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+=TP=+Seargent Stu(admin)
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Joined: 22 May 2005
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Location: Lowestoft UK

PostPosted: Wed Nov 01, 2006 7:22 pm    Post subject: +=TP=+ Teamplay members tips for clan use Reply with quote

Right folks, training tips from me to you.

Squad formation (suggested):-

2XMedic
1X Support
2X Assault/Engineer as nessacary

I suggest Squad leader is either the support or medic.
Snipers have no place in a team as it wastes a useful team member, however a sniper playing as a lone wolf or in a seperate squad, spotting targets and using teamspeak can be very handy.

Unlocks:-

Squad leader should have the mobile spawn point selected at all times (SLSB Unlock), and should place it frequently when moving towards a target so that time is not wasted in transit.

I suggest the following unlocks be unlocked first in the following order

Player abilities

Frag grenade
Enhanced endurance
Staminar recovery
Defibrilator
Medic Hub
EMP
Dysek repair
Motion mine
Advanced ammo hub


This will give yourself and your team members the best chance of survival by being able to revive and repair/supply people automaticly, and also take out enemy vehicles.

Squar tactics.

The Squad leader should always be held int the middle of the squad and not go running in to a firefight, remember he is the mobile spawn point and should only rush a target when surrounded by other members.

Learn how to use your secondary weapon and set up your button accordingly, remember that a pistol drawn when you are out of ammo will often save your ass!

Spot targets, remember that spotting targets not only assists the commander but also warn other teams of armour air assets.

Squad leaders should issue orders frequently at targets being attacked/defended, this results in more team points.
squad leaders should also request supplies for team members from the commander, a supply crate can save a squads ass.

that's it for now.

cheers,

Stu
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Last edited by +=TP=+Seargent Stu(admin) on Sun Dec 03, 2006 10:23 pm; edited 3 times in total
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PostPosted: Thu Nov 02, 2006 9:51 am    Post subject: Reply with quote

About the pistol: i can never get a good hit with them! i cant see where the bullets go when i aim (i have the top of the little sight bit on the enemy and nothing happens!)

Also, a tactic for taking out walkers that we did in a game once:

Support gets close enough to a raping walker/tank/apc to throw emp nades at it, remember to have an ammo box underneath you so u can keep making the vehicle immobile.

Meanwhile, the other squad members/players that are engineer take the vehicle down with rockets with the assault or any other players cover against infantry.

----

Dunno whether you guys noticed this when we did it but it certainly paid off when it happened!
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+=TP=+Seargent Stu(admin)
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Joined: 22 May 2005
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Location: Lowestoft UK

PostPosted: Fri Nov 17, 2006 8:39 am    Post subject: Training Tips 2 Reply with quote

Hi,

Some more tips from last nights training.............................

A 1 Squad setup by member and formation

P1 MEDIC/RECON

P2SUPPORT/ASSAULT
P3SUPPORT/ASSAULT

P4MEDIC/SUPPORT=SQUAD LEADER
P5SUPPORT/ASSAULT/RECON

P6MEDIC

ATTACKING:
P1,P2,P3 are fromt players, P4,P5,P6 will split and flank either side of a target.
Squad leader should deploy mobile spawn point close to flag but hidden.
P6 is always covering rear and keeping squad leader breathing, as the squad advance, P6 should revive fallen players as we advance, allowing P1-P5 to keep the pressure on.

When defending,

P2,P3 and P5,P6 Shoud defend one side of a target, 2 players each should cover each other setting up cross fire, the remaining squad leader and player should be in defensive equipment, for example the static ground artillery.

On a 2 squad setup, communicate over Teamspeak, and attack/defend targets from different positions, flanking the target.

Squad 1 can set up a attacking position, well covered and defended, drawing all the enemy towards them, while squad 2 flank them for the flag, and take them out in a suprise attack.

Jeeps: Squad leader moves at pace to a target, all squad members hold off spawning untill the squad leader deploys at a flag, the entire squad then spawn, instant capture of flag.
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+=TP=+ Farslain
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Joined: 29 Oct 2006
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Location: Bournemouth, UK.

PostPosted: Fri Nov 17, 2006 12:37 pm    Post subject: Reply with quote

Advanced use of Teamspeak:

With the implementation of our seperate EU and PAC squad rooms and the difficulty many experience with ALT-TABing out of game (as Dice state it isn't a supported feature 'yet') having hotkeys set up to switch rooms while in game is a useful feature.

Personally I use Numpad 0 for EU and Numpad decimal for Pac and Numpad 1 for our main chat/pub room.

This is how you set it up:

Open teamspeak and select Settings and then Key Settings.

This brings up a new window, select Add, which again brings up yet another window.

(This is where you can do the good stuff in Teamspeak like set up whisper keys to a specific person/s, switch room keys, volume keys etc.)

So we will select the key we wish to use first for EU. Using my example we'd click on Set and press Numpad 0.

Now we will go down to the Action selection, highlight Switch to.

Next we move to the next window and select Channel.

And lastly we select our room from the drop down list, this time selecting BF 2142 EU, then finish off by clicking Close.

You're all done now, simply repeat the instructions for the Pac room and any others you wish to make.
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Recon 4|4 - Assault 4|4 - Engineer - 4|4 - Support 4|4 - SL 1 - PA 5
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+=TP=+ VASH1291
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Joined: 24 Oct 2006
Posts: 63


Location: United Kingdom

PostPosted: Mon Nov 20, 2006 2:31 pm    Post subject: Reply with quote

What about snipers I could be a sniper like my spree a few days ago Very Happy
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+=TP=+ Farslain
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Joined: 29 Oct 2006
Posts: 129


Location: Bournemouth, UK.

