Constant airstrikes from his respawn (fuel dump)


(bluechibi) #1

Me and my mates were allies on a 6 map campaign suprisingly for the first time working together we did really well, probably too well. We kept winning the maps and at a pretty fast paste. One guy on the axis, was getting annoyed because we had so many good players (not really we just work together)

So anyway, this guy would go out onto his respawn balcony, look through his binoculars at the tank and somehow he would die instantly (or hide around the corner) and then he conitued to repeat the process again and again and again and again and again and again and again you get the picture. Building the bridge or fixing the tank was impossible and of course no one could see where he was doing this from as he was out of our reach. Bear in mind aswell as this he had all his other teammates which made it even more difficult.

So how is this ability possible with a field op? The only way to beat it would be to try and get through the tunnel hole and stay at the balcony or try and panzer him every time he came out.

One thing for sure I got pissed off and the match was just crap (are we alloed to swear on here?) If the axis did that on every fueld dump match then I would avoid the map altogether.


(Rippin Kitten) #2

By entering /kill into console or binding a key to that command, a player can instantly kill themselves and catch the next respawn wave. When they respawn, they have a full charge bar and can call a new strike as soon as they can get back into position. Its “legit” in that you don’t have to cheat to do it, but its still pretty weak. You will know if this is the case if you see a “Playername killed himself.” status message every time they do it.

Mods like ETPro and Shrub have a feature called “sticky charge,” which makes players who kill themselves spawn with the same charge level that they had before they /killed themselves. This would force the player to wait the extra twenty seconds or so to refill their charge bar before they could call a new strike.

Also note that a level 3 field op with a command post can call near constant arty fire on a location. So its possible he wasn’t using /kill to get around the charge bar.

A level 4 engie can dance in arty for a good amount of time before being killed (and not gibbed). That flak jacket will allow you to make some decent progress on the bridge as long as you have a med nearby to keep you alive.

Killing the field op or giving him something else to worry about will give your bridge guys a little breathing room. Running through axis spawn or getting across the foot bridge will usually force the axis team to react or get flanked. During the commotion your engies will find it easier to focus on the bridge.

You can also simply arty strike the balcony and force the enemy FO to move somewhere else.

RK


(SylverDragon) #3

This is something that has been talked about before. You go out, launch your artillery strike (or panzer), /kill, and go back out and do it again. If memory serves, either shrub or etpro (or both, maybe) had a fix for this, in that, when you re-spawn your special bar is at the same level as when you died.
Though, this doesn’t mean that the axis can’t have 3 or 4 FO’s on this map spamming artillery on the boxes/tank, keeping the allies effectivly pinned forever.
The best response I have found to this problem, is to either pull off a sneak plant, or slip behind the axis and gun down the FOs doing this. Remeber, if they have 3-4 people tied up in spamming artillery, that’s 3-4 less people they have out front defending the tunnel grate, and keeping the allies from getting a uniform.
Also, if you have to, have several people switch to engy. Then, send them in one by one to repair the tank. They will only get a few twists of the pliers in before they get blown to bits, but with a bit of perseverence, you can move the tank forward, if only a bit. Maybe its just me, but I don’t mind dieing to move the tank 2 feet, that’s 2 feet closer to the objective. Also, if you spread out the engy rushes of death, the repair bar on the tank won’t have time to “timeout”, you know, that annoying time when you are about to continue repairing the bridge when the white “ghost” bridge disappears.
Getting the tank past the bridge requires a lot of agressiveness. Your whole team should be up front fighting, not back sniping, or spamming, or just generally jerking off. Having 1 or 2 going up the axis side (via the one spot in the embankment where this is possible) is also useful, as you can disrupt an axis defense that way.

EDIT: Hmm, looks like Rippen Kitten beat me to the submit button. Same general points.


(puubert) #4

Isn’t this the exact reason for the foot bridge? When you are pinned at the bridge you can flank the opposition and usually mow down these FO’s that hide behind the MG tower waiting for recharge. Any FO that calls constant arty is either very good or very bad. Constant arty also limits how close the Axis can get to the bridge. If you’re lucky, use the Foot Bridge side and drop to the river and make for the grate. You might be able to get a few through, and if you ignore the tank for a while, they’ll come looking for you or you can just murder them in their spawn.


(bluechibi) #5

Thanks for the explinations :slight_smile: although as they say better said than done. A lot of the time I can’t ask the others to do what I think is best (worst situation is having 4 engineers and the others assuming 1 cant handle the bridge on their own). As for the footbridge, as I mentioned the guy doing airstrikes was doing a very good job so that left 6 soldiers/snipers covering the footbridge with several others ready at the bridge. I’m a very good player but there’s no way in hell I could dodge all those snipers, panzers and medics. Jumping off and sliding down the frozen river I’d probably have to pass 5 axis. If the bridge did get fixed there was always 2 engineers behind barbwire to blow it, then back to square one. (Which happened twice as I recall)

The airsupport guy was on the balcony of respawn so wiping him out wasn’t easy as a medic I couldnt snipe him. As someone mentioned he just moved back and forth whenever he got shot at so he really had no trouble at all.

Oh well, this is really just a rant as I found the whole thing very unfair, you could be a complete newbie and do this and come out looking like the top player of the game. A pox on the man who invented airstrikes :bash:


(Kendle) #6

No, a pox on the man who invented a system whereby a player, thru simply accruing points, could affect his own performance to the extent he can spam arty almost constantly on a choke point.

Solution, play on Stopwatch and/or ETPro servers.

Lately I’ve been playing almost exclusively on servers running both Stopwatch and ETpro and Fueldump is almost an entirely different map. I’m almost getting to like it again (or at least dislike it less than I used to).


(pgh) #7

Couldnt imagine much being different but low xp all round :slight_smile:


(Kendle) #8

Makes quite a lot of difference I’ve found.

Campaign: (assuming Fueldump is towards the end of the Campaign)

Not uncommon for Axis to have 2+ LVL3+ Field-Ops, who, with a little co-ordination (not difficult, even on pubs), can lay down constant arty on the Bridge build-box. In fact, it’s not uncommon, given teams of equal ability (or incompetence), for Axis to take an early grip and spawn-camp Allies for 30 minutes. No fun, on either side.

Stopwatch:

Axis start with LVL0 Field-Ops, they can’t spam the build-boxs anything like as effectively as LVL3+, Allies will almost certainly be able to get the Tank over the Bridge in reasonable time. They’ve still got their work cut out getting into the Depot to blow the objective, but at least they get past the first obstacle with not too much difficulty.

Obviously a lot depends on the players, the teams, the Class selections (Allies always seem to have too many Covert-Ops and not enough Engys on Fueldump), but in very broad, general terms Stopwatch goes a long way to reducing the effectiveness of Heavy Weapon spam, thereby making the maps less defensively biased than they are otherwise.


(pgh) #9

Ahh right, I think I musta just mixed meself up by the time I read to the end of the post. I meant it to be more or less ‘no difference’ in a way ‘somehow’ that they wont be able to. But theyll still be that small ammount of spam.

Heads never straight in this place… off to Pub in 10 for lunch anyways… maybe be straight then fs! :beer: :beer: :beer: :no joint smiley tho: :confused: