ACOG Posted November 17, 2009 Report Share Posted November 17, 2009 An echo 1 minigun. /thread (just kidding, kid at my place sometimes brings one, the amount of fire that thing can do is AMAZING. I'm always on his team. He doesnt unviel it until everyones chosen sides(To keep it fair).) Link to post Share on other sites
Talonclaw117 Posted November 17, 2009 Report Share Posted November 17, 2009 I actually find that if you have over 5 people, a headlong charge, darting from cover to cover works surprisingly well. Great fun also. Link to post Share on other sites
signal319 Posted January 2, 2010 Report Share Posted January 2, 2010 Put more rounds out towards the enemy than they can put out at you - win the firefight. Only move forward when enough suppressive fire is being maintained. Flank them with a suitable number of peeps to split their attention and fire. Fight through, assault, clear and hold - with maximum aggression. In small matches, as in less than 10 people, I let the enemy come to me rather than try and manoeuvre through uncovered ground. Link to post Share on other sites
farrasdevell Posted January 2, 2010 Report Share Posted January 2, 2010 plastic/rubber knife and snowballs worked week before last for me. bunker busting with snowballs ftw. Link to post Share on other sites
bbondaloose Posted January 2, 2010 Author Report Share Posted January 2, 2010 What do you guys suggest for playing in woods where there aren't big enough trees to cover you fully? There aren't any objects like barriers or boards I can get behind, so I'm stuck behind a tree a foot thick. It forces me to be constantly on the move, which I guess is good in a way. Link to post Share on other sites
signal319 Posted January 3, 2010 Report Share Posted January 3, 2010 It forces me to be constantly on the move, which I guess is good in a way.Keeps your fitness up at the very least But yes, I find I'm always diving down to prone to maximise cover, camo and concealment in wooded areas. Trees simply don't cover enough, and staying in one place makes you a fire magnet. Diving, shooting, upping and running - never-ending cycle. Link to post Share on other sites
greg Posted January 3, 2010 Report Share Posted January 3, 2010 Practice. Plan. Execute. Communicate. Adapt. Learn to react quickly & shoot straight under pressure, identifying cover & using it. Agree a strategy & course of action, before the game. Vary the pace of the execution to match the situation. During game play, always remain alert & in touch with other team members. Be aware of what is going on & be prepared to change, with the situation. Make sure all team members are 'with it'. Greg. Link to post Share on other sites
ktk_ace Posted January 7, 2010 Report Share Posted January 7, 2010 srs biz seconded. does shoot them and dont get shot count? Link to post Share on other sites
amateurstuntman Posted January 7, 2010 Report Share Posted January 7, 2010 I play exclusively indoors and I find that above all the thing that makes the biggest difference is aggression. I have lost count of the times that I have come across a doorway with 8 or 9 of my team outside, faffing about and trying to get themselves organised to breech. I just charge in, sometimes I'm taken out, sometimes I'm not, most times there is only one person in the room, holding up the whole team. Charge in, shout, shoot, shout some more. When you are hit get back to regen and back into the game as fast as you can. If your site allows running, run, run fast, shout and shoot. There is time for walking and being quiet but most of the time run, shout, shout, run, shoot. Aggression aggression aggression. Link to post Share on other sites
greg Posted January 8, 2010 Report Share Posted January 8, 2010 I play exclusively indoors and I find that above all the thing that makes the biggest difference is aggression. I have lost count of the times that I have come across a doorway with 8 or 9 of my team outside, faffing about and trying to get themselves organised to breech. I just charge in, sometimes I'm taken out, sometimes I'm not, most times there is only one person in the room, holding up the whole team. Charge in, shout, shoot, shout some more. When you are hit get back to regen and back into the game as fast as you can. If your site allows running, run, run fast, shout and shoot. There is time for walking and being quiet but most of the time run, shout, shout, run, shoot. Aggression aggression aggression. For tight cqb, this is only a win, against opfor who are easily intimidated & disorganized. Announcing your intentions & applying as much aggression as a sore knobbed polar bear, will still get you shot if breaching a well covered choke point. You can shout as much as you like but you ain't coming in! Repeating the same technique (as you suggest) will only reveal the pattern. So, while you are re spawning, a smart operator will counter breach, sending your 8 dithering mates back to the safe zone with ya. Greg. Link to post Share on other sites
