Covert Ops Stuff


(evilsock) #1

If a covert ops and an engineer manage to get to an objective unseen, wouldn’t it be better if when they plant, the ‘dynamite planted’ voice and message was only sent to your team and not the enemy?

I know you might think it’s a stupid suggestion, but think about this - suppose you do manage to get into the back of the Axis complex on beach as Covert and you have an engineer with you - there’s a choice of things to blow up.

On the one hand you are near the generator and if you blow it up, the doors to the objective open as do the side doors near the bunker, giving alternative ways of getting to the objective. Of course as soon as you plant the dynamite, everyone knows so you lose the element of surprise if you then attempt to get to the objective - mostl likely you’ll either die en-route or when attempting to plant as Axis will be aware of your presence.

If you managed to successfully get into the Axis complex as covert and engy un-seen, and ET worked so that a dynamite planted message was only visible to your team mates under these circumstances (I’m NOT saying that all plants should be team chat only - only if you get in without being seen) then you could easily help your team mates by blowing the generator and make your way to the objective without compromising your stealth advantage.

What do you think?


(pgh) #2

In a way its good cos it kinda forces that extra bit more team work, eg, keep a player back in base to hold of such things… then again it discourages tactics such as, when an engy and covert get in, the engy SHOULD mine ways to the objective hes trying to destroy. Likewise the Covert should be covering… like satchelling the already blown gate or top ladder door in Fueldump.

Could be a decent Covert Ops level skill, IF ENGY = 20 UNITS WITHIN RANGE THEN PLANT = SILENT. :>


(evilsock) #3

Ahh, the satchel charge - it’s almost as good as the mine is in shrubbed RtCW :slight_smile: I’ve seen ppl do some really sneaky things with those charges recently…

On the Gun map, I’ve seen naughty Allies beat the Aix back, place the train in the Axis spawn just next to the blown wall and place a satchel charge inside. The first Ais to make it to the train gets an instant gibb for their trouble - very sneaky :slight_smile:

Also, I see now that coverts are placing satchel charges on the spawn point in the old city - again very sneaky and exactly the same tactics you would use with a mine or tripmine in shrubbed RtCW.

I totally agree with the Covert Ops skill level thing though - I’m coming to the conclusion that Covert Ops is the best kept class secret there is - sneaky, sneaky, sneaky. :slight_smile:


(EvilBaga) #4

Er…bad idea.


(pgh) #5

Hardly. Take a look at this. Quite long tho:

Nuff said relly. How to make the most of the Cov Ops :>


(pgh) #6

Hardly. Take a look at this. Quite long tho:

Nuff said relly. How to make the most of the Cov Ops :>


(L2|B4tt3rY) #7

take a look at this

AXE the most useless ET class COV OPS


(pgh) #8

Hrms, strange. Double posted again. I swear im only clicking once :>

Useless? Lets see.

Destroy CPs. Destroy certain Objectives. Sniper. Nice Knife strength. [b]Spot Mines[b]. Smoke Grenades [Covering Build Points/Entrances/Mortar’rs/Anything?]. Steal Uni Obv. Access to NME doors. Silent Pistol for Cheap Kills…

Its like saying, Soldier - MG42. Shite. Only one thing? Strong weapon with a slight zoom. Far less use’s than a CovOp and its not crap?

The idea of classes and class based teamplay is so that EACH and EVERY individual has there own task and own abilities for EACH and EVERY situation that may occour on and off the Battlefield/Action. In an ideal clan match there is ALWAYs a CovertOps, or at least imo, should be. Do you know how difficult it can be vs decent clans without a CovOps? Eg, on Fuel Dump. DO NOT EXPECT to be able to get in the Main Door if they have at least an Engy/Medic and Panzer/MG42 covering it with mines down. If you have a Covert? They can snipe the panzer, smoke the entrance, spot the mines and move aside while his team m8s rush in and kill… sneaks in, grabs a uni in confusion and moves on to the roof.

