The Good King Bad
Mar 28th, 2010, 12:05 AM
If you frequently steamroll servers with the TMH P'TOOOOON then you should familiarize yourself with this thread. Here we can discuss and create via means of science, discussion, wizardry, docking and our own BF enlightenment new and enhanced pubbie griefing tactics.
As a valuable member of the P'TOOOOOON it is your faithful duty to our lord Strodtbeck, hollow be his anus, to perform all of these plays even at a moments notice. For there is a vast sea of BC2 players out there and they are waiting for just the right moment to quit there game in disgust. We need to seize that moment, gentleman.
A Step A Head
Prerequisites: Must be playing as attack on a rush map; Must be alive and near the out of bounds border immediately following a base change..
The Play: Tired of having to wait to be able to push up on the enemy flanks? Now you don't have to. After the M-Comms have been destroyed start counting down from 10 and get as close to the out of bounds as possible. As soon as you reach 1 start sprinting into the out of bounds and you will have 10 seconds of lead time without getting killed by the blackness. Go jogging now, its good for you.
The ATV Squad Barf
Prerequisites: One (1) All-Terrain Vehicle; Eight (8) team members in two (2) squads each with one (1) designated lead.
The Play: The two squad leads spawn in and take an ATV while the remaining 6 squad members hold off on spawning. The leads drive the ATV into a designated objective and immediately dump the ATV and tell the rest of the squad members to spawn in. Style points for all 8 squad members going medic or engineers with gustavs. Can also be performed with any other two seater vehicle.
The Crab Claw
Prerequisites: One (1) Recon class soldier, two (2) of any class teammates.
The Play: For the Crab Claw to function the Recon player must find a position where he has an excellent line of sight on the enemy but where the enemy also an open approach up to him. The other two team members take up hidden positions watching the advance up to the snipers position. Now have the sniper draw as much attention as possible to himself (Jump up and down on a roof, shoot your pistol at people far far away, make fun of the enemy team in chat etc etc). The remaining 2 team members wait till anyone enters there crab claw of death to open fire on any foolish enemies.
The UAV Bomb
Prerequisites: One (1) Unmanned Aerial Vehicle (UAV); One (1) Microphone equipped Licensed UAV Pilot; Minimum of one (1) Assault class soldier with C4 equipped load out.
The Play:
1. Assault soldier throws down an ammo box and deploys six (6) C4 onto UAV
2. UAV Pilot flies into target objective and says the predesignated C4 detonation passphrase which is "SOG sucks, hit it".
3. ....
4. Profit.
Grand Theft M-Comm
Prerequisites: Must be playing as defense on a Rush map; Minimum of three (3) assault class soldiers equipped with c4; One (1) designated driver per enemy vehicle
The Play: Stealing a '97 Corolla is one thing, stealing a T-90MBT is another thing. To make this easier have the assault soldiers C-4 both of your teams m-comms to about 25-30% health. Have them place the final charges as the drivers get into the soon to be new spawn locations of the enemy vehicles. After the enemy teams armor has been destroyed detonate the m-comms and take control of any available enemy vehicles as their base is moved up.
Enemy Mine
Prerequisites: Must be playing as attack on a rush map; Minimum of four (4) engineers equipped with six (6) landmines each; One (1) assault class for resupply.
The Play: The team members make there way to an enemy m-comm and before arming it, all engineers dump out there 6 landmines in the immediate vicinity of the m-comm. The M-Comm station can be armed and the mines used as a booby trap that can be set off with a grenade or bullet, or use the resupply to manually explode the m-comm without arming it.
Variations: 4 engineers putting 24 land mines just about anywhere will cause some kind of effect, experiment results may vary.
The Mighty Mighty Mortar Strike
Prerequisites: All available players switching to Recon with Mortar spec..
The Play: Since half the team is already snipers we might as well all role play the hell out of that shit. All players must use there binocs synchronously to create the largest possible area of effect for the mortar strike. Also use them stacked on top of destructible M-Comm buildings on Rush maps for a bloodless take down. We should also target individual players on the other team and dedicate each mortar strike to a member of the Power Rangers, when the enemy player doesnt become a Power Ranger we will we wonder why the giant explosion and ball of flames all around him did not complete his transformation.