amateurstuntman Posted January 9, 2010 Report Share Posted January 9, 2010 Absolutely true. However, the vast majority of players (in my experience) are easily intimidated and disorganised so it works. Sometimes you get a couple of guys who play together trying to organise groups of others into effective defence but most of the time they just wind up getting frustrated. If you charge in you can usually get one or two before you get hit. That way, it comes down to a contest to see who can regen and get back to the room fastest. Then, once in a while, you find a room being defended by a team of guys that play and train together, are organised and professional. In that circumstance you get your *albatross* handed to you. You then leg it, regen, come back and throw all the pyro in the world into the room. If that doesn't work you just go and shoot at some other guys in another room. As for a counter breach, if my 8 dithering mates deserve to get hit for dithering. Both sides will loose guys and they won't be in their nice, easily defensible room any more, by the time their counter breech plays out I will have run back to the regen, run back to the fight and open up on them all. The important thing about the way I play is that is brilliant fun, even when I am getting shot to bits. To me the fun is the key, not the "winning". Link to post Share on other sites
Talonclaw117 Posted January 9, 2010 Report Share Posted January 9, 2010 That's the only thing that discourages me from trying to CQB. It all sounds great fun, but it also sounds like it is very easy to get bogged down. Yes, it may make you be more "tactical", but that doesn't mean you enjoy. Does this happen regularly, or am being stupid? Link to post Share on other sites
amateurstuntman Posted January 10, 2010 Report Share Posted January 10, 2010 Three things cause you to get bogged down. 1. Bad site design. You can see that pretty soon, just don't play there again. 2. Awesome teamwork from the enemy. Quite rare but actually quite fun when it happens. 3. Lame people who are frightened to get shot. Seriously, it's not like you are actually going to die when you get hit... Problem 1 is a killer. Problem 3 is the most common. Link to post Share on other sites
SHWEL Posted January 14, 2010 Report Share Posted January 14, 2010 I am notorious for being seen when out of everyones range, and once i can tell tat they see me, I hit the ground. While down there I crawl as far as I can away from that position. I will lay there for as long as an hour without moving again.. They totally forget about me... Only to try and pick them off one by one... I'm a juicey guy, so they never expect it from me. Link to post Share on other sites
greg Posted January 14, 2010 Report Share Posted January 14, 2010 1, However, the vast majority of players (in my experience) are easily intimidated and disorganised so it works. Sometimes you get a couple of guys who play together trying to organise groups of others into effective defence but most of the time they just wind up getting frustrated. If you charge in you can usually get one or two before you get hit. That way, it comes down to a contest to see who can regen and get back to the room fastest. Then, once in a while, you find a room being defended by a team of guys that play and train together, are organised and professional. In that circumstance you get your *albatross* handed to you. You then leg it, regen, come back and throw all the pyro in the world into the room. If that doesn't work you just go and shoot at some other guys in another room. As for a counter breach, if my 8 dithering mates deserve to get hit for dithering. Both sides will loose guys and they won't be in their nice, easily defensible room any more, by the time their counter breech plays out I will have run back to the regen, run back to the fight and open up on them all. The important thing about the way I play is that is brilliant fun, even when I am getting shot to bits. 2, To me the fun is the key, not the "winning". 1, Agreed. 2, Double agreed. Greg. Link to post Share on other sites
nieb15 Posted February 22, 2010 Report Share Posted February 22, 2010 Figured I'd post a recent "strategy" of mine. After playing two games on one half of an area (open area filling main portion, surrounding area covered by trees), I decided to walk all the way around the field alone (I was a bit bored). About a half-hour later I stumble onto the entire opposing team (backs to me). I was able to pick off enough before they saw me (then I headed for cover) that my team could rush in and finish them off. I guess being random can work sometimes. Link to post Share on other sites
