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ninjesmurf
mwhop78
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Do you think that a team with a lesser skill level can triumph over their opposition with the right strategy?
Yup, Exhibit A: George Washington.
Strategy - Page 2 Vote_lcap100%Strategy - Page 2 Vote_rcap
 100% [ 23 ]
No, it's all about skill levels, like Jordan.
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Total Votes : 23
 

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TydenWolf




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Join date : 2012-02-23

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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeThu May 31, 2012 6:33 pm

Good write up and I agree with Zombie Do you know how many times I end up saying who the hell is capping A? GTFO of there!
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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeThu May 31, 2012 9:27 pm

This was beat to death on another thread but I have to say it here, we cap "A" when we get spawned there just so we do not fall too behind in points while we go for B and C. At least the WC'ers do that. If others don't that is okay but we will never complain about capping it at first spawn of the game.


Nelson, thanks for the compliment. Don't worry about your K/D in game. There are other ways of contributing.
Many times I have a really bad K/D in a game but I may have held a flag all game or kept the skies clear so the others could wreak havoc on the opponent.
Its nice coming around a corner to find BV's sitting there.

WHen I first starting playing BLops here I totally sucked and felt worthless on many occasions. But I stuck around and got better and kind of figured out what load outs work best for me.
Plus, it helps a lot to play with guys that communicate and encourage each other.


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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeThu May 31, 2012 10:52 pm

zombiepatton wrote:
Just remeber do not cap a on mission....ever

Againest a good team I will actully make a case for holding A + B on mission. Since no team wants any thing to do with A it just leaves you one flag to worry about it.
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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeThu May 31, 2012 11:07 pm

If you are initially spawned at A on mission, go get it as long as you prioritize C next and then move back for B. Put to pass up a free point to killstreaks when it takes 1 second to 6-cap the A flag then move on to the ravine could be more costly in the long run.

After the initial instacap on A, 5 people go up ravine while 1 brave soul goes up the ramp to try to delay the B-cap by the other team. This person needs to toss flashes and wait for them to get on the flag before explosiving them, anything to make them hesitate while the army secures C. After that, they'll be spawning at A because of the number of your guys in the C spawn.

1 or 2 tac inserts at C and mission is a cakewalk from here on out.

Back on the general strategy topic, when the party is filling up before jumping into a game, taking 2 minutes to discuss what set-ups people will be running might be worth the time. A few of us daytime assholes were smashing some noobs when it occured to me that our 5th and 6th emps were called in back to back with 50 points left in the match because there was no use holding them anymore.

I love running support as much as the next guy, but I'm pretty sure at least one of us could have been running something (ANYTHING) else.

Also, sometimes I'm in a party where everyone is lugging a stinger, and sometimes its nobody. Two stingers is really all we need. More is excessive and takes too many people out of the gunfights, and NONE is absofukinlutely terrible.

cake and pie
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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeFri Jun 01, 2012 7:52 am

On Mission last night we spawned at A, capped it, and most went up the ravine. They were waiting for us in force at the corner. That had not really happened to me before.

If we are on the disadvantaged end of lag, we may need to adjust and keep more at the critical spawn.

TIs seem to be a good solution, but they are so damn obvious and they also seem to take forever to put down. I have not used them (I'm a Recon flashbang whore instead). I always fear they are going to camp my TI. Perhaps those that are experts with them can provide some tips, tricks, and prime hiding spots for them? That may promote their use on critical maps.
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mwhop78

mwhop78


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Age : 45
Location : Baton Rouge, Louisiana

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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeFri Jun 01, 2012 8:23 am

CaptainHammer420 wrote:
If you are initially spawned at A on mission, go get it as long as you prioritize C next and then move back for B. Put to pass up a free point to killstreaks when it takes 1 second to 6-cap the A flag then move on to the ravine could be more costly in the long run.

After the initial instacap on A, 5 people go up ravine while 1 brave soul goes up the ramp to try to delay the B-cap by the other team. This person needs to toss flashes and wait for them to get on the flag before explosiving them, anything to make them hesitate while the army secures C. After that, they'll be spawning at A because of the number of your guys in the C spawn.

1 or 2 tac inserts at C and mission is a cakewalk from here on out.

