Tictacs Operation Blue Pearl

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  • #19010
    Alzir
    Keymaster

    It’s been a while since we’ve had one of these tictacical discussions, and since I can rarely be arsed talking about it in the middle of a game, lets do it during work instead πŸ™‚ The question is how highly should we prioritise the harbour office and fish market on Blue Pearl when playing with no commander on an infantry only server.

    From a tactical point of view the Harbour Office is almost exactly the same as the TV station on Sharqi, and the Gatehouse/Factory on Karki. The fish market is similar to the Construction site on sharqi, and Market/warehouse on Karki, except that the spawn points around the fish market are more concentrated in one area (specifically the buildings east of the yard) whereas the market on karki and construction site on sharqi have a wider range of spawn locations.

    So, first of all, the tactical relevance of the Harbour Office is, imho, deceptive in these cricumstances, and I believe there’s a tempation to go for it because of it’s importance when vehicles are turned on. There are no resources there with these rules in play, and this leaves the points geographic location as the only factor to consider when deciding whether to attack/defend it. No control point is worthless, so don’t take my opinion here to mean that I think we should always leave it alone, but I honestly believe the time invested capping the harbour office is normally better invested elsewhere. The point is isolated, which means it takes a good couple of minutes to get there (and then again on the way back), and to take an entire squad away from the main battle arena is often a waste of resources, especially when it’s a supposedly one of the better squads on the team (given that we at least try to work together).

    Amongst the chaos of a public server there is normally one squad on each side doing the rounds capping, and they’ll normally keep pace with each other until something interupts the pace of one group. If they meet head on, one squad will lose out, giving the other the chance to establish a control point advantage. The squad who lost then have to either win the next encounter, or risk splitting up in order to even things up again. You will of course have random elements in each team working on their own, and if they’re good/better than the random players of the opposition, they can come to the rescue of the main squad when this happens, but you can’t rely on it. Anyway if you lose pace in those circumstances, fair play, touch luck etc, but another way to lose pace is to go off the beaten track to a point like the harbour office, which hands the opposition the chance to cap two, sometimes three, points elsewhere on the map while you take that one, and where is the sense in that?

    There are certain times you should go for it though, such as when trying to establish a foothold on the mainland while playing US, or when it’s the US team’s only point when playing as China (although you could argue it’s better to defend the bridges in this case). It’s also worth going for if the enemy has a sizeable squad up there, which you feel you can kill, as the game is generally won on tickets lost through kills, rather than ticket drain (of which there is none if either side holds at least one point). The harbour office is a great defensive position, and is a great Alamo type point of last resort from which China can hang on from if overwhelmed elsewhere. For that reason, the US team might consider capping it second last, to force the Chinese to spawn where they can be hit easily in the main town, and while they are likely spawning in the town anyway (to save themselves a walk), it saves you later having to attack against a large defence when china have no choice but to spawn there.

    A hard decision is when you’re on the back foot as China and have already lost the harbour office. If you’re losing badly on the mainland, there’s a chance that an organised defence from the harbour office might just save you, but you need to cap it first. The problem here is that it could very well be the last throw of the dice, as you will be leaving the last point for the randoms in your team to defend while you make it all the way across to the harbour, and if you’re in this position, it’s not likely they’ll hold the last point for long. Anyway you don’t want your last roll of the dice to be made against the odds, so if the harbour office is well defended, you better be confident you’ll succeed. There was an example of this last night, when we were being attacked at the contruction site by two enemy squads, one from the harbour office, and one from the yard. I disagreed that we should attack the harbour because they were coming from there, and our priority at this time was to keep a foothold anywhere on the map. To attack the harbour office would have taken our squad away from the construction site which we were in the middle of losing, and could have left us in the position of an all or nothing scenario against a point being used as an active spawn point. The alternative was much better, spawning at our other point, the fishmarket (which would also be lost soon), and run like fuck to the undefended eastern points, capping each of them before returning our attention to the west and harbour. That they were spawning at the harbour probably assisted us in this.

    Wall of text there so I’ll briefly have my say on the fish market. It’s a kill zone, a nade/noob tube spammer’s wet dream, and when the enemy team is full of said people, it’s a waste of tickets to cap it. They’ll just get it back cheaply anyway, since we’re not doing the same to them. If we try to cap it, we need to be covering the people on the point, and not loading the point with bodies. Granted it’s a central location and normally that gives you options in where to attack, but in reality it spawns you beside the yard, which is very predictable and allows the opposition to pick up a few cheap kills.

