superfly_cox
soup fly mod
+717|7252

I can't understand how people consistently don't get the fact that all flags are not equal from a strategic point of view.  Every map has key flags that have importance from the point of view of what assets you have there: commander assets, tanks, apcs, choppers, planes.  If you lose these then you lose the game, and worse than this you will put yourself in a position to get raped.  I'm not saying that everybody should defend these "key" flags but to see almost nobody doing it goes against all those folks who claim that they play to win.

For example:

Songhua Stalemate: the two main bases are the most important flags on the map cause they got commander assets, transport chopper, tank, apc.   You lose this flag and it is very hard to win...yet nobody tries to defend these flags.  Everybody jumps in vehicle and takes off to cap other flag.

Karkand: MEC Main Base: Commander Assets, Tank, APCx2...nobody bothers defending.  if you lose it you will get raped mercilessly.  What's even worse is that if you're USMC and manage to cap it, often times your team won't even spawn on it to defend it.  It is such an easy base to defend and you'll wrack up the kills as MEC keeps attacking you (without armor).  If you're sniper you can lay down claymores for guaranteed kills.  Support can just go prone and mow everyone that comes around.  And if you should get their armor...E-Z kills.  But nope, everybody wants to do the hotel...

Dragon Valley: The two main bases...especially PLA cause they've got the airfield there.

Mashtuur: If you lose your tank on Mashtuur then you're probably going to lose...defend back-yard and power plant flags.  People like to fight over the mosque but they'd be better off flanking and going for the other flags where there are commander assets to be had.

Daqing Oil Field: People always fight over the oil cisterns in the middle even though there are no real assets to be gained from having that point.  Go for any of the other flags because they spawn tanks and anti-air vehicles.  And for those who talk about the strategic importance of the oil cisterns...bah.  What you're basically doing if you spawn there is going footsoldier vs tanks/linebackers/choppers/planes which means lots of deaths for you, lost tickets etc...

Fushe Pass: Upper Camp (Pla) and Power Plant (USMC).

Sharqi: If you are USMC and lose the TV station, you're essentially dead.  No more armor, no more attack chopper, no more assets...and its pretty damn hard to take back.  Its amazing how many commanders don't even bother to give you UAV when you're actually trying to defend it.  The only job of the USMC commander on this map should be to make sure the TV Station doesn't fall.

Cleansweep: MEC main base is the key cause there you have tank/apc/planes/commander assets.  USMC should use all their resources to try to take it first...MEC should keep a tank or apc behind to defend.

Kubra: MEC main base (same reasons as with clean sweep).

*edit* Wake: PLA defend your main base.  If you lose it (and tank, attack/transport chopper, plane, commander assets), then you are halfway towards your next purple heart award. (thanks to DavidianCox...no relation:))

*edit* Zatar: I know no one plays Zatar Wetlands, but holding the Central Island for your team is crucial, because it gives you that extra atack helicopter.  If the other team has good heli pilots and gunners then denying them one can make a huge difference.  To make things ever better, the Central Island is actually pretty easy to defend with infantry because of it's raised location.  It makes it harder for armor to hit infantry from all the places they can shoot from.  A squad of about 4 people should be able to hold it if they know what they're doing (thanks to deject)

For Commanders: if you are a commander then god damnit protect your important base.  If you are commander on Songhua and you don't do everything in your power (including fighting) to save your base then you're not playing right.  Grab an APC (they are plentiful on Songhua) and sit in your base waiting for that full Transport Chopper to come along...they ALWAYS do...and splatter it for 4-6 easy kills.  Commander's job is to make the team win (hence 2x points for win) so don't listen to those "Commanders Shouldn't Fight" people.  Do what is necessary for your team to win.  If that means scanning and spotting then do it, but don't sit there going "Enemy Boat Spotted" while a chopper flies into your base, takes you flag and destroys all your assets...that's just plain stupid...and I see it all the time.

One last thing, you may think that it is a thankless job to defend a key flag, but you'd be surprised.  There actually are some people who understand the significance of certain flags and will attack you over and over and over.  Since defending (especially if you've got a vehicle) is pretty easy, this means a reasonable amount of kills and a nice k/d ratio.  Unless you're a complete point whore, its actually not a terrible gig...try it some time.

note-i play almost exclusively on 64 man servers so what i wrote above applies only to those.  however if you think about it a little you'll figure out what are the key flags for 32 and 16 man servers.

