Monday, June 25, 2007

MARCH 2006

March 12, 2006
Soldier of Fortune II: Double Helix Strategies

Soldier Of Fortune II: Double Helix has a couple weapons and items in the game that drastically changes game-play. One item that ends up changing the game-play greatly is the incendiary grenade. It ends up exploding into flames and the flames stick around for about 10-15 seconds. And while it doesn’t seem very long it ends up being enough time for someone to run. Another item that changes game play is the Thermal-Imaging goggles that allow the user to see their enemies clearly from the distance and in some cases to see them through walls.

MP_JOR1:

Infiltration Team (IT): The best choice for the IT is to fan out because the Defense team (DT) is going to charge and launch as many incenerary grenades and frag grenades as they can at the rushing IT. Two good paths to take would be to run up and over the bridge and up to the room over looking the courtyard or jump off the platform near the seller’s stand and head up the ramp into the courtyard, and while both paths maybe riddled with campers it is obvious as to where those campers will be. After getting the case, the IT need to be careful when heading back due to the DT covering the extraction point like vultures.

Defense Team (DT): Since Jumping in SOF2 is pretty unrealistic the player can get to some crazy areas. In the courtyard a couple of the DT can access a ledge above the courtyard and see all the way to the sellers stand on the platform. The top of the market buildings can also be access from jumping on a couple of boxes, it lets the DT have a little advantage over the IT.

MP_SHOP2:

Infiltration Team: There are plenty of pathways to the case but the close quarters means one person could run into most of the DT. There is no real good strategy for them, they just need to have their shotgun out and watch their backs.

Defense Team: Sit on the case, or lean around a corner. It’s the only strategy they need.

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March 09, 2006
Call Of Duty Basic Strategies

**Call of Duty** has become one of the most popular online games due mainly to using Counter-Strike mechanics in a WW II setting, and doing it very well. OK, right into the fray.

MP_CARENTAN:

Allies – Allies usually want to avoid going to the left of the map, unless they are hugging the wall on the far left side, the reason being – Axis machine gun on the second story of a house. And even if they make it past that obstacle, the house is a little cramped and it gets pretty dicey when moving around in close combat. Although a lot of Allies tend to move toward this house because it allows the Allies to pretty much see all of the Axis side of the map, it also allows them to sneak into the building across from them and hopefully flank some camping Axis. I believe that the Artillery Gun (AT gun) nearest the Machine Gun house is the best target for the Allies to plant a bomb because it has many hiding spots that give easy access to the AT gun to stop the Axis from defusing the bomb.

Axis – Axis can just hang back this map because both AT guns are easy to cover. Stopping the Allies from getting into either of the houses (Machine gun house and the one that it is connected to) is pretty simple. And if the Allies don’t come out? No problem, the Axis win by default because the Allies didn’t complete their objectives (killing all Axis or blowing up an AT gun).

MP_HARBOR:

Allies – This is a tough map for the Allies, there is no real good strategy for a solid victory. Their main plan should be to move cautiously though the alleyway to the closest AT gun, it is best to wait it out and hope the Axis get antsy and come looking for them, or run up the ramp to the overhang but then they have to deal with Axis snipers from the office across the way. But if they can make it past that, they are in a prime position to sneak around the back and plant a bomb on the AT gun right outside the Axis spawn area.

Axis – again all they need to do is sit on their haunches at either AT gun and wait for the Allies to come and get it. Mainly some Axis end up camping the Offices over looking the Underpass and into the Overhang. Some Axis head up the ramp on the over pass side, hoping to cut off the Allies as they get into the Overhang. Other Axis push up by heading through the underpass but they have to deal with a good amount of Allies camping in the back with rifles and Allies up close with PPSHs.

MP_RAILYARD:

Allies – Allies main goal should be the close Tank right outside the Tank Garage. It is usually very under protected after the first couple of Axis are taken care of. The quickest and safest route would be through the tank garage and run like hell and place the tank in between them and the Axis Spawn area. Other Allies need to head through the east office and into the stairwell to block off the Axis from flanking them through the tank garage. Heading to the upper floors is a plus because the Allies can see all of the area where the Axis spawn and there are very little hiding spots.

Axis – Axis need to push though the stairwell and into the Garage, or move through the west office into the Allied Spawn and pinch them while they are moving through the storage area and taking fire from other Axis. And for the really brave, they can disrupt the rushing Allies in the Tank Garage by running in themselves and running to either side of the garage. The Allies will be too busy trying to hunt them down instead of continuing the rush to the Tank

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March 09, 2006
Day of Defeat: Source Basic Strategies

**Day of Defeat: Source** has completely different objectives then the other games I have looked at. The goal in this game is to control all the flags in the level, and that is the only way to win in this game. With players constantly respawn, the danger zones change very quickly (unless someone has themselves dug into a spot really good).


DOD_AVALANCHE

Allies: Allies have a strict disadvantage on this map because they are down hill, the Axis just tend to spam grenades down the hill and they all pile up and take out a lot of the Allies. On this map they just have to take the hit and only get two flags (both only requiring 1 player). After that they can push p and grab the Axis second flag. And if the Allies are lucky they can hug the church wall and take over the fountain flag. The Axis First flag is a hard one to capture. The Allies need to time the capture in-between Spawn times.

Axis: All the Axis need to do is to keep applying pressure to the Allies and never let up. The constant onslaught will eventually wear them down. The Allies First is hard to get because they can cover it from above and below, which leads to a lot camping on the Allied side…with Rocket launchers.


DOD_AZINO:

Allies: Above all else the allies must hold the church flag. As soon as that flag is taken over by the Axis, the Allies will lose the round, because it only takes one Axis to capture the Well flag. As for attacking strategy; the best bet for the Allies is to capture the Well (which can be captured by one player), Church and Bridge (which require two players to capture the area) from the very beginning of the round. This situation leaves the Axis at a disadvantage since they would only have 2 out of 5 flags. After that, it is just a matter of pushing the Axis back and grabbing the Alley Flag which is easy, and the hard part is rushing final Axis Flag at the Fountain.

Axis: Axis should concern themselves with Capturing the Fountain Flag (1 player to capture), Alley Flag (1 player to capture), and the Bridge (2 players to capture). After that it is kind of a death march for the Axis. It is really a toss up as to which flag to take first after that, if the Axis go underground they can pop up in the church and reek havoc on the Allies that are covering the Church Flag, and prevent the Allies from getting into the church again. Or in most cases they can by-pass the Allies there and make a run for the Well Flag, but it generally creates a lot of panic among the Allies so huge swarms of them end up there.


DOD_DONNER:

Allies: After capturing their own flags, most allies just camp it out on their side of the tank flag. To be successful in the map the allies need to fill in the courtyard area to keep Axis from getting anywhere close to Allied flags. All they need to do is camp there, trying to get out on the Axis side is suicide. It is a meat grinder literally, because the Allies usually set up a Machine gun on one side and the Axis set up theirs on the other so anyone that goes in that area just get shredded. Allies best plan would be to take the alley behind the bed & breakfast and Store and pop up right at the Axis first or Second. It sounds simple but there are Axis constantly pouring into that alley to get over to the building that over looks the tank flag and into Allied territory.

Axis: If they are lucky enough to not have Allies covering the courtyard it would be smart for a couple to push up and capture the second allied flag, or to cherry pick the last one when everything else is captured. Again it sounds easy-cheesy but its not.

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