Saturday, June 9, 2012

ClOpping Furiously

Nice job on the recent Domination and HC Kill Confirmed ops; good to see that even when a lot of us are taking a well-earned break, our clan's foundation is so strong that we're easily taking golds anyway. Here are the leaderboards:


On a related note, I think there's been a lot of interest in trying for a Domination champ badge. It'll be a steep climb, because we're nowhere near as close as we were when we started thinking about getting a KC champ badge, but for RenaissanceMan5's thoughts, check after the jump.

Hey guys,

I was thinking about domination strategy and I realized that we have a ton of questions about what works, and few good answers. Below is short exposition of my thoughts that you can use as a post by itself or as inspiration for another.

So, I’ve been thinking about how we can utilize teamwork to kick flank in domination Clan Ops and I’ve come up with a few ideas.  These have mainly come from intuition after playing in some successful matches and many unsuccessful ones.
The first trend I’m hypothesizing is that teams with guys going for kills and MOABs have an easier time getting caps and holding points than teams that rush dom points. Enemies tend to hide out more and defend less when they are worried about an AC-130 above, shotty sprinters below, and snipers across the map. This makes it easy to trap the enemy team in spawn, which isn’t necessarily that great for capping the most points, but it does point to a way to gain an element of control in the match.
A coordinated team could purposely leave routes to one point undefended and use force and airsupport to nudge them from spawn by their capped dom point (assuming we have the other two).
To keep running distances shorter, we might try holding one point, say A, and chase the other team between B and C.
This strategy calls for parties split 2-3 cappers and 3-4 killers. Killers can run ahead and clear routes and rack up kills for high killsteaks while the cappers sprint between dom points. Having 2-3 cappers means they will have to die less often if they can share smoke grenades to get protection. This strategy also calls for running in groups, which can be good and bad.
Some outstanding questions for cappers we still need to answer are smoke grenade vs trophy system vs scrambler, and in what ratio? Riot shield (w/speed prof?) vs SMG? Blast Shield Pro vs Assassin Pro? Extreme Conditioning Pro vs Blind Eye Pro? Dead Silence Pro vs Sitrep Pro? Blind Eye Pro vs scrambler? Do any of these set-ups give us an advance over whatever we might already be most comfortable with?
We also have to consider whether we are playing Sticky Fingers or Flagged for Removal. I am betting that the trophy system better serves in Flagged than Sticky Ops.
What do you want to try?

RenaissanceMan5

Now, one thing that occurs to me, reading this and other approaches to domination games, is that there's not necessarily one best strategy. Domination is probably going to require that we have more defined plays and roles than KC did, and we'll need to practice in consistent teams to make sure everyone understands his or her role. As an aside, I think we should also start practicing in consistent teams of 6 for KC if we want to try for another champ badge - both in terms of members and in terms of set time commitments. That's another post, though - we've seen two possible Domination plays so far, post others you can think of in the comments! We'll try to test them out in the next few weeks.

8 comments:

  1. This sounds like a great plan. it will take a bit more strategy but we'll definately formulate something. As for KC and teams, i basically already have a set team of six, so we'll be ready when we need a call :) Also having c4's and sneaking up on the enemy after they cap is good to recap for points. That one guy hiding should be blind eye and assassin to do the job.

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  2. My idea was to have one guy constantly going for each point - even after it's capped he just stays nearby and waits for it to be retaken. If someone comes to it, he just hides until it's capped; that way he can provide intel on who's still on the flag after it's capped and possibly take out those campers. Meanwhile, we'd have to cappers who would run together and always get the points together, and a third guy who runs ahead and kills (and who is more expendable).

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  3. Not trying to hi-jack the thread, but I think everyone needs to see this. Unless someone wants to remove the post and make it it's own article. Or if it's inappropriate, also remove it. I leave it to the mods to decide!

    http://www.toplessrobot.com/2012/06/beware_the_hasbro-created_sdcc_brony_stampede.php

    HASBRO APPROVED!!! *SQUEE*

    Back on topic: How many teams are we talking here? If we have 3 cappers on each team, and only 6 top spots, should we shoot for around 4+ teams? That way we can kind of "hedge our bets" as it were.

    Also, if there are 3 cappers, I would suggest 1 run smoke and 2 run trophy system. Also try to pick the trophy up if it isn't destroyed after capping. Does anyone know if the amount of stuff the trophy system will stop resets when you pick it up?

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    Replies
    1. Another idea is to have say, 5 people in a roving group with one running freelance. The idea being that with 5 people, you should be able to overcome resistance at any given control point and just keep moving. after you clear out one and take it, move on. And if the enemy team is capping a point, let them. The strategy being that, while your group is capping a point, the other team will grab one. Then, by the time you get over there, the enemy team will either move to the point you grabbed, or spawn near it after being slaughtered.

      Thoughts?

      The lone gunpony is just a distraction/harrier to keep them moving and so they can feel accomplished killing something. :-) Also, it might make the other team figure that they aren't facing a full clan team, as there is this one guy not in the group.

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    2. Trophy stops two explosives.

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    3. Yes, but if it stops one, and you pick it up, will it stop two more when you put it down again?

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  4. I think this would be really fun to try and I wanna help. As far as load outs go, during this past op, I used the MP7 with extreme conditioning, a given, and i used quickdraw pro which I like because of being able to use equipment faster. You can put it down so much faster with quickdraw, which is nice if there is a pred heading towards you. I don't think we are at the point of making teams yet, but I would want to be a capper. But I think this idea is really good, it'll just be difficult to coordinate what everyone does, make sure they know their job and make sure they stick to what they're supposed to be doing. I know we had some of those problems during the KC clan op. Itll be hard but I think we can pull this oqff.

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