Back on the general strategy topic, when the party is filling up before jumping into a game, taking 2 minutes to discuss what set-ups people will be running might be worth the time. A few of us daytime assholes were smashing some noobs when it occured to me that our 5th and 6th emps were called in back to back with 50 points left in the match because there was no use holding them anymore.

I love running support as much as the next guy, but I'm pretty sure at least one of us could have been running something (ANYTHING) else.

Also, sometimes I'm in a party where everyone is lugging a stinger, and sometimes its nobody. Two stingers is really all we need. More is excessive and takes too many people out of the gunfights, and NONE is absofukinlutely terrible.

cake and pie

I will say that stacking EMP on top of EMP has worked very well against us and for us in matches against the 55's and 4gcs during our Monday and Tuesday night dust-ups. It has the ability to almost cripple the other team if u beat them to the punch and keep em coming one right behind the other. U would think one or two guys running it would be enough but it is not always depending on whether or not a guy or two has a bad game. I would say a general rule of thumb should be half the team. If it's a six man team 3 run support all with emp (they can mix and match the rest of there killstreaks between uav, counter uav, advanced uav, and Steath Bomber), one guy runs specialist, and two run assault (one with a low killstreak set up and one with a high). And as stated aboved ealier someone needs to carry smoke, trophy system, and about half shouyld run TI's. AND COMMUNICATE. THERE IS NO SUBSTITUTE FOR GOOD COMMUNICATION!!!!
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mwhop78

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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeFri Jun 01, 2012 8:31 am

secundum-artem wrote:
On Mission last night we spawned at A, capped it, and most went up the ravine. They were waiting for us in force at the corner. That had not really happened to me before.

If we are on the disadvantaged end of lag, we may need to adjust and keep more at the critical spawn.

TIs seem to be a good solution, but they are so damn obvious and they also seem to take forever to put down. I have not used them (I'm a Recon flashbang whore instead). I always fear they are going to camp my TI. Perhaps those that are experts with them can provide some tips, tricks, and prime hiding spots for them? That may promote their use on critical maps.

I personally think the key to good TI use is to never put it in the same place twice in a match. Be completely random with it. In debries like grass or such works well. Near corners but not in them. Behind walls if possible but not right up against the walls as some times they bleed through and can be seen from the other side. IT often helps to put them some place like on the back side of a wall that they will run right by to get to an objective as alot of players get tunnel vision as they come up to an objective or target and will be completely oblivious to your TI location. But still the best thing I can say is to be random and don't put it in the same place over and over. They will walk in and kill u only for u to spawn at ur TI and come in behind them and kill them. They will then watch the kill cam to see how u got the drop on them. If u continue to place the TI in that same place u will often be playing into a decent players hands as he is now TI hunting and u r the target making it easy for him by placing it in the same place over and over.
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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeFri Jun 01, 2012 10:11 am

I've been trying to get into more Dom games with you guys to learn more. I have the core concept down, but Ive only played like 50 matches. I'm prolly playing wrong half of the time I just try and go between 2 flags defending and capping if I have to, but killwhoring in the meantime. I get unsure when I spawn next to a flag thats undefended and not sure if I cap it or not. Kinda obvious when I ask "should I cap this" and then I get whacked since I just told everyone where I was. Experience is what I need..
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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeFri Jun 01, 2012 12:21 pm

I have seen people set Claymores and Bettys near their TI.
Not sure how well that works since I usually only see TIs when I have SitRepPro so I see the lethals.

Someone mentioned RconPro and if someone is running that it helps a lot.
When I run it I am using the XM25 which even helps more.

I do not get a lot of kills when running ReconPro but it helps the others.

For every strategy there are exceptions. It depends on the skill level of the other team.
Sometimes you have to hold A-B, sometimes A-C, and sometimes B-C.

You have to be flexible and communication is the key.

The best Offensive Coord in football adjust their game calling to what the defense is doing (as do the QB's).
If a run is called but they have 8 men in the box and the blitz is coming the QB should call an audible and change the plan. To force a run up the middle just because that play was called is just plain stupid.
Peyton and Brady are two of the best at doing that and they tend to come out on top.


If you have just one guy doing their own thing it can be a frustrating night.

Before throwing smoke on a flag I look at the minimap to see how many guys are available to jump on it.
If no one is around I call out "I am going to throw smoke on ... flag" and then give a few guys a chance to get over before throwing it.

