My base capturing strategy - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: There is no god but Hamma, and Marsman is the messenger of Hamma
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 1 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2003-11-17, 03:37 PM   [Ignore Me] #1
DarkNeo
Private
 
My base capturing strategy


Heres a very good plan that will help you capture a base.

First, here is a list of the things you will need in your squad.

2 hackers at least 1 with basic or advanced hacking(both infil suits)
2 engineers filled with boomers and turrets(1 with infil suit)
2 antipersonel maxes
2 medics as good as possible
2 infantry with good close combat weapons (everyone should have a good weapon but these guys will cover the indoors, darklight implants if possible)
If your using more than one squad, add 4 more infantry, 4 more maxes, and 2 more to do what you want with.

ok heres the plan.
1.Send a cloaked engineer to plant as many boomers as possible on the generator.
2.Have a hacker go up and prepare to hack the door.
3.Before starting the hacking process, make sure the engineer gets back with the rest of the squad.
4.Have the hacker hack the door.
5.Have the hacker sneak to the control console, this maybe difficult so use the best you can find.
6.Hack the console
7.Keep the hacker with a good pistol right by the console for now.
8.Have the engineer blow up the boomers, dissabling the power. Enter with full force, hopefully it will be empty because the enemy doesn't know about you yet. Clear the rooms by throwing a few frags then going in and finish off whatever is left with the MAXes. Be sure to keep your troops alive with those medics.
9.Call for reinforcements to hold off the enemy and help you clear the base.
10.If the hacker at the console has darklight, make sure they flick it on once in a while to check for stealth recaptures. It may be usefull also to man the wall turrets, they are very powerful.
11.This plan may be hard to do without voice hardware so you should use that if possible. Its worked many times for me and the only way it wont work is if the hacker gets killed too much getting to the console or the engineer dies before blowing up the generator. You can use an AMC if you want but you probably wont need it because this is a once change operation. If it fails the first time, you will probably have to go for another base. Good luck!

Last edited by DarkNeo; 2003-11-17 at 03:39 PM.
DarkNeo is offline  
Reply With Quote
Old 2003-11-17, 03:59 PM   [Ignore Me] #2
Jagd
Major
 
Jagd's Avatar
 


Battle plans never survive contact with the enemy.

The only ones that do are not so much plans, as a collection of best practices. These would be mine:

Always park an AMS as close to the front, rooftop (bio lab or AMP station) or back doors as possible. Mine the inside of the cloak bubble as soon as it's deployed.

If you die while attacking, wait for at least 2 other squadmates to spawn before moving into the base. This ensures your trips inside will last longer, and keeps the AMS defended.

Don't blow the gens unless you can't get control of the spawn room, or it saves you considerable time and effort. (ie: it's a bio lab)

Once you have the hack, move out of the control room and defend the chokepoints leading to it. By being outside the CC and using cover you will usually win the initiative by surprising your enemies. The first hits scored will carry the day most of the time, especially if your enemy needs time to figure out where you are shooting from.

That's about it. Anything more elaborate is doomed to micromanagement which bogs down the leader, and irritates his troops. Establishing fluid fire teams by having casualties wait at the spawn point for backup is the simplest and most effective way of ensuring the team's longevity. It is tried tested and true, and accounts for the fact that you will have lots of casualties inside the base. Having to wait for the MAX you are supposed to be travelling with to spawn again gives the enemy time to organize and strike back.
Jagd is offline  
Reply With Quote
Old 2003-11-17, 04:17 PM   [Ignore Me] #3
Incompetent
Contributor
InComa
 
Incompetent's Avatar
 




Plans are nearly useless once you make contact, the most important thing once the fighting begins is to have a clear, concise doctrine that everyone knows and follows. Personally, i prefer to snag the tower as soon as possible, nuke the gens and establish a heavy vehicle presence in the area immediately around the courtyard w/ the infantry bunkered up at key chokepoints.

