by HeeroBlaze Thu Apr 22, 2010 6:18 pm
Like my post on the Valor ACQ Defense Thread, I'm going to try to develop some proper loadouts for Raven/SVER's ACQ maps. I'm, also going to recommend certain skills and equipment to have that can be applied to anyone.
After some thought, it seems like there needs to be two different loudouts when attacking, the one before the Bunkers and AAA go down and one for after. Here is what I've got so far. For the first part, I'm not going to distinguish between the APC squads and the non-APC squads, because those APCs are too easily destroyed in the beginning, though in the right places they can serve as forward spawn points. Also, as usual EVERYONE needs a Medical Kit and do invest in Improved Healing and Improved Resuscitation.
Attacking Bunkers Loadout:
x3 Rockemen
x2 Grenadiers
x2 Machine Gunners (Other players can also have LMGs, but we need at least two. Machine Gunners can carry Grenades and Rocket Launchers as well.)
x1 Poison Gas Grenadier
Here are the reasons.
1) We have to get those turrets down. Running up to a bunker with a turret is suicidal and counterproductive. If we have three Rocketmen firing at it and each is able to get one shot in, that is enough to get it down fast and move on.
2) Once we get the turret down, we need to clear the bunker of enemy troops. We do this by lobby Frag Grenades and spraying the are with machine gun fire.
3) Once we get to the bunker and clear the enemies, we plant that change ASAP. Once that charge is planted, our Poison Gas Grenadier must throw BOTH of his PGGs at the planted charged. Here is the reasoning. An enemy is going to try to defuse the charge and we have to stop him. Gas makes it more difficult to defuse the charge by weakening the enemy (gas does stack from what I've seen and heard). So if an enemy is trying to defuse, he is losing a lot of health just from gas and it will be easier to take him down with just a few rounds.
Once we have the bunkers down, we head for that AAA. Similar strategy. Rocketmen take out any enemy Humvees that they placed around the AAA or behind the bunkers. Grenadiers can also help taking these vehicles out and clearing the area of enemies. When that charge is planted on the AAA, gas it up and get out of there.
Loadouts After the Bunkers are Down
x2 Anti-Personnel Miners
x2 Anti-Tank Miners
x2 Grenadiers/Poison Gas Grenadiers
x1 Counter Sniper
x1 Minesweeper
(Also, this is when APC squads should have a Repairman. Get the APCs somewhere that is close enough to the Transport Vehicles to be protected from fire and ensure that it doesn't go down. Waiting for an APC to respawn and get it back to the frontlines risks too much time. But we also can't have too many Repairmen because we need people pushing for the Transports. Keep the APCs close enough so that there will be 2 Repairmen working on both of them).
1) AP Miners need to plant mines at key locations to prevent the enemy from rebuilding. Mines near the AAA and mines where enemies pass through the most will prevent them from advancing, but more importantly, let the AP Miners know that the enemy is trying to move forward. AP Mines need to keep the squad informed of these movements.
2) AT Miners have a similar situation. We can't always get the Motor Pools down, since they are usually right next to enemy spawn points. But we can prevent enemy vehicles from getting to the AAA or Bunkers by placing AT Mines are key locations.
3) Grenadiers and Poison Gas Grenadiers have to keep the enemy disoriented. Don't be afraid to get close enough to the enemy's spawn points and just lob those grenades as they come out.
4) On Raven's ACQ especially, there are lots of high places for enemy snipers to pick off our troops. We need a solid Counter Sniper to work against those snipers. As a squad, we need to let our Counter Sniper know where the enemy is hiding.
5) The Minesweeper is going to help support the squad with an Explosive Detector. The enemy will plant mines to destroy our troops, our APC, and the Transport Vehicles. With the Explosive Detector, the Minesweeper can seek and destroy those mines and everyone around him will also be able to see those mines. Some of the mines will be right in front of the Transport Vehicles, so once those mines are taken out, the Minesweeper can take that Vehicle and drive it home.
With these loadouts, you can be flexible with your main weapon and you should always be comfortable with what you are firing. As for armor, mobility is important. I wouldn't ban Heavy Armor, but recommend something lighter.
Now, I also wanted to mention briefly what abilities to have when going into ACQ as an Attacker.
1) Advanced Explosives. The time it takes to plant a charge without this ability is too long. With this ability, we can plant and get out fast, even faster if the PL is around.
2) Increased Endurance. We have a lot of ground to cover and need to be able to sprint long distances, especially if you are on the non-ACP squads.
3)Advance Grenades/Rocket Launcher Reload Speed. Both of these are optional. Lobbing grenades deeper into enemy territory is useful especially in the second phase of the game when we can put pressure on their spawn points. Reload Speed is also useful if we start having trouble with those turrets.
Like the other post I made, I'm welcome to suggestions and adjustments.