Last edited by superfly_cox (2006-04-27 12:44:15)

~Solar~Fire~
Member
+45|7118|Austin, TX
Great post! It angers me to no end when people think the 64 player Karkand map consists only of the hotel and nothing else.
imdead
Death StatPadder
+228|7240|Human Meat Shield
Wow... I actually learned something. And you are right.. seems people defend useless flags..well I shouldn't say useless, but flags that hold no asset. Like the Hotel in Karkand, to me that's useless, go ahead and take that flag, we can flank you from the fence line to the Island. Usually when you defend a flag that holds assets you end up winning or pretty close to it, the score wouldn't be 230-0!  Good tactic and good knowledge, seems like I need to get back to the basics as does everyone else.  Maybe thats why peoples scores (my team) are in the hundreds and I look at the scoreboard and we lost.


Already gave you Karma, but remind me for this spectacular post!

Last edited by imdead (2006-04-27 04:06:35)

DavidianCox
...from the internet
+60|7128|Birmingham
good post well dont man. ya missed one i think and thats the small airfield on operation clean sweep and the airfield on wake, they NEED defending all the time. not so you can have airplanes but stop you from getting your asses kicked. +1 for you.
Mason4Assassin444
retired
+552|7133|USA
You have written the difference between ok players and great players. Ok players go to the Hotel in Karkand, they go to the Cisterns on Daqinq. Usually because that is where most of the firefights are. As you stated, a little patience and strategy will get you the win on those flags and probably keep you alive longer.

I love the Karkand bit. People don't want to defend the points with assets but they WILL complain when a tank/APC destroys thier world as they spawn continuosly at the Hotel.
Kontrolfreq
Member
+50|7075|Cambridge UK
Good post, i often thought that defending these would be sensible, but whenever i give it a go i'm often the only one there, kicking my heels and taking pot shots at scenery... hopefully more people will see the benefits now
imdead
Death StatPadder
+228|7240|Human Meat Shield
Still very good post..need to sticky this....     +1 for everyone.
Sambuccashake
Member
+126|7081|Sweden
+1 on the sticky and the creator of this topic.

I won a Karkand match recently when I took the APC and went to suburb, then gate house and after that we pretty much crushed the remaining mec forces between our armor units.
I think this is the fastest win I've ever achieved.

//Jensa
voltage
Member
+46|7311|Sweden
I've noticed that the centre island on Zatar (64p) is very important for the MEC team. If I see that the whole team goes to the first flag in the beginning I get very tempted to disconnect right away. If they do that, the centre island is already taken by the time they get there.

Even if defending the PLA mainbase in Songhua isn't very fun, staying there for a few minutes can be rewarding since it's often the first target for the BH. Just drive a jeep to good position and be ready when they come.

Last edited by voltage (2006-04-27 04:27:47)

CoconutBlitz
I've had the diarrheas since Easters
+145|7060|California U.S.A

superfly_cox wrote:

I can't understand how people consistently don't get the fact that all flags are not equal from a strategic point of view.  Every map has key flags that have importance from the point of view of what assets you have there: commander assets, tanks, apcs, choppers, planes.  If you lose these then you lose the game, and worse than this you will put yourself in a position to get raped.  I'm not saying that everybody should defend these "key" flags but to see almost nobody doing it goes against all those folks who claim that they play to win.

For example:

Songhua Stalemate: the two main bases are the most important flags on the map cause they got commander assets, transport chopper, tank, apc.   You lose this flag and it is very hard to win...yet nobody tries to defend these flags.  Everybody jumps in vehicle and takes off to cap other flag.

Karkand: MEC Main Base: Commander Assets, Tank, APCx2...nobody bothers defending.  if you lose it you will get raped mercilessly.  What's even worse is that if you're USMC and manage to cap it, often times your team won't even spawn on it to defend it.  It is such an easy base to defend and you'll wrack up the kills as MEC keeps attacking you (without armor).  If you're sniper you can lay down claymores for guaranteed kills.  Support can just go prone and mow everyone that comes around.  And if you should get their armor...E-Z kills.  But nope, everybody wants to do the hotel...

Dragon Valley: The two main bases...especially PLA cause they've got the airfield there.

