Soldier's Explosive Plant

Post » Fri May 27, 2011 1:07 pm

Haven't seen the topic anywhere yet. Is it just me that finds the soldiers planting ability will cause problems for teams in the future? I find that in a least 2 instances of the soldier objective planting a bomb becoming near impossible in the future once people realize its liabilities. The immobility combined with the length of time it takes to plant nearly ensures death in at least these 2 occasions that come to mind, most others the problem isn't so drastic.

The first objective on container city most people know to be an issue, if you don't get it near immediately you are more often then not in for a long, uphill fight. As a light body on Resistance I rush the gate to prevent the plant, and am allowed to snipe through the gate from my defending side of it at the bomb planter through the window in the head, allowing him to duck would make it harder to hit but still possible without going across sides. It'll soon take a significant amount of control on the enemies side of that gate for the Security to even hope for a plant, it's just too easy as Resistance to duck into that container hallway and peak out for the bomb planters quick kill.

The second part of the resort map presents a similar situation where a soldier has to stand upright at the bridge and present himself as a target for the enemies while he sets a bomb. As defense I can sit on one of the upper walkways with a buffed rifle and snipe any soldier (with easy headshots) that attempts to plant from a very secure location unless the enemy team somehow manages to overrun our entire team. Again it appears as if being able to just duck would possibly solve the issue.

As is in pugs you can usually find a way to achieve the objectives with luck and persistence currently, but once more people figure out the problems it'll get worse. Even a very limited range of movement/ducking like engineers get would be of significant aid. I also realize that operatives have a stationary plant on their hacks as well, but those don't take as long to accomplish and tend to be in covered areas. It's entirely possible that this won't become the problem I see it becoming, but I know in order to win you have to do whats necessary, and these situations are just too easy to take advantage of. Again, it's not like it's IMPOSSIBLE to accomplish these objectives, especially with uncoordinated teams, but in upper levels of play it will be very difficult if not impossible to overcome. Maybe it's not the problem I think it'll be, it could've already been mentioned to be being fixed in the future I'm not sure, discuss.
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Rudi Carter
 
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Post » Sat May 28, 2011 12:17 am

CCity, want to break the deadlock at the barricade? Easy.

Operative goes and hacks the side door - open a new route, you can now flank the opponents with a couple of guys - it negates the use of the MG nest (if they build it this early), and can easily turn the tide away from the charge on the door.

There are pretty much always alternative routes though - the Resistance can cut around the other side over the containers instead, and attack from the other side - but if you've got good defenders, they should be able to hold for about a minute even against a skilled push - and you only need about 45 seconds.
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Johanna Van Drunick
 
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Post » Fri May 27, 2011 1:47 pm

CCity, want to break the deadlock at the barricade? Easy.

Operative goes and hacks the side door - open a new route, you can now flank the opponents with a couple of guys - it negates the use of the MG nest (if they build it this early), and can easily turn the tide away from the charge on the door.

There are pretty much always alternative routes though - the Resistance can cut around the other side over the containers instead, and attack from the other side - but if you've got good defenders, they should be able to hold for about a minute even against a skilled push - and you only need about 45 seconds.


I agree with this, but moreover, if I am not a soldier, I just support! That is the biggest part of the game: teamwork. At times, it seems like sheer numbers makes up for the lack of skill of certain players of the AI Bots that seem to do nothing but buff.
Also, in CCity, I sit tight in the narrow hallway and not hack the door, but shoot from the small hole in the wall.
Make sure to escort the bot to the front door also provides a smaller window for the opposing force to come through.

As for the resort map - that comes down to luck. Try to get the opposing force down, and have as much as your team available as possible. Other than that, just try to work with whoever you can to guard one another - lots of turrets help distract the enemy A.I. or online players.

It would be too simple to start inputting the numbers in the H.E. Charge and place it on the door as you are running up to it.
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Tikarma Vodicka-McPherson
 
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Post » Sat May 28, 2011 12:07 am

I agree with this, but moreover, if I am not a soldier, I just support! That is the biggest part of the game: teamwork. At times, it seems like sheer numbers makes up for the lack of skill of certain players of the AI Bots that seem to do nothing but buff.
Also, in CCity, I sit tight in the narrow hallway and not hack the door, but shoot from the small hole in the wall.


I also sit in the side door hallway and use that shooting loop to keep resistance from rushing my gate. Also flashbangs, never underestimate the flashbang. Flashbangs are also useful for breaking out of a spawn camp in that same location. A flashbang tossed out just before you hit the objective point will likely give you the precious extra seconds you need to plant the charge and fall back to a defensive position.
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A Lo RIkIton'ton
 
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Post » Fri May 27, 2011 11:40 pm

I also sit in the side door hallway and use that shooting loop to keep resistance from rushing my gate. Also flashbangs, never underestimate the flashbang. Flashbangs are also useful for breaking out of a spawn camp in that same location. A flashbang tossed out just before you hit the objective point will likely give you the precious extra seconds you need to plant the charge and fall back to a defensive position.


I agree. When I first saw the option for a flashbang grenade, I laughed thinking it would be pointless.
However, it has proven so effective. And I can't tell you how many times I miss an objective because I was temporarily blinded.
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Solina971
 
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Post » Fri May 27, 2011 2:53 pm

CCity's first skirmish is always a trouble for whoever has the slowest team, and really.... the Defenders have it EASY here. Place a turret right behind the main opening in the objective-gate, you can actually place mines IN FRONT OF THE GATE while behind it through the peepholes, and the defense has perfect cover to shoot through the gate while the offensive is out in the open. Granted a smartly placed grenade can break all that but.....

Let's face it, not many people play smart :) Certainly not the AI.

A way to counter this is an operative with the EMP grenade coupled with a soldier that spams Flashbang and then the default grenade. Gives plenty of time to run in and start the HE priming while the rest of the team cleans up any mess.
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Dalia
 
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