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View Full Version : Quarry: new tactic of mine for GDF final defense..


Selektone
03-21-2008, 06:39 AM
If this is already known then disregard, but put an APT and/or an AVT pointing towards the entrance to the ship! Obviously the closest two spots are on the left side. I found this ridiculously effective against a team that continuously flew in with Icari who would circle around and lob in from atop. Got 'em everytime ;)



ahh crap I meant to throw this in the 'tips and tricks'..
oh well

DeadXOn
03-21-2008, 06:49 AM
Thats if your deployables last long enough. Odds are they'll be hit by Violators and Plasma Cannon shots from the cyclops before the icarus even fly in. Unless you're dealing with strogg newbs.

Pakaa
03-21-2008, 11:04 AM
Just get a few medics and/or a turret do defend either the hill or the building right of the crater, strogg can't deliver if they can't pick it up.

GorkerMorker
03-21-2008, 11:17 AM
Few players seem to realise that you're allowed to put up turrets around every power cell building in that map.

N1MBL3
03-21-2008, 12:38 PM
The most effective defend is still planting some tripmines inside the ship. On a good server your turrets will be taking out in no time and as an engineer you won't have the time to repair the turrets.

Nogen
03-21-2008, 12:51 PM
I agree with gorker. The best strategy is to defend the powercells at their buildings themselves. The anansis are best for targetting the cell carriers. If you let it get to the stage that you are trying to defend them at the ship door then its really just lotto if they get through or not.

Senethro
03-21-2008, 01:11 PM
The 3rd cell is really easy to defend for infantry. An engi planting mines at doorways/the cell and a medic with a supply crate on the roof do really well. A rocket launcher destroying hogs can also help.

nick_ss
03-22-2008, 02:43 AM
In quarry, you really have to stop the strogg from taking the energy cell in the first places. The mines/turrets are just back up.

I think the first energy cell is really easy to hold, it is open and you can just shoot anyone trying to take it with RL/tank gun.

The third and second energy cell is a bit difficult to defend, because they are quite far away from the GDF spawn.

But, yes, you can deploy turrets anyway around the energy cells. It doesn't have to be near the ship.

munkyshooter
03-22-2008, 04:12 AM
unless im getting my numbers mixed up i would say the 1st is the hardest too defend! as said above the 3rd would be the easiest!

tell ya what though, if im gdf and we win quarry im happy as larry! if im strogg and win quarry i think nothing of it......

Selektone
03-22-2008, 05:20 AM
ahh good to hear some proper strategy within the map, thanks for posting.

Alexsiev
03-22-2008, 05:33 AM
<rant>

But all strategy fails when you have someone who can strafe the Icarus to a speed faster than turret fire and flies over the tripmines? I can't do the first part (Flying over the tripmines not so hard), but I've seen it done...that and the whole dead body can deliver cell bit is a bit agonizing x_X...

</rant>

Anyhow it's an interesting idea...I'll try it sometimes and see how that works, usually end up deploying an ait that no one else will deploy though...

100dm
03-22-2008, 07:35 AM
<rant>

But all strategy fails when you have someone who can strafe the Icarus to a speed faster than turret fire and flies over the tripmines? I can't do the first part (Flying over the tripmines not so hard), but I've seen it done...that and the whole dead body can deliver cell bit is a bit agonizing x_X...

</rant>

Anyhow it's an interesting idea...I'll try it sometimes and see how that works, usually end up deploying an ait that no one else will deploy though...

1 Rocket Launcher in the right places solves this problem.

all thats needed to defend the 3rd cell is 1 guy of every class: 1 RL against the heavys, 1 Engi for AVT to destroy hogs and Icari, 1 Medic of course, 1 Field ops with Rocket arty against the nasty cyclops and 1 Sniper against Oblis and other Snipers. Some of them can be replaced by some good air support or the Titan. 1st cell can be well defended when having the Titan and and AVT up there. 2nd is hardest in my opinion, not worth the effort IMHO to defend it. The way to the ship is quite long and its likely that the carrier is seen on its way and taken out and even if he can capture it they will have to get the other 2 out of your hands.

