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| Red Orchestra Tactics All About Tactics |
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#1
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I have found myself having to take that role (for the seeming lack of other people to do so) a few times in the past, with rather varying success, so I thought I'd rather ask the more experienced people. I'm not speaking of clan/team games here, only public servers where team coordination is at best weak, and more often nonexistent. What is the best way to use the commander class in such situation? Front-line fighting capping objectives, or hanging back and using binoculars to oversee the field of battle and supply information to the rest of the team? And how is artillery best used? (remember, very little coordination!)
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Hanging out on various CA & tank servers out there as int19h{TT.g}
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#2
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Well Staying back and supplying info in public is goign to useless, your advantage as the comander is the fact that you are better at cappign than your average grunt, also you have the arty. The thing is peopel will not follow your orders, most of the time they dont know you are the comander, and even if they do why would they care? If you want people to form a team get on VOIP and start yelling and getting people in gear, you dont have to be the comander to do that.
The way you will want to use arty is to basically throw up a wall, IE you can put it at the enemys entrance to a zone so taht they will have to take an alternate root or will not be able to get in at all, thus allowing your team an easy cap. You have to be carfeul though that your fellow soldiers will not run straight out into your own strike.
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![]() -=These deeds we do so that others may live=- |
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#3
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Arty makes a great stop-gap. I don't go for kills with it, I go for blocking off aproaches. A few riflemen covering the people who manage to get through does wonders for halting an advance.
TTTTTT _______ TTTTTTTTTTTT Put the arty in the middle of the gap between your 'troops' (the Ts!) and you get TTTTTT AAAAAA TTTTTTTTTTTTT Much smaller gap for the enemy to try to advance through. Sure you'll get a few kills, but IMO that shouldn't be the main goal with arty. But hey, just a n00b, what do I know ![]() *edit* it deleted my spaces, so I put the underscores in instead
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Jihad Watch Sounds of the Soviet Union SovMusic.RU From the Soviet Union, Mika with the power of Wind! |
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#4
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On some maps the arty's good to help defend an already captured zone. IMHO this is more effective than trying to lay arty down in the zone you're looking to capture (a common mistake). Get in, cap, get out and arty.
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SM |
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#5
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Tak is correct, for this kind of game you really wanna block off areas
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#6
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And always let your comrades know the grid coordinates you're calling arty in.
Nuthin sucks worse than a deaf and dumb Gruppenfuhrer. Try to anticipate where you're guys are going and where the enemy is trying to get to. Call arty to hamper enemy approaches, giving your guys the advantage. Don't get mixed up in the fighting up front unless your certain to be able to get to a radio for the next strike, and getting to the radio should always be your objective (like german playing on arad for example. Capturing N. Village and using russian radio there). It's most important that you call arty for your team.
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#7
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Quote:
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#8
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Quote:
Good point about the bots, if there are still any left in the server when you are playing, you can order them to do things instead of them just circling around in the spawn, and they appear to listen. |
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#9
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It's understandable on a public server for someone to step forward and take charge of a side, but some of the tactics these commanders use are completely worthless and/or show true incompetance. Where are these "generals" when things heat up in one sector and they're directing people to it? Some of them just like to hear themselves shout commands for the most part.
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