    Anyway that’ll do, lunch is almost over. Just one final thing to say is that I’m not very entrenched in these views, so feel free to argue if you disagree, and my mind is open, but you’ll need to make a good case if you do πŸ™‚

    #75044
    airmessy
    Participant

    Cliff note version

    Spawn in follow max and say thanks for ever res he gives you πŸ˜†

    #75045
    XDCMADMAX
    Participant

    @airmessy wrote:

    Cliff note version

    Spawn in follow max and say thanks for ever res he gives you πŸ˜†

    πŸ˜€

    #75046
    XDC_Wolf
    Participant

    it’s also worth going for if the enemy has a sizeable squad up there, which you feel you can kill, as the game is generally won on tickets lost through kills, rather than ticket drain (of which there is none if either side holds at least one point).

    Matt, don’t know where you get the notion that ticket drain is only if you hgave ALL the points, it’s just about having more than half the CPs

    #75047
    Alzir
    Keymaster

    On Operation Blue Pearl, Sharqi, and Karki the drain is only when you have no points.

    #75048
    XDCsPUNKer
    Participant

    Im not going to get into a long drawn out conversation about this as you have Matt ( I dont know where you get the time!) From experience I know this… As Americans: in order to maintain the enemy (china ) forces on this map then the best place to pin them is the harbour office or the temple (like pushing them to the city entrance in Sharqi)

    For the Harbour office, recently now I get my boat on the south side of the bridge in order to get the construction site and push south from there. Only problem then is if no-one defends the construction site then the enemy inevitably come and take it back and the cycle starts again where you are constantly capping yard,fish market construction sitΓƒΒͺ (normally with more deaths at the fish market due to a 2 pronged attack from the enemy.

    So therefore this is how I feel it should be done. The squad should be split at the start of the capping proccess and as the craft lands at north of construction site then half the squad should take the harbour office and on return destroy the bridges if possible.
    Meantime the other squad is taking construction site and holding it untill the rest of the squad can join them. Then (depending on if there are other squads working there that have spawned on the construction site push either east, south east or south, north east then split defence north and south of the market untill theres enough strength to start pushing towards the market or north square untill hopefully you can have them pinned at the temple.

    I have stated many times that the Fish Market for me is a linchpin in the game and regardless if it is the last point (which it rarely is) it gives any enemy who holds it a combination of 4 routes to diferent flags to cap (which cannot all be defended strongly at once) Sure it can get messy down there but theres normally a way out as the enemy isnt normally coming at you from one direction.

    Anyway to recap. in order to get a good foothold in the west of the map then it is imperetive that at least some of your squad make the effort to take the harbour office and preferably at the same time as the rest take the construction site and then systematically push the ememy into a corner. if you want to give them the harbour office as an alamo type place then you have to be srict in the order that you take the points east to west to keep pushing them back. (this will always mean that you will be up against a stronger force as they will, most likely, have more and more spawn in the same place the less spawn options you give them)

    Its all about flanking and pinning and not giving an enemy any more than 1 possible escape route (if at all possible).

    #75049
    To0THBRU5H
    Participant

    Aim for the head, usually works.

    #75050
    Alzir
    Keymaster

    We have nowhere to go on lunches and breaks out here, so I get plenty of time for talking shit πŸ™‚

    Anyway I also like points where you have multiple routes away from but it’s not really true of the fish market as you only spawn in one location there, where east and west are the best choices, and natural choice is towards the yard. North and North West (to Old Square) are much more difficult. Quite often that one spawn location is also under heavy pressure and it becomes a kill zone in itself – although this was a lot of fun last night when it happened with me spawning there πŸ™‚ It’s an alright point to have, but the construction site is better for the reasons you’ve given, and I wouldn’t even consider that a lynchpin, and that’s my point overall I think, there is no lynchpin point really.

    The harbour is only good as a defensive point for China or as a foothold for US. It’s important not to leave it as China’s last point I think, but there’s no point going for it every time it’s captured for either side when there are other points to cap, and same goes for TV stations and gatehouse/factory on Sharqi/Karki.

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