Grr.
03-22-2008, 07:39 AM
It's fairly easy to defend 1st and especially 3rd cells at the drop locations, particularly if the Strogg refuse to organize into assault teams with back up.

*goo
03-22-2008, 11:35 AM
Few players seem to realise that you're allowed to put up turrets around every power cell building in that map.

How true. The best Quarry games tend to be where some players (not all) defend the cell pick up points.

If the Strogg can't pick the cells up, they've got no chance of dropping them off.

On a side note, we consider Tormentor/Icarus diving the final Quarry objective as a 'glitch' as we do not think SD designed the map to be played in that way. Thus, we ask players don't do it on our server. Probably the only real 'gameplay rule' we impose.

R0B0T0
03-26-2008, 12:17 PM
On a side note, we consider Tormentor/Icarus diving the final Quarry objective as a 'glitch' as we do not think SD designed the map to be played in that way. Thus, we ask players don't do it on our server. Probably the only real 'gameplay rule' we impose.

And how do you know that they didn't wanted this map to be just like this? All those thousands of hours of QA (this is why I like this company), in the end they publish the map and now you say "They didn't wanted it this way".

That is why I don't play on servers like this - if something is allowed with the game engine and map design - use it (except cheating of course).

This map is the best test for teamplay for GDF. If there are team players, stroggs will not plant a single cell even with Icarus/Tormentor diving. I have seen this many times lately.

*goo
03-26-2008, 12:39 PM
The very first time this was mentioned/noticed on the forums, I welcomed an opinion from Splash Damage. None has been provided.

Until they confirm it's intended, we will treat it as a glitch. If it's confirmed as intended - dive away!

To be honest, it's the only actual gameplay 'rule' we impose/ask our patrons to follow. There have only been a few people who have complained ingame which suggests most are happy with it on the whole.

On a side note, you say if the game engine/map design allows it - that you should use it. Does this mean you will take advantage of map holes etc. thinking it's 'fair'?

**Edit** I've PM'd Badman to see if we can get an opinion once and for all. :)

StarkRavinMad
03-26-2008, 02:38 PM
Defending the third cell is one of the few places I've found the MG in the armadillo to be useful. I deploy an AVT near the doorway pointing in the strogg direction, plant mines around the building, and then hang out in the armadillo. The AVT takes care of the hogs and icari, and between the mines and the MG, I can take care of most things on foot.

Of course having a medic with me would make things easier, as would a competent Anansi pilot that could keep the cyclops from focussing his fire on my AVT.

Pyrazor
03-26-2008, 03:34 PM
Really just get a medic, two engys (one in a tank), and a FOP with rocket arty/Rocket Soldier up there by the billboard and you're pretty golden. If the medic drops a supply crate and hops in the Anansi, even better. This of course means an AVT and an APT.

redjako
03-28-2008, 07:53 PM
Just get a few medics and/or a turret do defend either the hill or the building right of the crater, strogg can't deliver if they can't pick it up.

Yup.


As well as Gorkers post below the one I quoted, you CAN put turrest at the actual CELLS.


One medic, and one avt / engie on Any of them (better with more turrest on far right cell), works wonders.


I normally am the only guy doing a avt at the top Left cell, and it'll get numerous kills if I'm sticking around repairing / mining the cell.

SuperHappyCow
03-28-2008, 08:18 PM
Get Avts up at the second and third cell. Tripmines inside the ship.

ALWAYS KEEP RADAR UP.

gunsmoke
03-28-2008, 08:36 PM
Get Avts up at the second and third cell. Tripmines inside the ship.

ALWAYS KEEP RADAR UP.

I would have thought you would go with the husky inside third objective tactic :p

whiteaden
03-28-2008, 08:38 PM
I would have thought you would go with the husky inside third objective tactic :p

duh! (j/k)
I do use such a tactic on Island..
when the mines inside the building are cleared.. I drive an Armadillo into the doorway.. switch to gunner, and defend :eek:

Rapier
03-29-2008, 11:45 AM
Last quarry I put up an avt near cell 1 for those icarus snatchers but was unable to defend it by myself as I was overrun pretty often. Would be nice if a medic had joined me and put a crate hidden in the bushes :). We lost in the last 2 minutes as the respawn is soooo dreadfully long and I had to wait for more than 20 seconds 3 times in a row while dying in the anansi thus unable to get a revive.