Mashtuur: If you lose your tank on Mashtuur then you're probably going to lose...defend back-yard and power plant flags.  People like to fight over the mosque but they'd be better off flanking and going for the other flags where there are commander assets to be had.

Daqing Oil Field: People always fight over the oil cisterns in the middle even though there are no real assets to be gained from having that point.  Go for any of the other flags because they spawn tanks and anti-air vehicles.  And for those who talk about the strategic importance of the oil cisterns...bah.  What you're basically doing if you spawn there is going footsoldier vs tanks/linebackers/choppers/planes which means lots of deaths for you, lost tickets etc...

Fushe Pass: Upper Camp (Pla) and Power Plant (USMC).

Sharqi: If you are USMC and lose the TV station, you're essentially dead.  No more armor, no more attack chopper, no more assets...and its pretty damn hard to take back.  Its amazing how many commanders don't even bother to give you UAV when you're actually trying to defend it.  The only job of the USMC commander on this map should be to make sure the TV Station doesn't fall.

*edit* Wake: PLA defend your main base.  If you lose it (and tank, attack/transport chopper, plane, commander assets), then you are halfway towards your next purple heart award. (thanks to DavidianCox...no relation:))

For Commanders: if you are a commander then god damnit protect your important base.  If you are commander on Songhua and you don't do everything in your power (including fighting) to save your base then you're not playing right.  Grab an APC (they are plentiful on Songhua) and sit in your base waiting for that full Transport Chopper to come along...they ALWAYS do...and splatter it for 4-6 easy kills.  Commander's job is to make the team win (hence 2x points for win) so don't listen to those "Commanders Shouldn't Fight" people.  Do what is necessary for your team to win.  If that means scanning and spotting then do it, but don't sit there going "Enemy Boat Spotted" while a chopper flies into your base, takes you flag and destroys all your assets...that's just plain stupid...and I see it all the time.

One last thing, you may think that it is a thankless job to defend a key flag, but you'd be surprised.  There actually are some people who understand the significance of certain flags and will attack you over and over and over.  Since defending (especially if you've got a vehicle) is pretty easy, this means a reasonable amount of kills and a nice k/d ratio.  Unless you're a complete point whore, its actually not a terrible gig...try it some time.
Amen to that 70% of the time on pub servers I'm the only one trying to defend these key flags just today as USMC I fended off 5 attacks/recaptures to the main PLA Base on dragon valley shuting off there air support and keeping there assets c4'd

Latlely I've been trying to defend/capture the flags with AA armour spawning going as support kit for unlimited missile ammo you can really shut down there heli's and make most jet pilots sorry they made another pass
Crap.Bag
Member
+5|7184
The problem most people have with Karkand is they are so immersed in the initial onslaught of US that blinders go on to rest of map where they don't hear/see or smell the fact they have lost all flags behind them

Amount of squads you scream at to say Defend main base or we lose they say ten four to your request to defend then happily totter off to the hotel again!

Crap..
aardfrith
Δ > x > ¥
+145|7263
I would like to add (at least for the 32p map) that it's necessary to defend the Hotel and Hill in Mashtuur.  These are the locations where the scanners and artillery are located.  They also control the spawns at the North and South Gas Stations, where the UAVs are located.

If these are taken out, so will be the commander assets.  In 64p it's easier to take them back as there will still be the second spawn point available unless Hill/South Gas Station or Hotel/North Gas Station are taken simultaneously.

Fushe, I would dispute the key spawns.  For PLA, I think the one beyond Upper Camp is more important.  Yes, Upper Camp has more armour available but nobody on the US side (that I have seen) goes straight for
Upper Camp without taking the nearer spawn.  Plus this also spawns an APC.

On the US side, (the PLA side of the pass) the most important spawn is the Security flag.  This one is basically a guard post on the way to the Power Plant and also spawns an APC.  With this held effectively, only helicopters can go for the Power Plant and if your pilots are any good, they won't stand a chance.

In effect, if these two spawns are defended, half the map is impenetrable.
DSRTurtle
Member
+56|7157
What to do when you have the key base(s).  Applies to maps with bases that have assests and are capturable.

1 .Destroy the assests continously.  It really pisses the enemy commander off and makes them do dumb things.
2.  Defend it from attacking enemy forces to get it back.  Lots of kills coming your way. 
3.  Get your commander to provide more spotting and UAV coverage over your strategic flag, rather than the tactical ones.

