the resistance and still got owned on this map. What they did was, came in hard right away. They actually started pushing us back. When they pushed us back far enough, they sent one guy back to escort the bot while the other 7 handled us. It seemed to work for em pretty good.
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Carolyne Bolt
 
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