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Badlands tactics -vomit on a page 
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Post Badlands tactics -vomit on a page
ok so badlands is new, plus I gotta make this in a rush because the match it tomorow. so this will be a random collection of thoughts on the maps and a few ideas on how we can try and play it tomorrow. Something I might do is as i'm writing i'll make questions. I'll summerise the questions at the end and then when people reply to this we can see what people think on each point raised.


So firstly:
This is a 5 cap point map like well and granary. Like those maps it is completely essential to hold and secure the third point (middle) point on the map. Once the middle is taken the last two points can be considered as practically one fight (especially with a good team) as the cap time's on the final point are so quick.


Initial taking of middle point:


Summery of what to expect:
From what I've experienced this seems to be the general trend to rushing when the map starts:
Pyros, demos, scouts and spies usually go down into the valley under the bridge.




Soldiers, medics, heavies and engineers usually go through the building to the side of the bridge,



and snipers will usually end up at the end of the bridge or along the far wall of the valley.




One particularly deadly threat in the beginning is pyros. They can come up practically anywhere with very little notice. especially if they are down in the valley. Demos soldiers and heavies should be particularly watchful and prepared for that.

Coming up from here can cause ALOT of damage as a pyro:


For everyone else i think it's business as usual. Scouts in the valley need to watch out for pyros, but hunt the demomen and snipers in the valley.

snipers have plenty of long distance to take out people in the bridge building so peopel have to watch out.

Main objectives for middle point on the initial rush

Defensive objective:
Help defend the engineer while he builds the sentry covering the middle point, this is practically a capture point winner all by itself.



The engineer is very vulnerable in the begining to a pyro attack through the door, and to soldiers and snipers through the window.

Offensive objective:
Get rid of enemy engineers' position in opposite building.

After those main objectives it's really a case of just killing the enemy till you hold the point.


Main objectives for 2nd/5th point


Attacking:

So they'll have a sentry up. Demos, soldiers, snipers take that shit out.

Pyros, get into their base and burn them from behind. probably same for heavies and a medic if he's feeling lucky.

Scouts grab that point.

Dont think anyone should be aiming to actually RUN up the spiral. it's basically a guarenteed death zone.

Defending:

Cant really think of a safe turret position so probably just going to have to get it overlooking the spiral from the sniper balcony. The engineer needs protection from snipers and soldiers so defending sniper will have a lot of work cut out for him.

[img]http://www.hampshireheavies.co.uk/e107_files/images/cp_badlands0008.jpg


Pyro's and heavies have GOT to watch the inside of the fort. it is far to easy for enemies to get into the fort and so they need constant guard to prevent the sniper and engineer being surprised from behind.

Demo's and soliders will be pushing forward trying to recap middle point.



final point objective


defending:
you're fucked. against a good team that point just gets capped so fast!

but realistically: If the last point is unlocked NO ONE is to run towards the second point once they've spawned until theres at least half a team on the 1st point. and i mean ON IT.

Attacking:

figure something out. Its a quick point, and with few defenders they can only really have 2-3 sentries max. uber up and burn the fuckers.


Right going to get some photos and then add them to this.


Questions:
best places to put the sentry.


...hum.... actually not as many questions as i forsaw when i started this


Tue Mar 11, 2008 7:41 pm
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Post Re: Badlands tactics -vomit on a page
well in the other hand as sniper its also usefull to go same way as solder etc

Reasons:

1st - if u will stay on longh patch your team mates will block the range of shot ( hard to aim, if you will shot u will shot your team which is not very usefull).
2st - if u will go same way as solder etc u have: view of points so u can block cap, gate enter were (red or blues) are coming out

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Wed Mar 12, 2008 12:32 am
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