tdm tactics dm14tmp
yes i am bored in work. i may throw things like this up from time to time, assuming i dont write this half-arsed. basically if you don't already know everything i'm putting up here about dm14tmp, you should never be playing on a team in any war more important than a practise.
basics.
your primary area is the ra/rl room. your secondary area is lg/ya and lower
rl/ya. your main powerup in primary is the battlesuit, your main power up in
secondary is the quad. an experienced team can get both.
primary:
player1
(needs rl): this guy on rail, he is holding off enemies coming up from lower
rl/ya. he's not there to die, so if he gets under pressure he gets replaced, and
goes back up jumpad, or drops off to bs jumpad back into ra. his job includes
yoinking the railgun, and defending mates dropping for battlesuit. the few steps
between rail and rl/ya is what you could call a "front", expect lots
of spamming from both sides and guys hiding around the corner waiting for you to
slip. advanced version of this, is for the guy to poke out *carefully* into
rl/ya causing whatever grief he can, e.g. robbing ya, killing guys looking for
rl etc.
his
powerup jobs: by default this guy is defending bs, he can stop guys assaulting
from railgun pad, while at the same time he can stop guys comin in by shooting
down through the circular hole in the roof near rail. if bs is sewn up, it's
practically standard at this stage that if one powerup is guaranteed, one guy
will go for second powerup, simply to cause hassle and/or damage to enemy
powerup. this guy can go for quad if his team has bs sorted. landing on quad is
very easy on dm14tmp, there is no excuse for not pulling it off. if quad is on
51, this guy steps onto rl/ya jumppad at exactly 49. a competent team will stop
him landing on quad but it's hard. at the very minimum, if his timing is right,
he'll get at least 1 rocket into the quad guy before he is killed.
player2
(needs rl): this guy has a similar role, on a "front", he's
sitting at shards between shotgun and quad corridor. he fires at corner when he
hears the door opening, when enemy quad comes barging in, it's his job to stop
him. uncomplicated job but can be tough, they'll come in in threes and fours.
advanced version is to have a railgun, poke out the door trying to pick off
enemies preparing for quad, and secondary guys attempting to hold lg/ya. a good
scrapper is good for this job, but he has to play very smart, if he dies, it's a
serious breach into ra.
his
powerup jobs: like i said above, he pokes out with rail shots etc, at the
enemies preparing for quad. his route to bs is simply straight into ra and down
"the hole". he can back up the rail guy hassling quad if he charges
out the door just before player1 comes up the pad. this is bullshit unless your
other two guys have bs sewn up. but in conjunction with player1, this guy could
come barrelling out the door at :48, enemies turn to him, player2 steps on pad
at :49, comes out top at :50, "quad damage" at 51. slaps. like i said,
this guys job is to stop an enemy quad coming in through shards, a decent way of
stopping this, is to stand poised to the left of the corner by the door, or just
around corner in ssg room. he lets the decoy in past him, (90% of the time there
is a decoy/human shield), then gets the free shot on the quad. people cop this
tactic of course, everyone knows it, funny how it still works a lot of the time.
a more convincing version of this is to have your own decoy, standing there to
take the slap while you wait for quad guy to come in with his back turned. you
get the idea.
player3:
this guy is standing on the stairs up from ra/bs jumpad. he kills anybody coming
up that pad, and he watches for ra. but his main job is as a "free
agent", he's the backup guy, he replaces player1 at rail or player2 at
shards, and is next "line of defence" if guys come through shards guy.
he kills any spawners in ra.
his
powerup jobs: this guy can go for bs down "the hole", or if bs isnt
very secure, he can drop down the jumppad, and engage the enemy at close range.
at quad time, (assuming player1/2 are securing bs and not trying for quad), our
guy has to back up the shards guy to stop quad coming in. he has to use his
head, if quad doesn't come in that door inside 6 or 7 seconds, he gets his ass
back into ra and expects quad up the jumppad or in the rail door.
player4:
this guy doesn't really exist, only "perfect world tactics" as we call
them, have proper plans for a 4th guy, make tactics for 3, someone is always
going to be pulled off position or killed. if the three guys above are all
sorted, then this guy is also in the ra, he takes over killing spawners at rl,
he will probably be the most tooled of anybody at powerup time, and he will go
down "the hole" for the battlesuit. if a quad is coming in hard, he
can sit at rl with a rail, doing plenty of damage before he's in range of the
quad.
as
you can see, the tactics for holding primary, are two tooled guys holding the
two main chokepoints on the level, while the other two guys are tooling up in
ra. these guys will be constantly swapping, and the powerup that the 4 players
in primary go for, is usually down to the coach's discretion. there is no point
splitting the team for two powerups ever, unless your main powerup is concrete.
secondary:
a
team in secondary has to be very disciplined, or the ra guys "poking
out" at the two chokepoints will take their team apart. on the flipside of
that coin, is that a disciplined team in secondary can hold it just as solidly
as the enemy are holding ra, the reason being that the four members of the team
realistically should all be able to converge on either secondary area within 5
seconds:
player1/player2:
these guys hold lg and ya, by quad. that is all they should be doing, there is
no excuses for one of them to be off on a world cruise somewhere. if there is a
cheeky/l33t enemy holding this area, it is taken back very simply, by the four
guys charging it. this position is vital. if you dont have it, you're fucked.