Three guys on a smoked filled flag is almost a sure thing, especially if one brought a trophy system.

Timing and communication are important keys.

Like Earl mentioned when we won that hard match on Interchange, Bee said "on three" and when he counted to three we bum rushed "B" and took it for the win.


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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeFri Jun 01, 2012 1:49 pm

Wow, I need to start checking in more. I posted this the other night after a few beers (after a disappointing game where it seemed that with strategy and leadership the outcome would have been much better). I had pretty much forgot got about it. I apologize for breaking the cardinal rule regarding the inclusion of boobs in any poll. Someone called a 'poll' a 'pole' in an earlier post and I thought about how well boobs and poles fit together, so I now see the error of my ways and I will never let the desire for a boob option go unheeded again. I guess the results are a bit lopsided. There looks to be some great information in this thread from the more experienced guys. I plan on reviewing it further to try to pick up some pointers and be more of a team player. I never used to run recon or scavenger, or even specialist, really, but, then again, I never used to drop shot people in the knee caps, either, and I do that now constantly. I do a lot more defending now, too. I like to lock down A on Lockdown. I think I might get a MOAB in something other than Infected one day. Anyway, thanks for the pointers, guys. It seems like the forums are a great place to discuss things like this.
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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeSat Jun 02, 2012 4:09 pm

After some review, I’d like to remind everyone of their opinions and tell them why they’re wrong. I’m kidding, just some more of my thoughts. I’ve omitted the non-essential lines of quotes in the interest of saving space. Bear in mind that a lot of these topics and all of the advice are meant for newer players. More experienced players may read this and say, "Hey, I already knew all that, jerk." Well, now you know beforehand that you probably won't learn anything from reading this and it's very long. You're been forewarned! Read on at your own peril! But don't bitch at me, I toldja so!
audiopile wrote:
I'm glad people are thinking about this. Dom strategy has been discussed and followed lots since BO. A huge key is to not flip spawns and that means stay away from their flag. I hate seeing that last flag flashing when things are going well. We got F'd on Carbon the other night because someone took A. I know it can be easy to get excited when it looks like we have an easy win but with the potential for that mid match flipparoo it is better to play cautious.
Audio had a great point, right off the bat. Carbon is a great example of a map where you just shouldn’t cap A, like Mission or Interchange. Really, though, it seems like almost every map is like this. Sith would later go on to make a good point about holding A in Mission against more experienced opposition. So this makes me believe that, in reality, there is always an exception to the rule. You’d better believe that if we’re up 195-150 on Interchange and we can’t get B or C, we’re going to cap A. There is always a certain time in the game (late) or condition (other team is camping the sh*t out of B and C) that negates the common rule of ignoring one certain flag (most always A, for whatever reason).
FBD wrote:
Camping C with a TI is a sure way to victory. Prevents spawn flips. Camping near the home flag is not the same thing...if you die, they can overrun the flag and flip the spawn. You must be very close with a TI to keep them off of it for sure.
Hiding TIs on Village is another way to confound the enemy and guarantee they'll never keep B and C for long.
I personally hate TIs but they can really wreak havoc.
It is obvious why a discussion on strategy would eventually turn to a discussion on TI placement. It’s becoming more and more clear to me why you simply have to use it on Dom, with the exception of using flashes and Recon. Now if you’re snickering and wondering why I’m just now figuring that out, go flog yourself. I feel the same way as FBD, I hate them. Just like I hate FMGs. Unfortunately, though, there is no alternative to the TI. I choose Skorpions over FMGs, but what would I use instead of a TI? Juiced and a shotgun/sniper Overkill combo? No thank you.
CaptainHammer420 wrote:
Another thing that would help tremendously is if we all get on the same page with callouts. Everyone knows right from left at this age (god I'm hoping) but some people might not be familiar with the "dumpster near the firetruck".

What I propose is directional callouts. Some people may already be thinking "but directional callouts depend upon what direction you are facing / your perspective". That's why we should use callouts based upon the flag we desire as our home flag.