Infantry should operate in small groups of two or three men and assault primarily throught the backdoor whenever possible, but varying if they begin to encounter heavy resistence at any given entrance. Breaking lattice links for important benifits is a valid tactic also. SA weapons, Rexo, quick thinking, adv medics, Lightnings and a strong sense of teamwork and initiative are all thats required, which all happen to be common in my outfit. Nice, simple, easily learned/executed and most importantly very few ways to fuck it up.
__________________
{BOHICA}

Last edited by Incompetent; 2003-11-17 at 07:15 PM.
Incompetent is offline  
Reply With Quote
Old 2003-11-17, 05:29 PM   [Ignore Me] #4
TeraHertz
Major
 
TeraHertz's Avatar
 


1.Send a cloaked engineer to plant as many boomers as possible on the generator.
There's the flaw in your plan.
a cloaker can only take 6 boombers it takes way more to blow a gen.
__________________
TeraHertz is offline  
Reply With Quote
Old 2003-11-17, 07:02 PM   [Ignore Me] #5
Jagd
Major
 
Jagd's Avatar
 


Make that 5, and it takes 8 to completely blow the sucker.
Jagd is offline  
Reply With Quote
Old 2003-11-17, 07:14 PM   [Ignore Me] #6
JetRaiden
Lieutenant General
 
JetRaiden's Avatar
 
Misc Info


if only it was that simple.....
JetRaiden is offline  
Reply With Quote
Old 2003-11-17, 07:33 PM   [Ignore Me] #7
ChewyLSB
Major
 
Misc Info


You could theoritically hold 6... you would need to hold one on your mouse though and never close your inventory window.
__________________
ChewyLSB is offline  
Reply With Quote
Old 2003-11-18, 02:38 AM   [Ignore Me] #8
Scarecrowe
Private
 
Scarecrowe's Avatar
 


ok Sounds like you havent actually played the game only read stuff about it. Plans like that never work because 1- you cant always get the right people that you want 2- As soon as a enemy shows up everything goes to shit. E.g if there was 1 enemy with dl walking around chances are he will spot one of the infils. Also you havent taken into account variables like enemy deployed defenses, enemy resistance or friendly spawn points.

p.s you cant man enemy turrets even if the facility is hacked
Scarecrowe is offline  
Reply With Quote
Old 2003-11-18, 07:41 AM   [Ignore Me] #9
DarkNeo
Private
 


Fine then use more than one engineer, or use the ams and get more boomers and go for a second pass.

I know its not as easy as I made it sound, once again its a guide, not a plan.
DarkNeo is offline  
Reply With Quote
Old 2003-11-18, 08:23 AM   [Ignore Me] #10
Biohazzard56
Contributor
Major General
 


The best way for base captures is a well diciplined team with lots of practice and knows that MAXs go in first , suppress with flak , learning how to flank and just being an elite unit, and being well prepared is the best way ive found
Biohazzard56 is offline  
Reply With Quote
Old 2003-11-18, 11:47 AM   [Ignore Me] #11
DarkNeo
Private
 


But having a set of guidelines helps organization a lot.
DarkNeo is offline  
Reply With Quote
Old 2003-11-18, 12:24 PM   [Ignore Me] #12
Incompetent
Contributor
InComa
 
Incompetent's Avatar
 


Exactly, you need a combat doctrine to maintain unit cohesion and keep everyone on the same page, not a plan, complex plans only lead to confusion because they are completely invalidated after the first shot.

A doctrine is just what Jagd said, it's a collection of best practices, you don't need to argue about what the plan says you need to do, you know what you need to do in a certain situation to accomplish your goal, and so does everyone with you.

Look at it like this, a plan tells you first do this, then do this, then do this, ect. A Doctrine sets down an extremely basic plan (scout, take tower, blow gens, fortify area, scout, take tower...) then says if this happens do this, if this happens do this, ect. I dunno if i really explained that well (and it's not the "technical" definition either) but it's the best way I could think of.
__________________
{BOHICA}
Incompetent is offline  
Reply With Quote
Old 2003-11-18, 01:37 PM   [Ignore Me] #13
DarkNeo
Private
 


Like I said before, I have used that guide a lot and it works a lot too. Its best to pick a base on a continent where most of the continent is ruled by the same empire as the base you are attacking so there wont be as much defense because they dont really have much of a reason to keep it.
DarkNeo is offline  
Reply With Quote
Old 2003-11-18, 02:23 PM   [Ignore Me] #14
Laeritides
Staff Sergeant
 


Sounds like your plan is for ghost hacking.
Laeritides is offline  
Reply With Quote
Old 2003-11-18, 02:40 PM   [Ignore Me] #15
DarkNeo
Private
 


Kind of, it works best like that though.
DarkNeo is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 1 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:42 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.