GorkerMorker
03-30-2008, 12:41 PM
How true. The best Quarry games tend to be where some players (not all) defend the cell pick up points.

If the Strogg can't pick the cells up, they've got no chance of dropping them off.

ID and SD propably tested the map while overestimating the IQ of the average ETQW player. They presumed that it would be common sense to defend the power cells as well as the ship instead of just the ship.

whiteaden
03-30-2008, 12:46 PM
ID and SD propably tested the map while overestimating the IQ of the average ETQW player. They presumed that it would be common sense to defend the power cells as well as the ship instead of just the ship.

lol!

this made me smile :)

DugDanger
03-30-2008, 09:59 PM
http://www.dugdanger.com/uploads/noclue.png

whiteaden
03-31-2008, 01:24 PM
It's fairly easy to defend 1st and especially 3rd cells at the drop locations, particularly if the Strogg refuse to organize into assault teams with back up.

+1

I often see the Strogg going in as loners..
the one on the hill is 90% of the time taken by an icarus
the one in the 2story building is taken by hogs.. the other one is mostly Icarus.. or sometimes cyclops..

it's best to put up an AIT behind the bump of rock near the ship, an AVT near there.. and a rocket soldier on or near the ship.. maybe a medic inside.. but the rest should ALWAYS use aggressive defending.. USE the turret spots.. and USE your bloody Arty (prefered the artillery gun, (not rocket or Hammer) on the end of the crash-track (where the usual Cyclops/railgunner camps!) that way you can keep the Cyclops from camping.. keep the Arty from hailing down on ya.. and keep the cells secure!!

GorkerMorker
03-31-2008, 01:36 PM
That's the whole issue really. The full strogg team can lay constant siege to the ship and only one player is needed to deliver the cells because they aren't defended.

Same thing for outskirts. People camp in the transmission room and complain about the objective, though if they actually used their common sense then they could've thought up that the data brain room needs defense as well.

In any transport objective it's required to defend the start as well as the finish.

mercwolf
03-31-2008, 02:09 PM
if any place is well defended with teamplay be it the ship energy cell objective the strog skum wont win and you will have your new ride
use all of the above for 20 mins and you will win most strog players dont use team play to get the cells and fly or drive to the ship half the team defend the ship eng rocket and medic other half tank with eng in deploy turret + mines with med 4 back up anansi flying about whoring as usual taking out anything that moves
you can only defend one cell and ship probs cell 3 .

whiteaden
03-31-2008, 02:21 PM
if any place is well defended with teamplay be it the ship energy cell objective the strog skum wont win and you will have your new ride
use all of the above for 20 mins and you will win most strog players dont use team play to get the cells and fly or drive to the ship half the team defend the ship eng rocket and medic other half tank with eng in deploy turret + mines with med 4 back up anansi flying about whoring as usual taking out anything that moves
you can only defend one cell and ship probs cell 3 .

also.. people don't think about the generator!.. try to hold THAT one for 10 minutes.. it really helps the team.. cus they're actually thinking, we're a team! we can keep them.. if you lose the Generator @ the 1st plant.. you're not really confident about your team's defending skills right?

GorkerMorker
03-31-2008, 02:33 PM
Oh another good point. Most players see the generator as a little formality that will by taken anyway. Don't even bother about the forward spawn.

But here's the deal. Keep their forward spawn and the strogg won't ever come near the generator in the first place. The distance from the domination hub is too long to efficientely walk and thus all the engineers have to do is set up some AVTS to keep the strogg at bay.