Recognition of the maps and their strategic flags is important.  Know the routes that are taken most often to cap flags.  Prepare defense accordingly. 

Think outside the flag.  Know less travelled routes and defend accordingly.

Last edited by DSRTurtle (2006-04-27 05:04:55)

Pappy2
Member
+18|7136|Chicago
+1  for a nice post
donpost
Member
+8|7231
This is worse on 16 player maps. Here it is blatently obvious what flags are important, but you still get the Hotel whores running like lemmings to their death.

If I'm MEC on a 16-player Karkand map, I just sit back at Market with a sniper rifle and pick off the 2-3 people on the other team clever enough to put their effort into taking it. 6 points for the kills, 3 points for defending flags, and a lot of satisfaction when MEC win the round...

Last edited by donpost (2006-04-27 05:17:40)

JeSTeR_Player1
Flying Solo
+98|7241|Canada, Ont
To The Original Poster...

Your Intelligent, Have a Cookie.
Scorpian65
Member
+14|7209
+1

Excellent post dude.

When I play with a bunch of guys on TS we always take the enemy main base first because of the reasons you stated. As soon as a map starts we head directly to the flag knowing that the enemy usually jumps in all the hardware and heads off to get kills. We normally take the flag without firing a shot and by then hopefully our team has killed the enemy who had the hardware from that base and once it responses it is ours to defend with.

Not always but usually on Sharqi & Kubra Dam we have the flag within the first two minutes of the map. Then the enemy uses up their tickets trying to get it back while the rest of our team takes the other flags.
MB.nZ
Member
+86|7245|New Zealand
agree
pwned7
Member
+53|7049
+1. great minds think alike. sharqi + USMC - TV station = pwnage for MEC :p
Zaitik
Member
+3|7047
well do you defend the places yourself?
superfly_cox
soup fly mod
+717|7252

Zaitik wrote:

well do you defend the places yourself?
yes i do.  i'll prove it:

first off, i don't team switch.  whatever w/l i get for different maps represents my random placement on team A or team B and my team's ability to win.  the one map that my w/l is very high (2.82) compared to the others is Songhua Stalemate.  The reason for this is because Songhua is the only map where one person (me) can easily defend their main base all by themselves.  How to do this?   Pick engi, and mine the entrances.  Then grab the APC and wait for the enemy chopper to come:)  Should they infiltrate the base, they won't do it with armor (cause of the mines) so all you need to do is call for a UAV to find the remaining stray soldiers.  What I particularly enjoy is when i get a squad in the base, where the squad leaders is hidden and the others spawn on him.  They keep coming at me and i keep wasting them.

Anyways, since my team hardly ever loses its main base (cause I'm defending it) the result is that we win much more than we lose.  You can affect the out come of games much better in this way than by racking up huge kill numbers:)
jaric57
Member
+1|7105

superfly_cox wrote:

Anyways, since my team hardly ever loses its main base (cause I'm defending it) the result is that we win much more than we lose.  You can affect the out come of games much better in this way than by racking up huge kill numbers:)
Unfortunately most people play for points/kills and not to win games.
lord_tyler_486
Member
+54|7223|Upper Franconia
It's not only the flags with many vehicles and such, there are also flags that just have advantagous positions. Example? The Suburb can be one of the most important flags on Karkand 32 because you can attack the Train Accident, Market, Hotel and Square easily from there. Also it's easy to defend due to the TOW and a friendly APC standing there could actually hold the most enemies back alone. On the 64 player Karkand, the Cement Factory is a good '2nd Mainbase' for the USMC because it's on the second 'Island' and also very hard to take back if defendet correctly. So don't just think ''This flag does have an APC so it is important''.
THA
im a fucking .....well not now
+609|7241|AUS, Canberra
they take longer to capture too,  god damn hate trying to take tv station by myself.

takes about 25 minutes.
superfly_cox
soup fly mod
+717|7252

jaric57 wrote:

superfly_cox wrote:

Anyways, since my team hardly ever loses its main base (cause I'm defending it) the result is that we win much more than we lose.  You can affect the out come of games much better in this way than by racking up huge kill numbers:)
Unfortunately most people play for points/kills and not to win games.
yes, true.  however what people don't get is that you can get very nice points (even if you're not that good) by defending a key base.

Board footer

Privacy Policy - © 2025 Jeff Minard