FireKnife Posted February 22, 2010 Report Share Posted February 22, 2010 Mine: Recon the enemy, report back then as the bulk of the force hits harass the flanks of the enemy with quick snap shots here and there. Pick of key targets like support gunners, snipers and more xperienced players. 'FireKnife' Link to post Share on other sites
GuzziHero Posted March 26, 2010 Report Share Posted March 26, 2010 My tried and tested tactics. Bear in mind I consider myself a CQB specialist. - Be unpredictable. Hide, behind things, on top of things, inside things. I've dived out of cupboards, overturned cabinets, alcoves, broom closets, from on top of shelving units. Always be somewhere that isnt immediately visible to a room search team. Maybe they will think of looking there, 80% of the time they wont. - Hit and run continuously. You hide and see a 3 man patrol walk past...shoot the last guy in the back then bail. - Avoid teams, both to attack and be in. Never be in the same place twice. If you meet up with another player or team, unless they have a really good plan or info on an attack angle, keep well away. Teams attract firepower, you want to be in the direction in which that firepower is not heading to. - Recon. Look round corners, assess the enemy. If they see you, fall back and ambush. If they dont, pick off one or two guys then scoot. Dont think you can handle 6 AEGers alone. - Element of surprise. Use it or lose it. Once its gone, it aint coming back till you reposition, so take out an enemy or two, then attack from another angle. - Let your 'teammates' be the cannon fodder. They're not really teammates so much as a distraction to the enemy. Bear in mind, I have a very individualistic attitude to my gameplay. - Let the enemy see you once in a while, preferably if going off to respawn. You know that as much as you aren't supposed to use info when you are dead, that person is going to make a beeline to your last known location. Be somewhere else and take advantage of their false expectation. - Do NOT use AEGs. For the most part in CQB, an AEG is a liability. It takes both your hands, not something you want when you intend to snap open a door and shoot a guy inside. They have trigger delay which could be fatal. A pistol is more pointable and has instant trigger response, a shotgun has 3 shot burst and instant trigger response. I have had 1 shot kills on someone with a pistol when I didnt even think I was aiming, your hand just goes to the right position naturally. - Shotguns shotguns shotguns. You have an opponent keep poking his head out round a corner. Time him. Fire one shot, you have 3 chances plus zero trigger delay. Unless he is calling for backup, theres no way he's getting out, taking an aimed shot, and getting back in before you have a shot off. He's snookered. Tri shot guns are ideal, grenade launchers are golden. - With a pistol, walk corners. Guys round a corner. Strafe the corner as you round it, all he can do is run. - Carry more mags/shells than you need. Dirty Harry knows how many shots he has left. You dont. If there is a lull in the action, take your mag out, see what you have left, replace it if its low. 5 shots or less in a pistol mag means its useless to you unless all your other mags are empty and you're desperate. With a shotgun, once you figure you'd fired 5 or more shots and theres a lull in the action, change your shell. You should be carrying at least 10, 15 is preferable. I carry 25. - Assign pockets/pouches. Full mags. Part empty mags. Empty mags. That extra pouch may seem wasted being empty, use it as a part empty mag storage. If you see a target you know is unaware of you, switch out your full for a part empty, use it, dump it in empty. Maximise your magazine conditions. Generally with a pistol, my left jacket pockets are for full, right jacket pockets are for part full, trouser pockets are empty. Unless its cold in which case I switch the jacket pockets to trouser and vice versa, to keep those mags warm. These work for me Link to post Share on other sites
spetsnazdave87 Posted March 27, 2010 Report Share Posted March 27, 2010 ^I can testify how god damn annoyingly effective those tactics can be You left out the manic squeaking while running away though, had one of my team in stitches. Link to post Share on other sites
GuzziHero Posted March 27, 2010 Report Share Posted March 27, 2010 Haha yeah Its my way of saying "RUN AWAY!!!". Provides a bit of comic relief and thats what I'm all about Link to post Share on other sites