The same guy "by the dumpster near the firetruck" is now "right side, middle, facing B." (this is interchange if you didn't figure it out by the context clues) From the C flag, that's the right side of the map.
This is a great idea, Hammer, and it makes a lot of sense to me. I’m on board with you. Next time I see you on, I’ll try to get in with you and we’ll try it out. Hammer would go on to outline another great idea about taking a couple minutes to talk about how many people were running support killstreaks and what layouts.
CanisMajor60 wrote:
You are pretty much describing what the WCLN'ers do each match when we are all playing together.
The, uhm, west.. coast… What’s a WCLN’er? You can’t just dive into these acronyms with a newbie like me around, Canis… Btw, which button is it to turn this “PS3” thing on? This middle one just keeps popping the CD back out… I tried putting it in my stereo, but nothing comes on my TV screen. I called my friend Ricky and asked him how it works, but all he did was ask me why I wanted to listen to the stereo while I watch TV. “Because I like to party.”
BigDaddyEarl71 wrote:
I like your thinking Cheetos but it's so hard to resist when you hear "losing C" and not go running to defend it and trust that someone else has got it covered. I can't count how many times I've thought "I got this flag covered" and all of the sudden I get flashed and down I go.
I know what you mean, Earl. It takes a lot of effort for me to hear that and still keep on, uhm, “defending” the spot that I’m at, but I’ve learned to just have some faith in the rest of my team. If everyone leaves B, or, in my case, if I leave my post at C, then the flag in wide open. I like to sit back and reflect sometimes on how I’m just one guy, defending this one flag… all by myself. Sure, nobody is going to it at the moment, but someone will come along eventually and when he does… BLAHM!!!! HEADSHOT!!!!! Well, I’d better on the mic and tell everyone what they can already hear, that we’re losing C… “Dead on C because you fuckers wouldn’t help me, damnit!”
mwhop78 wrote:

I will say that stacking EMP on top of EMP has worked very well against us and for us in matches against the 55's and 4gcs during our Monday and Tuesday night dust-ups. It has the ability to almost cripple the other team if u beat them to the punch and keep em coming one right behind the other. U would think one or two guys running it would be enough but it is not always depending on whether or not a guy or two has a bad game. I would say a general rule of thumb should be half the team. If it's a six man team 3 run support all with emp (they can mix and match the rest of there killstreaks between uav, counter uav, advanced uav, and Steath Bomber), one guy runs specialist, and two run assault (one with a low killstreak set up and one with a high). And as stated aboved ealier someone needs to carry smoke, trophy system, and about half shouyld run TI's. AND COMMUNICATE. THERE IS NO SUBSTITUTE FOR GOOD COMMUNICATION!!!!
Here are my thoughts on support killstreaks, which could almost be another thread in itself. An EMP is only as effective as the percentage of the opposing team that it will potentially affect. If, for instance, the opposition is running all Assassin Pro, then the EMP is 0% effective. Any killstreak that takes so many kills to get and is completely ineffective is beyond worthless. On the other hand, it could be that none of the opposition is running Assassin Pro at all (though not very flogging likely). This would make an EMP devastating to an enemy. A smarter enemy will simply change his class to something with Assassin Pro if he dies, of course. I’ve always thought that running an EMP along with a support UAV would be stupid, and I still do, but now I see why someone might want to. It can give you an idea of how many enemies will be running Assassin when you finally reach that potentially-useless EMP. You wouldn't know how many had Assassin Pro and how many didn't have it Pro, of course, but I would assume everyone has everything Pro to be on the safe side. I’m thinking that two separate Support Classes could be a good answer. I like to run killstreaks with low kill counts. This way I get them and I get more of them. So I guess I could start out with a lower-kill-count support killstreak, see how my UAV plays out, and then switch to a higher-kill-count support killstreak if need be. I think I’ll stick to UAV, vests, and a SAM turret, personally, but I think that this would be a good idea. The turrets are useful for taking down enemy recon drones and… well, they’re useful for that, anyways. Maybe if I hold onto them and save up three and put them all up at once? Can I do that? No, I don’t think I can stack SAM turrets and put down two or three at once. The problem with them is that they get knocked down a lot.
CanisMajor60 wrote:
Peyton and Brady are two of the best at doing that and they tend to come out on top.
Brady and who? Peyton tends to come out sitting on the bench and getting traded. Brady tends to come back with jewelry.
Sparkling, always sparkling in the sunlight, as the golden boy jumps into his Ferrari with his model wife. Meanwhile, back in Denver, John Elway is becoming more and more disappointed in a faded Peyton, a shell of his former self. Why, oh why, did he want to be the next Brett Favre? He should have just retired! Lol.

