Thursday, February 02, 2006

NSCS-Overswarm-Matchmaking-Gametypes-BeaverCreek



Team Skirmish
Neutral Assault on Beaver Creek


Neutral assault is hard to win in the first place. You are assaulting THEIR base when you have one guy who is weaponless. If he dies, someone else has to be weaponless, so technically, they lose two guys if you kill that one. It can be tough. So this should help you out.

Weapon control

First thing to do is get your weapons. I'm going to list off, in order of priority, what weapons you should shoot for.

Shotgun
Rocket Launcher
Plasma Pistol
Magnum

All those weapons are good at short range, and take out an enemy quick. That's what you need. Sniping is about useless on this map with this gametype for the assaulting team, and has limited usefulness for the defenders.

Future reference: Offense is when you have bomb/flag, Defense when you don't, Neutral when both teams can access said item.

Offense

Infiltration locations with their advantages and disadvantages

Top of base
advantages:


immediate access to the base results in quicker arming
The entire team can enter simultaneously
Teammates can safely wait there for others
You can cover those going through the teleporter
You can tell exactly how many enemies are in the base before entering
You can weaken any enemies in the bomb room with grenades before entering
You can change your point of entry to any of the others at last minute
You can see the enemy coming to get you, since they have to jump to get on top of the base. (Radar)


disadvantages:
The enemy can see you on radar, since you have to jump to get up there, and thus will know the moment you are there
The enemy has plenty of places to hide and could attack your team from every direction
The enemy can hear every word you say while you are above them
Once you are inside the base, suicidal grenades are a benefit to the defending team, and are very likely to kill you
Stray rockets from your team, or aimed rockets from theirs, can kill your entire team easily.
No way for you to escape if need be
Their entire team will almost always be there, and be ready, since they know that is where you are coming.
no worthwhile weapons or powerups on the way, save for a plasma pistol


Needler side ramp

advantages:
Easy undetected access to their base, if reached through teleporter
Allows your team to attack from both the left and right once inside the base, trapping the enemy.
Allows you to bypass any sniper that the defending team would have easily
Plenty of cover in case you are actually seen
Easy escape routes if detected early
Dual needlers actually working when you are in that close of a space

disadvantages:
No powerups or weapons of much worth on the way
In full view if someone is watching from the rocket spawn, a heavily guarded area
If detected when in the tunnels, grenades or rockets can decimate your entire team
if detected early inside the base, almost 100% chance of failure
The battle starts far away from the bomb point, and they might respawn close enough to fight twice.
Possibility of the bomb dropping away from the bomb arming location, making it very hard for you to do anything until it returns


Tunnel near creek and Main entrance

advantages:
You pass by every worthwhile weapon and the OS
your entire team can see every enemy together, and can fire together
it is easy to pick any of the entrances when approaching from the front, so you can change plans if need be
Dual needlers actually working when you are in that close of a space


disadvantages:
In full view if someone is watching from the rocket spawn, a heavily guarded area
If detected when in the tunnels, grenades or rockets can decimate your entire team
if detected early inside the base, almost 100% chance of failure
The battle starts far away from the bomb point, and they might respawn close enough to fight twice.
Possibility of the bomb dropping away from the bomb arming location, making it very hard for you to do anything until it returns
In full view of enemy snipers from almost every advantageous sniper spots.



OS' preferred plan(s) of attack


Entire team crouch walks through the teleporter with as good of weaponry as possible. Bomb carrier and someone with a good weapon go to where you can jump to the roof, but do not reveal themselves.
The remaining two players then crouch walk to the needler ramp, then crouch walk inside. They then, when approaching the two ramps to reach the inside of the base, start to crouch walk up and signal to the bomb carrier and his teammate. The bomb carrier squad then jumps on top of the roof, and then breaks the glass. Both groups then throw grenades inside (one round), and then all enter, with the bomb guy entering a moment or two after the rest. The bomb carrier arms while his teammates attack the opponent.

Why: The various points of attack make it easier for the assaulting team to focus on one enemy at a time together, and put grenades at their advantage.


The entire team gets on top of the opposing bases roof, and breaks the glass. The bomb carrier then throws the bomb inside, and then the entire team chucks grenades from various angles. They then rush in and kill the opposing team, and then pick up the bomb to arm it.

Why: Dropping the bomb causes the entire enemy team to look at that point, which is then when fire starts raining down on them. Then, it's 4 on 4, with your team having the territorial advantage.


Defense

Defending sniper points
sniper spawn
advantages:
easily see three of the entrances for red, and three of the exits from blue base


disadvantages:
the needler side entrance and teleporters on red base cannot be seen, and the needler slope is a common entrance to the teleporter
you are easily seen and avoided/killed
you are far away from your base, and can't do anything if they are arming the bomb unless you mastered the jumps from www.jukesbox.com


top of your base
advantages:
can easily see them coming to your base directly
can drop in to help if the enemy is arming the bomb
your death is a signal that they are coming from the top


disadvantages:
lots of cover for the enemy
very limited sniping capabilities as far as entrances go, and your role is a sniper
easily snuck up on
easily seen and attacked from a distance


Rocket Launcher slope
advantages:
can easily see every entrance
have access to rocket spawn
easy escape routes


disadvantages:
are easily seen
your death means nothing except that the enemy saw you
you are too far away from the base to help if they get inside
this spot is far from the sniper spot


rocket launcher crevice
(Note: This is the tiny slope that faces the red base. If you sit on it and crouch, you cannot be seen from blue base.)
advantages:
can easily see every entrance to the red base
can easily see the enemy before they see you
easy escape routes
simple jumps allow you to go inside the red base at astonishing speeds
no cover for the enemy except to backtrack, once they've been seen
near the rocket spawn


disadvantages:
you can't see blue base
are easily flushed out of that location by someone running up the rock slope



Overswarm's preference

Rocket launcher crevice. It's the most effective and most safe. While if you are on red team you can't snipe blue base, and if you are defending on blue base you can't snipe blue base, it's an excellent spot to start from, and is easily accessed after you get the sniper.
Neutral

I'm going about Neutral a different way. There's three main theories that apply.

Aggressive

This theory is the most common, and is the natural occurrence if everyone follows their instincts. Basically, everyone runs screaming and shooting to the ball, and they grab it and run to the enemy base and try to arm it.


Defensive

Everyone immediately goes to the best defensive positions possible, and waits for the enemy. This has the advantage that everyone is ready, but the disadvantage that you lose the ability to get awesome weapons. Generally, the idea is that since there are only 3 enemies attacking you, they are practically bringing the weapons TO you, and then you get all of them, rather than scrabbling for them.


Passive

Everyone ignores the bomb, and goes for powerups and weapons first thing, which leaves the opposing team with one guy holding the bomb, and three people holding SMGs. This works great if you are fast, the enemy is all about getting the bomb, and you can get back to your base before they arm it. It's risky though.


Try mixing and matching those 3 mentalities throughout your team, until you get a match that works for your team.

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