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NEW MAP ON PTE!!!! - Page 2
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  1. #11
    Registered Guests
    Join Date
    Apr 2011
    Location
    UK Scotland
    Posts
    787

    Re: NEW MAP ON PTE!!!!

    Sounds good, Im a thicky when it comes to charts, stats n stuff. We could have had a 8v8 game today but we lost out main man.


  2. #12
    Registered Guests
    Join Date
    May 2011
    Location
    England
    Posts
    508

    Re: NEW MAP ON PTE!!!!

    ah bugger sorry i couldnt help, just got in to relax and think about having a game

  3. #13

    Re: NEW MAP ON PTE!!!!

    I want my vehicles, wtf! D:

  4. #14
    Registered Guests
    Join Date
    Feb 2011
    Location
    Derby, England
    Posts
    221

    Re: NEW MAP ON PTE!!!!

    Slightly more difficult to run around and defib people (so many shotguns to the face D: ) but still all round fun ^_^

  5. #15

    Re: NEW MAP ON PTE!!!!

    how to play the new map?

  6. #16

    Re: NEW MAP ON PTE!!!!

    There are ways to rush in ,from the 2 diferent entry points LEFT -RIGHT, テつ*THE MIDLE one remains as a テつ*suport fire and sniper shotout
    The assault class has the smoke grenade in hand テつ*so it makes more eazier to conceal テつ*one crack unit for the rush tactic,team based on 2 asault 1 or 2 medics,snipers cover them by supresive fire and engineers also with the LMG
    --1 entrance is テつ*on the left with stairs going down then after that it goes up or directly to B point,depending on what the rush team objective テつ*is,either kiling all or going directly to B
    --2 entrance is from the right some cover there, but not much テつ*because it goes right on the road to A from RU team so it a risky テつ*road to take

  7. #17
    Registered Guests
    Join Date
    May 2011
    Location
    England
    Posts
    508

    Re: NEW MAP ON PTE!!!!

    exactly, theres only really 3 crossing points

    so with a 16 player side, my first thought would be assign 2x 4 defender squads for the back two, who push forward to cover the 2 flanks and fight at the wall, and 2x 4 attack squads that rendezvous at the middle and take on whichever flag point the attack commander chooses at that moment

    if one of the back 2 falls, the appropriate defending team falls back from the wall to recap- its simple, but the attack commander has to be aware of what the defence are doing, since if its a hard incoming assault the attack will need to spread mainly in the middle helping the defence till everyone can stabilise the defence and push forward


    plan b would be to detach 2 from attack to bolster defence, but any more and it would end up a stalemate


    overall the aim is to have 1 more point in flag control than they do at the end of the tickets (more is nice, but 999/1000 will do ) so if we can hold 2 all game and take a third for a second, thatll do テつ*There are other strategies, but having a defence of any size, even if killed by superior numbers, will give advanced warning of impending territory loss


    anything like that should be better than a clan that has no plan (or cant execute one)

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