And now, to close this out, this guide has some great advice on using the Reaper. Someone was asking about this a few nights ago, but I forget who. They said that they never know how to use it and I said that I always get shot out of the air with it. Target prioritization is key, it says, in using the Reaper.
“Also of note, the Reaper can destroy other killstreaks. Although dumping a
Predator into a Sentry Gun or I.M.S. is generally a waste, you'll want to do
just that with a Reaper. Particularly, you'll want to prioritize SAM Turrets;
you can destroy them in a single hit, and they are dangerous to you and WILL
down your craft.

If you see a smoke trail heading towards you, concentrate on that area; that
means that someone just fired a missile into you and ducked back to reload.
A single Stinger can destroy a Reaper, and you need to be very careful about
preventing that from happening; kill whoever fired it as a first priority.
Should it die with a missile is in flight, the missile will head straight
down where it was positioned instead, which may or may not net you a lucky
extra kill.

Note that the missiles cannot be boosted like Predator missiles can, but this
is generally not a problem. A Reaper comes with 14 missiles, but it is
nearly impossible to dispense of all 14 in 40 seconds (unless specifically
aiming to do so, ae. dumping them against the roof of a tall building). Other
then that, there's nothing else to say; shoot at red boxes, be prepared to
switch your red boxes, and get a knack for manuveering incoming missiles around map objects. Also of note, the missiles can break right through glass, and you can zoom in with the Right Mouse Button to assist in aiming.“

Another thing that everyone should know is that by hitting L2, you can zoom in with the Reaper, but bear in mind that the enemy can see your red marker, too. With some skill, you can curve your shots, putting the red marker on your victim only at the last minute, when it’s too late for him to find cover. Also, never stop firing the Reaper, like it says. There’s no reason to. I still think another risky high-kill killstreak and it’s even harder to get than the EMP, of course, because it’s an Assault killstreak. Sometimes it will tear stuff up and sometimes it won’t even get a kill before it’s shot down. I love to shoot them down, personally. So it’s another high-kill, high-risk killstreak. I’d almost rather have a UAV than a chopper or a Reaper in games where everything gets shot down quickly. The UAV is the most underestimated killstreak award in the game, the way I see it. Well, time to wrap this up like Trojan Man. I made that up, too, so don't go stealing it.


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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeSun Jun 03, 2012 11:12 am

I just read through most of this thread, and now my head hurts.

But seriously, here are my two cents. I think sometimes we get together and just have 6 dudes (or ladies) bro'n out having a good time. But perhaps when parties are formed the party leader should just do a quick survey of what everyone is running. I have a "team UAV" class set up for example that simply has UAV, CUAV as my killstreaks. If one or two other members have UAV running, as a team, we'd know where the enemy is the entire game (sans assassins).

Does Recon Pro, show the whole team the identified enemies?

This way, if there are some players that are stronger assault killstreak players, we can support them. Maybe they don't go head first into engagements and stay back to get killstreaks. Or if somebody has killstreaks that don't go well, switching to support.
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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeSun Jun 03, 2012 6:47 pm

towehaal wrote:
Does Recon Pro, show the whole team the identified enemies?
Yup, it sure does. If you hit an enemy with a bullet or explosive damage they'll remain lit up for your entire team until they die, regardless of whether or not you die. This helps out a team a lot because you're painting all the targets for them and even if you die in the process, which you will eventually, the guy that killed you is now lit up for your team. Your killer has now become a target, whether he's running Assassin Pro or not, and he is completely oblivious of that fact. That's the part that I like about Recon Pro.
While looking at a CoD site just now dealing with Recon advantages, I learned something new.
"Multiple Recon users - If three people on your team use Recon / Pro, enemy targets do not just show up as a red dot, they show up as red triangles indicating the direction the enemy player is facing. This works VERY well in taking out teams of campers."
So it's like having an Advanced UAV all the time... You're right, we should all talk about what we're running before a match. And three people should be running Recon Pro...
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PostSubject: Re: Strategy   Strategy - Page 2 Icon_minitimeSun Jun 03, 2012 6:52 pm

Great intel Cheeto.....
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