Question you Battery m8… have you ever played a Covert Ops in a Clan v Clan situation? Or to say the least if you have, did you think ahead and plan out then play it correctly? :slight_smile:


(SJ_Frankenstein) #9

I have to agree with pgh, that the cvops when played right can be a very powerful class of player and if for nothing other than spotting those pesky mines that blow your team-mates up just as they try to reach an objective. No flames, plz. I realize before you start that there is more to it than that but the tips written by Ariel explains it better than I could.

Lately, this is the only class next to engineer that I have been playing. You can create a lot of confusion for the other team if you are doing your job. This keeps them occupied with you’re antics as a cvops freeing up your team-mates to reach an objective. Most of the games my team has won or lost was measured in seconds.


(EvilBaga) #10
  1. about satcheling objectives, except for the ramp which is very important, i always regarded satcheling command post pure xp-whoring, but i’ve noticed that engineers rush in and sometimes even two, providing a certain delay in the objective, and further more, i sometime like to satchel a command post just to know that an engineer will rush into my loving headshotting arms.

Wrong wrong and wrong again.
A command post is VERY helpful for a team. It takes the powerbar recharge time from 30 seconds down to 23 seconds. Assuming you keep the cp out of commission for 30 or so secs… youve stopped ALL their field ops one a little bit from calling their barrages…you stopped ALL the pesky mortarman too,ALL the panzerfaust wussy, forced a rambo medicor two into retreat…the list goes on. Not to mention that you will tie up an engineers time as he comes over to fix it…AND made the entire opposing team more jumpy (ive sometimes had 3-4 guys looking for me after I blow it, and no they werent total noobs, they were just sick cause I had done it at least 4 times :smiley: )

All in all, I consider it a legitimate tactic, though of course not to be used ALL the time.[quote][/quote]


(lennyballa) #11

In fact not really. There is no useless class, only useless people that use it make it look useless, newb’s (not no0bs) think it’s cool to confuse their opponent, let them play it. And if you see a newb xp masturbating as a field op creating a get two pay one factory of ammo, the fo class is useless either? Don’t you thing a covert who opens a door for you, so you can win the game is useless? And if you know where the enemy mines are located is also useless? And if they destroy a cp for you so you don’t have to plant dyna wait 30 secs build cp, but just build it? And don’t you know how usefull smoke is?? Don’t mess with et classes :wink:


(sirlagalot) #12

Personally, the only class that I ever play as it the covert ops. With my meager 56k modem, the class gives me a bit of an edge because it allows me to sneak behind enemy lines without detection. Also, If I have a Uniform on, it often makes an enemy hesitate before he shoots at me, giving me a much needed edge in the combat because of my high latency. Oh, and you can use a sachel charge to spawn kill, but of course I would NEVER do THAT! :uhoh:


(Bludd) #13

I don’t think CovOps are useless, in fact I have a friend who will only play ET as an Axis covert and only on Fuledump. Yes, I’ve tried to explain things to him but…

The problem I have is with snipers. Frankly, sniping is not a real big help to your team. Anything that can be said in favor of sniping can be done with better effect by anybody else with an SMG. You don’t need a sniper to take out the engineers, etc. Anybody can shoot 'em. I tend to view snipers as just somebody I pass on the street. They’re not really part of the team, in my eyes. They are just somebody who joined the server to practice sniping. The sniper gets a few kills, plinks at the enemy, etc. Not real useful.

The main objectives of a covert ops is to SPOT MINES!!!111oneoneone. If there’s an enemy sniper annoying my team, I don’t need a sniper on my team to take him out. A field ops can “snipe” the sniper with an arty strike. A plea to all covert ops: if you must be a sniper, please at least make mines your top priority, letting an engineer through doors your second priority, satchelling CP’s your 3rd, and tossing smoke on working engies your next priority. Let plinking at the odd enemy straggler be an afterthought, when you have a lull in your real duties.