nateo200 Posted March 27, 2010 Report Share Posted March 27, 2010 I would get into the specifics of what I've found to be effective but ill go over what I find to be the most effective in two scenarios For CQB basically high speed, no hesitation and direct action up the enemys *albatross* like theirs no tomorrow. When you go to clear and room be quick, get away from the door ways and shoot fast but with accuracy. Your weapon should basically be as familar as arm, leg, man parts (and I know you guys are VERY familiar with the latter most). For woodland basically focus on communications, no commo in woodland will instantly send your chances of winning down the ###### the second someone gets confused or ambushed. Focus on identifying cover, fall back points and form up squads, if no commo is availabe go as one big group but stay spread out. Get on the high ground, show the other team who's more alpha. @ guzzi hero, totally agree with the pistol comment. Forget the sights, I can nail a man sized target at ten meters with that natural grip, its weird but in cqb you need to focus on the target not the gun. I also agree with the teams to some extent, I like 2 man battle teams the best one to cover fire one to advance back and forth. Link to post Share on other sites
The Vainguard Posted March 29, 2010 Report Share Posted March 29, 2010 GuzziHero, you're my Hero. Everything you just stated is how I try to employ my tactics on the battlefield. I especially liked the portion on pistols and shotguns vs AEGs. Link to post Share on other sites
GuzziHero Posted March 29, 2010 Report Share Posted March 29, 2010 Well, I havent sort of read those in a book or anything...its just stuff I've picked up over my time, plus some I learned from my dad (he wasnt in the army, he just liked to shoot at stuff). For me, reaction time is everything in CQB. A couple of things I'd add though - With grenade launchers, you need to make sure you can catch the enemy in the open since they fire so slowly that if someone sees you pop out and dives for cover on reaction, by the time the BBs are there he is in cover. The hardness of the trigger to pull (since you are pushing a firing pin into a compressed gas) also creates a trigger lag. - Look for lenses. Several times yesterday I was firing into a dark room. Behind a pallet there was a guy, and I could see his scope glinting at me. I had exactly the same later on that day in another place. - When creeping round an enemy occupied corner, lead with your gun. Get your eye on your sights and lean forwards as much as you comfortably can when going round. You look like you're doing the funky chicken but you are presenting the least possible target while obtaining the minimum response time (which you will have, using a shotgun ). The number of times I have taken an 'impossible' opponent on building entry is insane. I'm quite proud of the fact that as my new regular site, SWAT Urban, first time I went I was the only shotgunner but now they're springing up everywhere Quite a few folk have told me they didnt think shotguns were useful until I showed up. Link to post Share on other sites
Gliderrider Posted March 29, 2010 Report Share Posted March 29, 2010 A few things I've picked up playing in woodland. Young Rental Players- by and large avoid, or use as cannon fodder. Teams- Avoid, same reason guzzi says. Small groups of players that you know are good and you can work with however, are a different kettle of fish, best is to stalk to position, then open up with a hail of hurt, then Fire and manouver out of contact. Take an AEG like a G3, FAL or M14 as these are the best mix of Acurracy & ROF. Grenades are good on an assault in case you losse momentum behind cover. Dont take a pistol-leave a spare AEG at the Re-Spawn point or Safe zone and if your main dies, go and swap it.(Or try and fix it) Practise your Mag changes. Link to post Share on other sites
nateo200 Posted March 29, 2010 Report Share Posted March 29, 2010 A few things I've picked up playing in woodland. Young Rental Players- by and large avoid, or use as cannon fodder. Teams- Avoid, same reason guzzi says. Small groups of players that you know are good and you can work with however, are a different kettle of fish, best is to stalk to position, then open up with a hail of hurt, then Fire and manouver out of contact. Take an AEG like a G3, FAL or M14 as these are the best mix of Acurracy & ROF. Grenades are good on an assault in case you losse momentum behind cover. Dont take a pistol-leave a spare AEG at the Re-Spawn point or Safe zone and if your main dies, go and swap it.(Or try and fix it) Practise your Mag changes. I disagree with not bringing a pistol....as stated it has an instant trigger response and a natural grip that makes clearing rooms/corners easy and fast. Would rather clear a room with a hand gun than a rifle. G3s are way to big too mate Link to post Share on other sites
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