Satchel Objs

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Raneman

FNG / Fresh Meat
Jan 12, 2011
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Let's try to document all the satchel objectives we can.

ALL SATCHEL MAPS
Tank Hedgehogs

COMMISSAR'S HOUSE
The cracked wall at A, in front of the side entrance
HY73G.jpg

t1cLX.jpg
 
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Richey79

FNG / Fresh Meat
Dec 13, 2009
512
202
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By 'satchel objectives' I would think someone meant objectives that can be destroyed rather than taken, such as the shed on Red October.

That's not the case with that interior wall in the first building in CH, is it?
 

Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
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The sewers of Leningrad.
I don't know if it was the fact that I was used to RO1 with extremely limited destructibility or that when I started playing RO2 that when I tried to blow open just any wall, it didn't work. But for one of these reasons, it's a rarity that I use satchels for breaching but rather just for tank busting.
 

MarioBava

FNG / Fresh Meat
Jun 8, 2006
810
191
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Don't have screen shots, but almost any open boxcar (one that you can get inside of) is destroyable.
 

Tea and Crumpets

FNG / Fresh Meat
Nov 20, 2010
242
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Trumpington Manor
There is a small stairwell leading to a door on the left side of the Commisars House South. Destroy that and you have a direct way into the building. I always try to.

Another one on CH is that there is a low window thing on the left of the pharmacy that can be blown up to give entrance to the lower levels. (although I have had a bug where you cannot actually climb in after its destroyed)

Can't think of any more at the moment, hope this has helped.

T&C
 

Raneman

FNG / Fresh Meat
Jan 12, 2011
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There is a small stairwell leading to a door on the left side of the Commisars House South. Destroy that and you have a direct way into the building. I always try to.

Another one on CH is that there is a low window thing on the left of the pharmacy that can be blown up to give entrance to the lower levels. (although I have had a bug where you cannot actually climb in after its destroyed)

Can't think of any more at the moment, hope this has helped.

T&C

Could you take screenshots?
 

Westernesse

FNG / Fresh Meat
Oct 11, 2011
406
68
0
I'll give a brief summary of what I know that gives + points that have tactical value.

CH
A: 2 walls pictured above
C: 3 walls (2 west side in same room as the door mentioned later, one east), one western door
E: 1 eastern middle wall? (used to be 2 and a door)
G: 2 walls (nw and east 1st floor) and something else close to one of them that gives +2 never been able to figure out what, but 1 satchel blows up 2 things.

RO:
A: West A door, 2 Doors on east A
B: Objective can be destroyed
D: SE 2 Garage doors of the point
E: 2 doors east/west side
F: 1 door, Railcars seem to be important to cap objective quicker
G: 2 garage doors and 2 regular doors between G and F.

Pavlov:
B: Door by West stairs facing D is worth +5, A few other things around the point with no tactical value are worth points.
D: Door by east stairs facing A is worth +5

FF:
Nothing really worth destroying (outside of satcheling tanks) as your gonna want every scrap of cover you can get.

Teamates:
10 second timers mean even after 3 warnings you will invariable tk someone as 80% of the player base will star perplexed at a satchel rather than run.

Enemies:
A satchel can often kill enemies through thin to medium sized stone walls (like white ones on CH). Also satchels can be place where you know the enemy will advance soon, sadly teammates will still get killed.

The real problem imo is not finding out when and where to use satchels, but to use them in ways that avoid tks. 75% of situations where you could use a satchel are stopped by the fact that you would tk someone. If you use 15 satchels in a round its really easy to get 3 tks and get kicked.
 

>< f4ct0r...13

FNG / Fresh Meat
Sep 2, 2011
379
215
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California
The real problem imo is not finding out when and where to use satchels, but to use them in ways that avoid tks. 75% of situations where you could use a satchel are stopped by the fact that you would tk someone. If you use 15 satchels in a round its really easy to get 3 tks and get kicked.