(EvilBaga) #14

Good point on the sniping. It is really NOT that useful. But it does have a purpose.
Sniping frankly, has the job of making enemies hide, not to get kills. An enemy is less likely to leave a base/run around in plain site in his own base etc etc if a sniper is around. This slows the enemy down and gives your team a small amount of much needed extra breathing room. Frankly, I think one sniper is OK…but more than that is well…n00b city


(Rippin Kitten) #15

Even so, this is a pretty weak justification. Anyone with an SMG can motivate bad guys to take cover. Panzers can do this with the added benefit of gibbing kills and taking out emplaced MGs. Even mortars are more effective since they’re not blocked by line of sight.

Its not that coverts ops as a class are useless, just that a majority of players who play as coverts ops are useless. Coverts have a wide variety of abilities that can help their team win the map. Unfortunately, few people know how to use them effectively. I know, we’ve all seen clueless medics and engies. Or field ops with the uncanny ability to kill their teammates with ill-placed support fire. But for every retarded medic there are atleast three times as many retarded coverts.

RK


(DarkangelUK) #16

I think Activision would disagree on Cov Ops being useless. My clan (EoK) played Activisions clan (ATVI) not too long after ET’s release, and they seemed to favour the Cov Ops quite a bit… and used them very well. We were axis on Goldrush, and i think at one point we were all dead… and all we could see was axis uniformed soldiers walking around :confused:

pgh - See that lil X beside your posts? Means you can delete the post you made, you know, just incase you happened to make a double post by accident :stuck_out_tongue:


(Svartberg.) #17

Hey, is that my name up there ?? heheh …

Well i happen to admin 10v10 veteran games with tactics (vent etc), let me explain
how we used coverts at our last game

Battery, 10 player per team, game starts off by our coverts throwing smoke grenades into the bunker
and over the mountain (we had 2 coverts), medics revive through the smoke and the ramp is already built.

  • After 3.5 minutes we took the bunker, and the team split into two fireteams, the beta fireteam is a medic eng and 2 coverts.
    Getting a fresh supply of pants from the front, after after 5 minutes the situation is changed into flanking the gun controls from
    both sides.
  • Around 15 minutes from the start of the game the dynamite which ends the game is being planned (we planned various ones before but they got diffused),
    The axis change their formation into point defense on the gun controls (which i have to say was pretty nice, mg’s etc), unfortunatly, the only living engineer who was
    a few seconds away from the controls got a warm fg42 greet by one of our disguised ops.
  • As for the other team, they played pretty good, but their choice to use one covert, and the lack of proper covert tactics lead to an easier life for our defense. (although they had better aim players)
    Hell i played an mg42 and i wasn’t even knifed once, good life, heh.

Overall Coverts rule is to create chaos amidst the enemy, however as i’ve mentioned in my guide, i think the coverts are too imbalanced which is a shame.
Further more their utterly slow mine detection speed makes them useless for clan games in my opinion.

About snipers, one may have some kind of chaotic effect, but you’ll never see a sniper in my games, because we need the coverts for tactical support, period. (n00btown party on fueldump hill, heheh)

I hope to fix this game’s imbalances in my mod (let’s face it, we all love this game, but everyone agrees it’s not balanced),
stuff like dummy weapons (ability for coverts to pick additional weapon but not fire it), garand balancing, various skill fixes, and more have already been implemented and quite a few ones are on the way.


(evilsock) #18

Good news I’m sure but please, before you release this mod, approach some of the custom-map community and see if there’s a way you can work together and produce a 6 map campaign of SD’s calibre to go with it :banana:


(Fusen) #19

evilsock I would recommend you read the title’s of the maps before you play them next time lol :stuck_out_tongue:


EXECUTIVE


(Svartberg.) #20

heheheh …

well i agree new map campaigns are needed, but maps have nothing to do with mods, unless they want me to produce new functions for them. (which i hardly think will be needed, due to the flexible map scripting)