The Defender
Now, we know that we will have three to four members to work with since the others will be rushers. Four is optimal since it will allow for double coverage on each flag. Even though the job is the same for each defender, the class that is used will dictate how that person plays. First, I'm going to give you few basic defending rules and then I will break down the roles for each defender. The rules will assume that there are two defenders for each flag.
Rule #1: Never look the same direction.
There will always be multiple paths to each capture point. Pick your area to scan and tell this to your partner. Your partner should communicate their scan area as well. Good spacing is recommended. Meaning, don't sit in a room back to back.Rule #2: Keep up good communication.
If you see someone call it out. Even if you can easily take the enemy down, keep everyone aware of the enemy movement. If an enemy gets the jump on you let your partner know before you die or immediately after respawn. If you need to go resupply from a Scavenger pack let your partner know so they can cover you.Rule #3: Stay mobile.
Do not sit in a single place the entire match; you will die. Patrolling an area is always the safest option. The enemy will know your general position but they will never know exactly where you will be. Keep them guessing.
Rule #4: Be ready to push up.
If the other defending team gets into a jam and the rushers can't assist, be ready to lend a hand. Most of the time the enemy will keep up a constant push for the central flag. Both teams need to be ready to help. If you only need one extra man, call for it. If you need both, communicate this as well. Usually only one extra man is recommended due to the rushers playing support.
Rule #5: Play dirty.
These are pub matches remember? Use everything this game has to offer to hold your position down. Grenade launchers, One Man Army, Commando, Danger Close and whatever else you need is all fair game.
The Roles
1. The Tank
The tank is your heavy hitter that should be using the heavy explosives. Here are some recommended setups.
Primary Weapon: Scar-H with Grenade Launcher/ FAMAS with Grenade Launcher/ AK-47 with Grenade Launcher
The grenade launcher is one of the staples in a tank's arsenal. Never go into a match without it. I chose these assault rifles because they really don't need Stopping Power to be effective. It comes down to a personal choice. Use the assault rifle you feel the most comfortable with using iron sights.Secondary Weapon: AT4-HS/ RPG-7/ One Man Army Pro
The choice here is one of accuracy or quantity. The AT4 is very accurate. It will fly straight and hit whatever you put your sights on. The RPG is a less accurate but you get two. They are recommended for maps that require you to defend at a closer proximity. OMA gives you as much ammo and equipment that you could ever need. The down side is the time you sacrifice changing classes.
Equipment: Semtex/ C-4/ Claymore
C-4 is the optimal choice for defender because even if you need to push up your flag is covered. It can be activated at a moments notice by double-tapping the reload button. Claymores are great for corner protection. Placement is critical to avoid detonation without death. Learn to place your claymores well. Semtex is always a go to choice for high explosive people.Special Grenade: Stun
Again the only logical choice due to time-to-throw.Tier 1 Perk: One Man Army Pro/ Scavenger Pro
OMA was covered under secondary weapons. Scavenger will allow you to resupply your ammo and equipment without having to give up you extra fire power. Your secondary launcher can be a valuable asset and scavenger lets you keep that asset.
Tier 2 Perk: Hardline Pro/ Danger Close Pro
Hardline is here for the tank that chooses OMA. Your killstreaks will build quicker. Once you get to your first killstreak, swap out classes to one with Danger Close Pro. Danger Close Pro increases your killstreak damage, thus turning you into a one man carnage machine(pun intended). For those using Scavenger Pro stick with Danger Close Pro.
Tier 3 Perk: Ninja Pro/ Commando Pro/ Sit Rep Pro
Ninja Pro will keep you off those pesky heartbeat sensors. The silent footsteps that come along with Ninja Pro prevent people with headsets from sound-whoring you. Commando Pro speaks for itself. Long lunge and no fall damage make it perfect in a pinch situation. Sit Rep Pro will allow you to help your other team member know if there is any enemy equipment to look out for. The pro version will make them sound like elephants as they make there way to you.
Deathstreak: Final Stand
Final Stand will allow you to return to the fight if you are downed. Due to the ranges you will probaly be attacked from this is the perfect choice.
Killstreaks:
5 Kills: Predator/ Sentry Gun
Make this selection based upon map experience. Some maps are perfect for setting up a defensive Sentry Gun. Remember to move it if it is being ineffective. Aim for multiple kills or take down enemy air support with the Predator.7 Kills: Attack Chopper/ Harrier
Again use map experience to decide which to use. Some maps are better for the Attack Chopper to fly around. Other maps are open enough for the Harrier to do tremendous damage over great distances.9/11 Kills: Pave Low/ Chopper Gunner/ AC-130
The Pave Low is one of the most powerful killstreaks for it's required amount of kills. Switch out between the Chopper Gunner and the AC-130 depending on the map. Use the AC-130 on open maps and the Chopper Gunner on the less open maps.
The next installment will cover the role of the Sharpshooter and the Ghost Defender. If you have anything to add feel free to drop me a line on Twitter @WeekendWarfare or send me an email. Thanks for reading!
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