Rubedo
03-20-2007, 03:22 PM
I figured people ought to know this stuff. I am a master at Nerve Gas on red team AND blue team cause I know just how to exploit it. These tactics will work on any map and I'll included specific details on each one. (Note, Kinabalu has no set tactics since the map design is unbiased).
The following tactics are intended for red team.
First Match Blitz:
All players rush straight through middle with knives and rush the opponent. By doing so it will throw off blue team's momentum and confuse them. This tactic is best complimented by random-side bltizes.
Nerve Gas: Rush through the main hall. Neglect the grenade standoff and run in while shooting. They most often all have their grenades out and you can slaughter them while they're running back. Inflitrate the lab and take the sample. To be safe, return the way you came, but to eliminate all opposition, split down the middle (in the building or at blue spawn is your decision), and head back in a sandwhich.
Missle: Two players rush through to the garage door and spam grenades to grab attention. The rest hurry through the right and set up near the door. After checking for enemies and killing anyone who attempts to go through the door, rush in. If there are survivors of the two-man party, have them converge and set up a perimeter around the bomb. Position one person under the stairs. A sniper will watch the entry door, while automatics will watch the other doors. Attention must be made for the side door.
Desert Camp: All players go through the center with knives. Some will stay as a diversion (unless you want a full-on blitz, which works just as well), and the players set the bomb near the first truck. Securing the sniper hold is a MUST.
Shanghai: All players simply run across the right and to the sub. This is a game of sacrifice, as some will have to serve as shields. Try to position yourselves to take the most bullets possible.
Hospital: Two men each split down the sides, with the right platoon holding an escape point outside of the ladder. The other forces rush as quickly as possible, and if there is no sniper down the ladder, jump down or climb if health is too low. The right platoon will scan and clear the spawn point and the holder will run to the goal.
Side-Blitz: This best compliments the first-match blitz for a few consecutive turns. I will not explain this tactic per map. It is simply a blind rush on a single side picked at random for a few turns. This will not work after two or three attempts, whether you succeed or not.
The Wait:
Players hide in an area where they can be concealed and have low vulnerability for exactly 20 seconds. While blue team spreads out and begins to search, Red team will pounce upon them. With blue team dispersed and unorganized, overtaking the enemy is easy. No player can shoot, throw grenades, or allow themselves to be seen, and users must walk (shift) or courch (ctrl) once they arrive at the rendezvous point.
Nerve Gas: Wait in the central hall.
Missile: Wait in the warehouse to the right. Proceed out towards the garage door.
Shanghai: Wait in the warehouse. Allow them to enter before coming out, as the positioning of the doors means that soldiers will be shot on sight. Allow the enemy to panic before leaving your wait point.
Desert Camp: Wait in either the basement in the right, or pile against the wall near the sniper point.
Hospital: Simply wait at the spawn point. This is a very urban map, and it is easy to jump on your opponent without them spotting you.
Diversionary Follies:
This only works on a team with 7 or more players. An insertion point will be chosen, and all players except for 1 will begin a firefight. The lone player will wait for half of the enemy to be gone, and then cautiously blitz to the goal. This will also work on Kinabalu.
The following tactics are intended for red team.
First Match Blitz:
All players rush straight through middle with knives and rush the opponent. By doing so it will throw off blue team's momentum and confuse them. This tactic is best complimented by random-side bltizes.
Nerve Gas: Rush through the main hall. Neglect the grenade standoff and run in while shooting. They most often all have their grenades out and you can slaughter them while they're running back. Inflitrate the lab and take the sample. To be safe, return the way you came, but to eliminate all opposition, split down the middle (in the building or at blue spawn is your decision), and head back in a sandwhich.
Missle: Two players rush through to the garage door and spam grenades to grab attention. The rest hurry through the right and set up near the door. After checking for enemies and killing anyone who attempts to go through the door, rush in. If there are survivors of the two-man party, have them converge and set up a perimeter around the bomb. Position one person under the stairs. A sniper will watch the entry door, while automatics will watch the other doors. Attention must be made for the side door.
Desert Camp: All players go through the center with knives. Some will stay as a diversion (unless you want a full-on blitz, which works just as well), and the players set the bomb near the first truck. Securing the sniper hold is a MUST.
Shanghai: All players simply run across the right and to the sub. This is a game of sacrifice, as some will have to serve as shields. Try to position yourselves to take the most bullets possible.
Hospital: Two men each split down the sides, with the right platoon holding an escape point outside of the ladder. The other forces rush as quickly as possible, and if there is no sniper down the ladder, jump down or climb if health is too low. The right platoon will scan and clear the spawn point and the holder will run to the goal.
Side-Blitz: This best compliments the first-match blitz for a few consecutive turns. I will not explain this tactic per map. It is simply a blind rush on a single side picked at random for a few turns. This will not work after two or three attempts, whether you succeed or not.
The Wait:
Players hide in an area where they can be concealed and have low vulnerability for exactly 20 seconds. While blue team spreads out and begins to search, Red team will pounce upon them. With blue team dispersed and unorganized, overtaking the enemy is easy. No player can shoot, throw grenades, or allow themselves to be seen, and users must walk (shift) or courch (ctrl) once they arrive at the rendezvous point.
Nerve Gas: Wait in the central hall.
Missile: Wait in the warehouse to the right. Proceed out towards the garage door.
Shanghai: Wait in the warehouse. Allow them to enter before coming out, as the positioning of the doors means that soldiers will be shot on sight. Allow the enemy to panic before leaving your wait point.
Desert Camp: Wait in either the basement in the right, or pile against the wall near the sniper point.
Hospital: Simply wait at the spawn point. This is a very urban map, and it is easy to jump on your opponent without them spotting you.
Diversionary Follies:
This only works on a team with 7 or more players. An insertion point will be chosen, and all players except for 1 will begin a firefight. The lone player will wait for half of the enemy to be gone, and then cautiously blitz to the goal. This will also work on Kinabalu.