Words of wisdom. This is so true. People are so reliant on the computer for their situational awareness that they miss the smallest things. Ironically, my perception is that it was worse in RO. That said, I am much wiser now.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
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I wish TKing with a satchel had a reduced penalty.

God no. In RO1 satchels was the preferred weapon of choice for intentional tkers, especially because it could kill even with spawn protection on.

I do get your point though, on some levels in RO1 the combat engies had a very limited server time because they would inevtiably kill a lot of clueless buffoons clumping around the doorways or tank blockades that needed to be blown.
 

Polshevik

FNG / Fresh Meat
Sep 18, 2011
158
124
0
I noticed that when you are about to throw the satchel charges, some if not all of the destructable objectives turn green-ish, as a mark that you can destroy it.
Spoiler!
 
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DAT

FNG / Fresh Meat
Dec 3, 2006
545
159
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Fort Sill, OK
Love using satchels on expected enemy routes of advance. Great for use on hallways especially on CH when Germans are trying counter attack C.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
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Pavlov's House has a lot more than just doors that can be cleared with satchels. All the improvised barricades are vulnerable as well, both the ones that block stairwells as well as the ones set up for cover or movement blocking. It makes it much easier to attack from the January Square, when you can clear out the nearest stairwell in the Corner Ruins or take out the side barricade in Pavlov's, and flood into those objectives using the direct route with cover instead of having to go around.
 

MarioBava

FNG / Fresh Meat
Jun 8, 2006
810
191
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Pavlov's House has a lot more than just doors that can be cleared with satchels. All the improvised barricades are vulnerable as well, both the ones that block stairwells as well as the ones set up for cover or movement blocking. It makes it much easier to attack from the January Square, when you can clear out the nearest stairwell in the Corner Ruins or take out the side barricade in Pavlov's, and flood into those objectives using the direct route with cover instead of having to go around.

You can unblock stairs? My world is upside down. Thank you.
 

Richey79

FNG / Fresh Meat
Dec 13, 2009
512
202
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I noticed that when you are about to throw the satchel charges, some if not all of the destructable objectives turn green-ish, as a mark that you can destroy it.

And yet no user-guide from TWI...

Some insightful posts in this thread.
 
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Clowndoe

FNG / Fresh Meat
Jun 10, 2011
1,101
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Canada
God no. In RO1 satchels was the preferred weapon of choice for intentional tkers, especially because it could kill even with spawn protection on.

I do get your point though, on some levels in RO1 the combat engies had a very limited server time because they would inevtiably kill a lot of clueless buffoons clumping around the doorways or tank blockades that needed to be blown.

My solution, no teamkills if an objective or an enemy tank was destroyed by the satchel. It still counts if you drop it in spawn, and if you want to stand next to an armed objective, your problem.
 

Westernesse

FNG / Fresh Meat
Oct 11, 2011
406
68
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Pavlov's House has a lot more than just doors that can be cleared with satchels. All the improvised barricades are vulnerable as well, both the ones that block stairwells as well as the ones set up for cover or movement blocking. It makes it much easier to attack from the January Square, when you can clear out the nearest stairwell in the Corner Ruins or take out the side barricade in Pavlov's, and flood into those objectives using the direct route with cover instead of having to go around.

I knew about the barricades, but didn't mention them as there isn't a lot of tactical advantage and in many cases are bad since they make it easier to get sniped (not good imo, could be good for your marksmen). Corner Ruins (objective E) stair barricade between basement and floor 1 is an interesting one. I'm gonna have to try that I tried it around launch and it didn't seem to blow up, that's one spot I always wished you could destroy and it really seems like you should be able to, but it didn't glow or seem to blow up.

Well I tested it, it does infact work, usually you need 1 satchel for the stairs, then one for the sandbags.

My solution, no teamkills if an objective or an enemy tank was destroyed by the satchel. It still counts if you drop it in spawn, and if you want to stand next to an armed objective, your problem.

Seems like a reasonable compromise.
 
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