View Full Version : oppressor in jamming generator followed by laser maps
signofzeta
09-11-2009, 06:58 PM
This is a small match, um 4 vs 4?
Ok, Aggressor plants on jamming generator, and oppressor follows up by rail howitzer right on the jamming generator.
After sending the barrage away, oppressor camps at where mining laser lands, and when it does land and before the GDF come in, he puts shields on both sides of laser only for constructor to follow up with a quick build.
Ok. How do we fight against that? I was the oppressor, and the team did the first 2 objectives in 5 minutes, although we had trouble on the last.
I know it is easier when you have more people, but c'mon. Also with 4 people, you can have 2 engineers, but I believe they had 2 APTs. No AIT. Would it be better to sacrifice a APT for an AIT?
In competetion which is 5 or 6 people per team, how do pros fight against that strategy?
xxcommodusxx
09-11-2009, 07:08 PM
The problem isn't stopping it once it gets going, in comp the thing I found always made the biggest difference was proper transitions. Once you see the generator is going to blow get to the next objective. Then it is just as simple as shooting the oppressor in the head. Other then that kill the engi's before they get to the objective and it doesn't matter if there are a hundred shields on it.
If you can't kill them before they get to the objective then you need to practice killing. Objectives seem to be secondary in comp, first kill everyone else then you don't have to worry about the objective.
EDIT: I am not pro, so my opinion is just that, an opinion.
LighT_Sh4v0r
09-11-2009, 09:05 PM
What commodus said is true. What happens in comp is that you defend the objective very aggressively, once they plant you may do 1 attempt at a disarm depending on who's alive and the spawntimer, else you fall back to the next objective and set up a new defence.
Like you said, once there's artillery on the objective, there's nothing you can do.
signofzeta
09-11-2009, 09:42 PM
so we have to learn to accept the loss when the going gets tough, and just try to solidify the defense for the next one?
xxcommodusxx
09-11-2009, 09:55 PM
so we have to learn to accept the loss when the going gets tough, and just try to solidify the defense for the next one?
Don't look at is as a loss unless it is the last objective. The goal is to prevent them from setting a time, not to prevent them from doing any objective. Once you can get to the point where you can prevent that particular team/clan from ever winning then you should look at preventing any sort of offensive by them. The thing to keep in mind is that any strategy people can give you will be counterable and the only thing you can 100% rely on is that once it gets too late you fall back, if you don't fall back in time then they get to the next objective and just roll through.
I find nothing more infuriating when playing comp then someone thinking they can rambo a bit at the end of one objective and then they get killed and the team is basically down 1 player at the next objective. Momentum is crazy important in this game.
xxcommodusxx
09-11-2009, 10:04 PM
I know it is easier when you have more people, but c'mon. Also with 4 people, you can have 2 engineers, but I believe they had 2 APTs. No AIT. Would it be better to sacrifice a APT for an AIT?
I guess I sort of ignored your question the first time too. One of the things about comp is that usually you are limited to no turrets (5v5 is typically infantry only unless you play an MCP map in which case the defending team can use 1 AVT), or if it is 6v6 and turrets are allowed then it is usually just 1 turret of each type. And yes, if you know the other team is playing a FOps that has already dropped arty once it would be wise to get an AIT on the go instead of a second APT.
The limitations I mentioned above are what I have observed from playing in TGL, TWL, CAL and STA in north american comp, so it appears that the limitations I have played with sort of fall outside of the scope of the question you asked.
Szakalot
09-12-2009, 01:50 PM
there is no artilery too in 4v4, so that is not a problem.