Posted: 11/19/2007 10:29:41 PM EDT
Post yours! Here's what I wrote in the kit thread about my team deathmatch approach:
I like the suppressed AK for run and gun, but I've really found a deep appreciation for this kit lately:
MP-5 w/ Suppressor USP w/ Suppressor Smoke Grenade Bandolier UAV Jammer Steady Aim
In more than a few cases, I've been able to break through the enemy lines to a stronghold position in the enemy hands, clear it before the occupants knew I was in there with them, then hold it against retaking until my team's Team Deathmatch spawn point shifted close enough that my teammates could take over. Akin to getting two rooks on the enemy's 7th rank.
The only thing to remember with that is to avoid engaging the enemy on the breakthrough attempt, since, as you'll never appear on their radar due to the jammer and suppressors, and as you can use the smoke to further disguise your approach where necessary, you can very easily slip past them unnoticed, avoiding a dangerous face to face firefight.
You also want to try to distance yourself from your own teammates, as they more than likely will appear on the enemy's radar, and if you're next to a bright red dot, you may as well be one yourself.
That strategy is fun on most maps, but utterly devastating on Backlot, Crash, Crossfire, Pipeline, Overgrown, and Strike, which are all characterized by the presence of important strongholds and multiple paths between them. Just select a good path, lay down smoke, and advance under cover of it to a concealed position on the enemy side; they'll never notice you.
Ambush is a great map once you recognize how important it is to keep your team in the center road, and to use smoke and suppressing fire from defilade on the road's sides (which are small berms) to repel concentrated enemy attacks up their narrow chokepoints. If your team moves too far off the center line, they risk losing it. More importantly, if they corner the enemy team and move too aggressively toward them, the spawn points shift and the enemy starts spawning behind them, with an open line to the center. So it's very important to chat to your team constantly and urge them to stay near the center when they get too far from it.
Bloc is a dreary and simplistic map, but you can have some fun times if you circle faster than or slower than your team, and thus get yourself in behind or in front of the enemy's own movement. A suppressed weapon and uav jammer in the narrow hallways in the two main buildings can make ambushes awesomely successful; just keep changing position in case the last guy you killed comes back and remembers where you were.
Bog, Countdown, Downpour, and District, don't do anything for me.
Shipment's hilarious, short, and great for points. Strategy need not apply, although god bless you if you have a kit set up with the three HE grenade perk and an LMG.
Showdown is a cool map once you realize how vital the corner staircases are. There are two of them, and they're never as far from you as you might think. Make a beeline for them, gain access to the upper floor, and figure out the enemy's most likely access point to it, which will usually be one of the side staircases. Cover that one and you can do some serious damage.
Vacant is an interesting map in a boxing match sort of way; it's an absolute close-in slugfest, and the advantage can go to the person who thinks faster and on their feet and more aggressively. Every trick, weapon, grenade, and perk can be used equally effectively if you're smart. |
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