Isla Inocentes
Rush Attack: I've always had problems attacking on this map. Each substage involves crossing a wide open expanse of land or water to assault an entrenched position. Poking your head over a hill or around a tree can and will expose you to sniper and medic fire. Taking a boat creates enough noise to let every enemy know exactly where you are. Taking a chopper is risky, since I never seem to latch onto one being piloted by one of those God's Own Hand kind of players who magically avoid tracer darts and AT4 rockets. No, I always get the guy who flies straight on, doesn't turn to let me shoot the minigun, and blows up before completing his first 180, if not crashing under his own lack of coordination.
Island stage: I prefer to heli-gun here because I've not yet solved a decent way to approach the island. As mentioned, taking a boat over just means you're at the cliff base and the three dudes protecting that side of the island know where you are and have the only firing lines on you, while you scramble around looking for the beach access. Taking the road over gives you cover until the bridge, but then you're boned, because you have to cross a clearing and the river, and again shooting down is far easier than shooting up. You can generally snipe successfully from the hill across the bay, but that's boring, and you'll probably get counter-sniped by another recon or (if you're like me when defending) someone on the heavy MG doing nothing but countersniping. The good news is that the chopper respawns almost instantly upon destruction. So, gun it, parachute out onto the island when it inevitably blows up, and you might get lucky. Kit: Assault with the M14A2, 4x scope, extra grenades and magnum ammo.
Village stage: In my experience, taking a boat up the middle to the docks is instant death. All the MGs point at the water, and they can see you coming all the way from the first island. I prefer to walk up the road (bonus if your tank driver can give you cover) on the right and cover the eastern M-COM from the road/stairs area, picking off the inevitable engineers who come down the hill to take out your tank. This is actually also a good spot for being a tank gunner, since it's nearly impossible for enemies to flank your backside, so you can focus just on what's ahead of you. Most of my kills come at this stage; there's not much cover when guys come jumping down the hill to address the tank or disarm the M-COM (and your tank should have blown up every building on the eastern half of the map anyway). Kit: Engineer, UMP-45 and Carl Gustav, 4x scope, extra explosive damage, V-alt (the machine gun is more useful here than smoking off tracer darts since they're still firing head-on and they'd hit you anyway without the tracer...just kill them before they shoot).
Fort stage: Sniping from the hilltop gets you killed. There's something like five machine guns here. As infantry you need to run down the hill as fast as possible and get into their base for building cover. Stay alive long enough for your dead squadmates to join you, then slowly push to an M-COM. I prefer the western one first because it's a shorter run distance, less MGs on that side, and you get to cover faster. Enemies tend to come from the raised helicopter platform, so keep an eye up by that fence while you guard the charged M-COM. Also, if you're in a tank, park it at the top of the hill; there's a small bend there that gives you 100% cover from RPGs but still lets you shoot over, so you can provide covering fire for your squad who prefer to grind out their deaths on the eastern half of the map. Kit: Assault, XM8, extra grenades, mag ammo, V-smoke. (Engineer if you're going to camp the tank, since you'll neeed to repair it occasionally.)
Rush Defense: Unsurprisingly, I prefer the stationary weapons on all three stages here, and engineer the whole map due to the prevalence of tanks and helicopters.
Island stage: Priority 1: tracer/RPG the choppers. If they have v-smoke, then run over to the stationary AT and try to get a lucky shot before you get sniped. When the chopper's not up, I stay on the heavy MG closer to the water on the western side (on the right, if you're facing the attackers) and do nothing but spot snipers/medics on the opposite hilltop, intercept boats coming around the hill, and spot assault/medics coming down the road. If the MG gets taken out or there are too many snipers, the white concrete blocks on the western side (the water side, I think east-west stays the same on the map when perspective is reversed but I'm not sure) provide nice enduring cover while you guard the water routes and the path up to both M-COMS.
Village stage: The western MG tends to stay alive longer, so I plant on that one and cover the docks area. It gives really good sight lines on the warehouse where attackers tend to camp when they come up the water route, so it's good for kill farming and keeping them stuck at the warehouse instead of moving up to the M-COM.
Fort stage: The western MG on the ground (not the tower) has a bullet shield that'll protect you from casual gun fire. The angle up the hill isn't great, but at least you're safe from everything but a clever engineer and his CG while you suppress the entire right side of the map. The tank can't hit you from this position unless he comes all the way down the hill, and if he lives that far, your team is awful and you're going to lose anyway so just enjoy the pretty map images while waiting to respawn.
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