player3/player4:
these guys are doing the same shit, but they are sitting down in lower rl/ya,
playing spam with the railgun guy, while they tool up.
backing
up each other: the jumppad from lower rl to quad means that four players
even reasonably successfully holding secondary, can be backing each other up in
seconds.
powerups:
quad, quad, quad, quad, quad. four guys, sitting at quad with lgs, one of them
possibly at the bottom of the jumppad to stop t3h sneaks comin from rail. quad
is yours. if you fancy going for battlesuit, believe it or not, if the enemy are
concentrating on bs, there is usually a pretty clear route to the bs by walking
straight in through the shards and down the hole, taking on the enemy from
behind, and if your mate fancies backing you up, he goes from lower rl and takes
on the enemy defending rail. this is the fanciful shit, the basic stuff is to be
at quad very early, and hold it tight, with at least one guy covering the
jumppad.
powerup
routes:
bs
before quad, bs will make it to quad : rj across chasm, in through lower rl,
and up the jumppad. 7 seconds if i remember correctly. a good thing while taking
this route, is when you are going into rl, rj up through the circular hole in
the roof rather than the standard way, they are often waiting for you. second
route from bs is rj up onto the ledge behind you, then double-rj back up through
"the hole" into ra, out through shards. this is the more dangerous way
if you are actually trying to get the quad rather than just helping your team
get quad.
bs
before quad, bs will not make it to quad : either double rj up the hole, or
jump across chasm and up the jumppad. your aim is to meet the quad guy as he
comes into the shards room.
quad
before bs, quad will make it to bs : a number of ways. you can go in through
the shards room and down the hole. you can drop down the jumppad to lower rl/ya
and head over by rail. these two are the more preferred ways, anything else is
longer. always beware of an ambush.
quad
before bs, quad will not make it to bs : you do not go in through the shards
room. the bs guy will make it his business to meet you in the shards corridor
and bounce the fuck out of you, you will be dead in seconds (see edit). quad has
to take on bs in the open with an lg. best way to come in is up the bs jumppad,
or from railgun. i prefer the railgun route, as the enemy always are waiting to
rail you comin up the bs jumppad. another tactic is to pick up the quad, and sit
there for 10 seconds, then barrel in through the shards corridor, the enemy will
usually be watching the other doors at that stage. <edit> a relatively
unhindered quad will make it to the bs in about 6 or 7 seconds. if the bs is at
same time as quad, the bs and quad (comin thru shards) will more or less meet
each other at the shards entrance to ssg room. you are pretty safe goin thru
shards room if bs is between 2 and 6 seconds after quad. otherwise you should
get to bs yourself.</edit>
there
is tons more i could bullshit on about here, but it's lunch time. just remember,
in any war, every shot you hit with that you dont get hit back, is helping the
team. score doesnt mean bollocks, your team mates can be dying twice for every
gloryhunting kill you get.
<edit
- misc>
remember.
when
i'm in primary where can i get:
health
: 50 near "the hole", 25 beyond shards, 25 in ssg room. drop down the
hole for lots of health and back up bs jumppad to ra.
armor
: duh. ra. shards in ssg room.
weapon
: rl in ra room. railgun at railpad. shotgun in ssg room.
ammo
: rail slugs in ssg room. shells in ssg room and near "the hole". 10
rockets down "the hole" in bs room. 5 rockets at top of railpad. lg
ammo at lower rl - quad jumppad and in ssg room (i think)..
when
i'm in secondary, where can i get :
health:
50 under lg. 15 at quad/shards corridor. 75 at lower rl.
armor:
lg-ya and lower ya. shards corridor (dangerous).
weapon:
lg at quad, gl at bottom of lg-ya jumpad. rl at lower rl.
ammo:
5 rockets at lower rl. lg ammo at rl-quad jumppad and ssg room (i think).
all
these figures and locations are off the top of my head, but they are reasonably
accurate.
dangerous
spawns to watch in primary :
rail
guy : 1 at rail.
ssg
guy : 1 at shards.
ra
guys : 1 on either side of rl in corners.
all
other spawns don't really pose any major threat.
dangerous
spawns to watch in secondary :
lg/ya:
1 very close to lg, always take it as it arrives.
lower
rl: 1 by the rocket ammo, beware of it.
you
are quad coming into ra from:
shards:
shoot corners on your way through shards, in case of ambushes. always take left
hand door in ssg room. beware of railers at right hand door.
bs
jumppad: have a rocket ready for the steps from ra, railers stand on top of it.
come up jumpad pushing backwards to stand on ledge or you will be trapped.
rail:
watch for rl guy at top of rail jumppad, or jumping backwards off rail as you
pass. have a decoy with you entering ra, rl guys on either side of door and a
possible railer over on steps.
you
are bs defending ra from quad:
meet
the fucker in the shards corridor and bounce the shit out of him. if you can't
get there in time, stick around "the hole" section of the ra room and
take him on at close range, stand preferably between the two doors and get him
on either side.
if
he's comin through rail, try and meet him in room at top of jumppad, or
preferably at rail. remember quad can't hurt you with splash from rockets, his
best hope is to hit you lg, hence the closed spaces. if you are fairly sure quad
is not coming from shards but don't know where from, best bet is to stand at
rail door facing bs jumppad, take the free shot in the back as he comes up, or
else you can hear him coming up pad from rail, so take him on in railgun room.
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