As a valuable member of the P'TOOOOOON it is your faithful duty to our lord Strodtbeck, hollow be his anus, to perform all of these plays even at a moments notice. For there is a vast sea of BC2 players out there and they are waiting for just the right moment to quit there game in disgust. We need to seize that moment, gentleman.
A Step A Head
Prerequisites: Must be playing as attack on a rush map; Must be alive and near the out of bounds border immediately following a base change..
The Play: Tired of having to wait to be able to push up on the enemy flanks? Now you don't have to. After the M-Comms have been destroyed start counting down from 10 and get as close to the out of bounds as possible. As soon as you reach 1 start sprinting into the out of bounds and you will have 10 seconds of lead time without getting killed by the blackness. Go jogging now, its good for you.
The ATV Squad Barf
Prerequisites: One (1) All-Terrain Vehicle; Eight (8) team members in two (2) squads each with one (1) designated lead.
The Play: The two squad leads spawn in and take an ATV while the remaining 6 squad members hold off on spawning. The leads drive the ATV into a designated objective and immediately dump the ATV and tell the rest of the squad members to spawn in. Style points for all 8 squad members going medic or engineers with gustavs. Can also be performed with any other two seater vehicle.
The Crab Claw
Prerequisites: One (1) Recon class soldier, two (2) of any class teammates.
The Play: For the Crab Claw to function the Recon player must find a position where he has an excellent line of sight on the enemy but where the enemy also an open approach up to him. The other two team members take up hidden positions watching the advance up to the snipers position. Now have the sniper draw as much attention as possible to himself (Jump up and down on a roof, shoot your pistol at people far far away, make fun of the enemy team in chat etc etc). The remaining 2 team members wait till anyone enters there crab claw of death to open fire on any foolish enemies.
The UAV Bomb
Prerequisites: One (1) Unmanned Aerial Vehicle (UAV); One (1) Microphone equipped Licensed UAV Pilot; Minimum of one (1) Assault class soldier with C4 equipped load out.
The Play:
1. Assault soldier throws down an ammo box and deploys six (6) C4 onto UAV
2. UAV Pilot flies into target objective and says the predesignated C4 detonation passphrase which is "SOG sucks, hit it".
3. ....
4. Profit.
Grand Theft M-Comm
Prerequisites: Must be playing as defense on a Rush map; Minimum of three (3) assault class soldiers equipped with c4; One (1) designated driver per enemy vehicle
The Play: Stealing a '97 Corolla is one thing, stealing a T-90MBT is another thing. To make this easier have the assault soldiers C-4 both of your teams m-comms to about 25-30% health. Have them place the final charges as the drivers get into the soon to be new spawn locations of the enemy vehicles. After the enemy teams armor has been destroyed detonate the m-comms and take control of any available enemy vehicles as their base is moved up.
Enemy Mine
Prerequisites: Must be playing as attack on a rush map; Minimum of four (4) engineers equipped with six (6) landmines each; One (1) assault class for resupply.
The Play: The team members make there way to an enemy m-comm and before arming it, all engineers dump out there 6 landmines in the immediate vicinity of the m-comm. The M-Comm station can be armed and the mines used as a booby trap that can be set off with a grenade or bullet, or use the resupply to manually explode the m-comm without arming it.
Variations: 4 engineers putting 24 land mines just about anywhere will cause some kind of effect, experiment results may vary.
The Mighty Mighty Mortar Strike
Prerequisites: All available players switching to Recon with Mortar spec..
The Play: Since half the team is already snipers we might as well all role play the hell out of that shit. All players must use there binocs synchronously to create the largest possible area of effect for the mortar strike. Also use them stacked on top of destructible M-Comm buildings on Rush maps for a bloodless take down. We should also target individual players on the other team and dedicate each mortar strike to a member of the Power Rangers, when the enemy player doesnt become a Power Ranger we will we wonder why the giant explosion and ball of flames all around him did not complete his transformation.