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![Beren Hurin Beren Hurin](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_4_male_128.jpg)
Beren Hurin
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Posted - 2013.01.31 16:09:00 -
[1] - Quote
So watching some of these youtubes such as this where there are guys just trouncing the map with hardhitting (and expensive) guns....I'm wondering if the law of many MMOs apply: try to take down the hard hitting DPS first.
I'm wondering if we (us blueberries) should shift to a hunter-killer mindset, when you see somebody creeping to the top of the leaderboard, and they are getting killstreaks. I'm wondering if they should really start to become a sub-objective. If somebody is becoming responsible for 25%-50% of a teams kills why not try and nuetralize their effectiveness as much as possible. Make them realize that if they spawn in their 50k+ isk fit, that you will want to eat that.
I really think this is what the squad leader's 'attack order' is for. So blueberries, the next time you are sitting in cover, take a look at the leaderboard and who his raking in kills for the moment. Then find their chevron on the battlefield and have at thee. |
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Beren Hurin
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Posted - 2013.01.31 16:27:00 -
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It will also mean that the heavies wont be able to walk around solo a lot of time. Which means DPS will be forced to be more concentrated. Which could mean helps their enemies in a lot of ways. If squads have to support heavies that limits squad mobility. Then they have to choose to get in LAVs for mobility or slow foot it from one objective to the next over open group. Either way it increases their vulnerability. I mean we already do this with tanks, but when you hear the BONG of a FG or whiiirrr of an HMG we should be trying to find it ASAP. The downside of FGs though is that they don't have a trail I know of. Which makes them pretty stealthy. |
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Beren Hurin
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Posted - 2013.02.01 00:15:00 -
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I disagree, I think the analog for the tank is more like vehicles while the analog for DPS is the heavy. |
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Beren Hurin
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Posted - 2013.02.01 14:13:00 -
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Jackof All-Trades wrote:Take out the one doing the most damage; however what the damage may be is relative. Getting hacked a lot? Shot a lot? Sniped a lot? The key to any game, and many things in life in fact, is thinking on your feet. Making decisions. Which is the largest thread.
I've played many a game where the opposite team just moved as one unit taking bases, never stopping. In this case, their movement needs to be addressed, and a heavy fire fight needs to be encouraged to induce losses. They will be mutual, but tactically, you will be clearing the playing field, and giving neutral advantages to both sides, allowing you to try and make your move.
It's just chess really. I suck at chess, but you know what I mean.
I think this is a great point. Analyzing what is the biggest threat is more important than just lining up kills or shooting the closest red.
One example I've found are the skim junction maps with the base with only the 3 road entrances. You can very easily prevent LAV rushes (one of the biggest threats) with proximity mines. This forces them either to sneak in through an infantry entrance, drop in via dropship, or force their way through with a tank or by foot enmasse. |
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