PostPosted: Mon Nov 20, 2006 3:01 pm    Post subject: Reply with quote

+=TP=+ VASH1291 wrote:
What about snipers I could be a sniper like my spree a few days ago Very Happy


I think the reasoning is that short of 2-3 maps a Recon Sniper adds very little to the squad. Simply scoring 30-40 points from kills is something easily done out of squad as Lonewolf. Tunis harbor rooftops for instance are good for 3-4 headshot pins in a good round.

Assault can heal and revive while using one of the best and easiest to use weapons in the game. The Voss.

Support is much needed supplies, a bloody aimbot sentry gun, emp mines and the stock LMG's are one of the most effective weapons in game.

Engineer is incredibly useful on any map that has vehicles (all of them) with emp mines and motion mines providing a murderous roadblock for all vehicles and all of the weapons are efficient when used properly, you can clear out rooftops miles away, put forward fire down on flags your team is about to breach clearing the way much as the commander strikes.

I love going Recon Sniper I have about an 80% headshot average on the maps that cater to snipers, but I know that if I do I am denying my squad things it needs much more. Heals, revives and ammo keep all of the squad going and all of the squad is capable of running and gunning and scoring just as many kills as a sniper and as our squad is often either blocking the way to back flags or pushing in to infiltrate and take opponents backflagging that independance is VERY important, we cannot rely on the rest of the team, we have to be self sufficient.

The times when the squad heads to a static rooftop and we have ample medics and support is the best time to pick up sniping as you can one shot kill any heads you see, and as you learn the maps you know where they pop up from, only real problem with this is Support still offers more, the LMG will take down a distant sniper in 5-10 hits, which is about 4 seconds of holding the trigger, it has ammo and the nasty aimbot .. and the only thing better than 1 turret aimbot is 2, 3 etc.

I think if being Recon Sniper is truly in your blood then being out of squad and making good use of the spotted function while blowing heads off is incredibly helpful. Either staying with the main squad for easy benefits or on a supporting rooftop where you can provide deadly cover for the entire team.

*sigh* how I love the headshots.
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Recon 4|4 - Assault 4|4 - Engineer - 4|4 - Support 4|4 - SL 1 - PA 5
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+=TP=+Deadly_Dave(admin)
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Location: Lowestoft

PostPosted: Mon Nov 20, 2006 3:49 pm    Post subject: Reply with quote

Fars very well put m8 Very Happy

snipers are for lone wolf or as fars said when we holding a roof top claymores etc come in handy meagannas is one of our best snipers but dont play much now Sad
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+=TP=+Seargent Stu(admin)
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Location: Lowestoft UK

PostPosted: Sun Dec 03, 2006 10:25 pm    Post subject: Reply with quote

Sniper training: Hints.

Never sillhouette yourself against the skyline. If you're on a hill, never come across the top of it. Move around the base, or slightly up. If you need to take a sniper position on a hill, it's best to find some cover on the decline position (i.e. same side of the hill as your target), and shoot from there.

Trees are your friend. Hide in them, and your visibility will be much less.

On maps with water that is dark colored ( such as dragon valley), it's often best to move in the water. You don't really have any protection, but nobody is looking there anyway, and your brown color blends in.

Always fire when the target is still, or moving in as close to a straight line, as slowly as possible. The worst target to fire at is one that's running full speed, perpendicular to you.

Don't waste your shots, because when you're down to 1 round left in the clip, that's when that big pretty dumb private will just stand up right in your sights, and you won't be able to get the second shot off on him.

Breathe carefully. If you get stressed out, you'll miss your second shot.

Remember bullet drop over 225m or so. At 250m your bullet drops about the lengths of a targets head.

At close ranges (sub 100m), always aim for the knees unless you can guarantee a headshot. At mid ranges (100-250) aim center mass. At long ranges (300-500+) aim for the head, or slightly above depending on how extreme your range is. At extreme ranges you may need to aim above the head.

Targets seem to be more receptive to being hit on the outer edges of their hitboxes (shoulders, arms, hips), than dead center. But, do not rely on this.

An enemy running 45* diagonal to you needs to be led 1 body length ahead. An enemy running 90* perpendicular to you needs to be led 2-3 body lengths, if you HAVE to take the shot.

It's better to lead your opponent too much than too little, it helps counter lag.


The best defensive position is one where you can claymore the only entrance, and have an escape route (perhaps on top of a building with 1 ladder, that is claymored, your escape being jumping off the building with your chute), and you always want cover.

Remember, cover and concealment are two different things.

The US M24 is the most accurate sniper rifle. The SVD and Chinese rifles come next, but make up for it with semi-auto.

The m95 is not as accurate, but it will kill in a single headshot, but it's a little more powerful than the m24 and definately more powerful than the svd and chinese rifles.

To hold the scope on your target with a bolt action rifle, hold the left mouse button AFTER the shot. that way you can see better if you hit. Get in the habit of always holding for a little bit with the bolt actions.
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+=TP=+ me321
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Location: The Netherlands

PostPosted: Wed Dec 27, 2006 8:06 pm    Post subject: Reply with quote

+=TP=+Force-Feedback wrote:
Also, a tactic for taking out walkers that we did in a game once:

Support gets close enough to a raping walker/tank/apc to throw emp nades at it, remember to have an ammo box underneath you so u can keep making the vehicle immobile.


but i do it like this .....
i get recon ( with lambert carbine )
and grab this stuff ....
-RDX demopack
-mine / LT-55 stealth system
-lambert
-usual stuff

and so i get close to walker i put like 2-4 RDX demopaks on it and i run and as rapid as possible i'll try to let them explode on save distance Twisted Evil



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