The little forward spawn building also is one of the easiest things to defend, you can hide behind the door and sit on the crates, make sure you got a supply crate outside and bring them on.

b0rok
04-02-2008, 04:27 AM
dont let them steal the objectives and you wont have to worry about the ship... put mines under the explosive objectives... they fall for the mines everytime... free kills

if you are waiting for them to steal the objective, and go to the ship... the chances are you will lose

Chrisjon
04-02-2008, 12:28 PM
One tip is make sure no one wastes there mines by putting proximity mines in the ship just a big waste tripmines only!:eek:

Sniper47
04-02-2008, 02:15 PM
Its hard to defend 3 cells at the time,especially the 1. one.Using mines inside the ship is history.Ideal is Titan near the 1st energy cell with AVT/APT,other two cells covering with armadillo rocket soldier and other classes.Pretty important is the use of anansis--but not only for defence,but to destroy those artys back in strogg base.
My opinion:defending the generator for about 15min is 90%victory

DESIDUDE
04-09-2008, 11:31 PM
ID and SD propably tested the map while overestimating the IQ of the average ETQW player. They presumed that it would be common sense to defend the power cells as well as the ship instead of just the ship.

lol:D ..meaaaaaah

DESIDUDE
04-09-2008, 11:36 PM
Oh another good point. Most players see the generator as a little formality that will by taken anyway. Don't even bother about the forward spawn.

But here's the deal. Keep their forward spawn and the strogg won't ever come near the generator in the first place. The distance from the domination hub is too long to efficientely walk and thus all the engineers have to do is set up some AVTS to keep the strogg at bay.

The little forward spawn building also is one of the easiest things to defend, you can hide behind the door and sit on the crates, make sure you got a supply crate outside and bring them on.
couldnt agree more

Sick Boy
04-12-2008, 07:51 PM
On a side note, we consider Tormentor/Icarus diving the final Quarry objective as a 'glitch' as we do not think SD designed the map to be played in that way.

Just looking at the map tells quite the opposite, it was specifically made to do the icarus jumps. One long giant slope with a high edge on one side to get started, nothing in the way to hinder (objects, or even small inclines).

*goo
04-12-2008, 08:08 PM
Just looking at the map tells quite the opposite, it was specifically made to do the icarus jumps. One long giant slope with a high edge on one side to get started, nothing in the way to hinder (objects, or even small inclines).

Until Splash Damage confirm otherwise, I'm afraid we will have to agree to disagree.

I've emailed badman twice regarding this subject, so far he's not responded.

I'll be trying again soon, but can only assume if there's no response; that Splash Damage have something they don't want to share.

If it was intended, I would have thought they'd just come out and say that when asked. Of course, that's the conspiracy theorist in me talking.

Sniper47
04-13-2008, 01:33 PM
That's the whole issue really. The full strogg team can lay constant siege to the ship and only one player is needed to deliver the cells because they aren't defended.

Same thing for outskirts. People camp in the transmission room and complain about the objective, though if they actually used their common sense then they could've thought up that the data brain room needs defense as well.

In any transport objective it's required to defend the start as well as the finish.

Soo truth,its mostly the same tactic:tourmentor airborne-kills AIT,they launch plasma mortar or DMC,another tourmentor/icarus/hog came to the ship,jumps out of vehicle--->strogg win... Like U said,GDF needs to separate to two teams--defending the ship another team defending 2. and 3. energy cell.1xFieldops/1xGoodcovertops/xxengineer are most vital to this map.

GK__Zhukov
04-14-2008, 10:20 PM
I agree with gorker. The best strategy is to defend the powercells at their buildings themselves. The anansis are best for targetting the cell carriers. If you let it get to the stage that you are trying to defend them at the ship door then its really just lotto if they get through or not.

The GDF guard tower at the ship is the backbone of any good defense plan. That machine gun can stop a lot of cell carriers. I use the sniper with scoped assault rifle when I man the tower. If the #1 cell carrier gets too low on the left ridge I drop the machine gun and hit him with the scoped rifle. With some good APT and AVT turret locations along with a few rocket guys and the Strogg aren't powering up anything!

FlyDog
04-14-2008, 10:54 PM
After the gen is blown (you let them blow it up!!??) I take an armadillo up to cell one, set up a avt, wait for the cell to drop, plant mines on it, get in the dillo and use the MG. If a medic joins me - or just drops a crate, we will hold for a while.

Another tactic is to drive the tank up to cell one (or other) and drive it on top of the cell! Keep it repaired and an AVT or APT up and that can hold for a while. Swap from MG to tank gun and keep all Strogg dead.