EnderWiggin Posted March 9, 2013 Posted March 9, 2013 On Ambush, OpFor starts on the side of the map that has the broken cinder block buildings without roofs. Marines start on the side that has shorter buildings with plywood or sheet metal roofs. I think that the the Marine side gives more advantage. The main reason is because the marines, running forward to the OpFor side of the map, can take positions on roofs on the OpFor side and have good cover. It's true that OpFor can get on the roofs of the marine side, but the cover is not as good. Cover is non-existent b/c the roofs are flat. There are 3 lanes on the map... 3 lanes between the columns of buildings that lines the length of the map. For some reason, ... and perhaps this is another advantage the marines have, or perhaps players are just making better use of this... the marines seem better able to take control of these lanes with snipers and runners can proceed in the OpFor side at will. OpFor is backed up on its heels and spawning deep on its own end. Making them easy kills for AS and nades. Does anyone else notice this? Who knows how OpFor should combat this? Who knows what advantages exist on this map that OpFor can use easily? Quote
Dddrgn Posted March 9, 2013 Posted March 9, 2013 As far as I have been able to tell, that map is extremely biased towards the marines, and it's difficult to play when you spawn on Opfor. All I can really think if is to take it slowly, stay in cover as often as you can, and don't do anything stupid. Advantages for the OpFor seem non-existant. Quote
EmtHipple Posted March 10, 2013 Posted March 10, 2013 Here is the way to carry any map,IMO... Teamwork, violence of action and supporting arms (aka heli, as). I don't get the campers on a objective map, if you can get the other team pressed into their spawn areas, kill zone. It's all about holding them in place and not letting them break out. That is why I like the HQ maps it forces people to move around the map Quote
(Fra)Thekiller Posted March 10, 2013 Posted March 10, 2013 i'm ok with you, when you are marine, it's more easy than ennemis. But you can wait, a the beginning of the map, and play after when the ennemis start. And after, it's more easy to start. Quote
Chameleon Posted March 10, 2013 Posted March 10, 2013 I think the Marines to have the bigger advantage, but I like playing the Ops side on this particular map just for that reason. It's easy to sit and camp, but the real challenge is breaking out and I get more personal satisfaction from that. Quote
Guardian Posted March 10, 2013 Posted March 10, 2013 (edited) When you are playing as OPFOR you have to get B as fast as possible just so you have a smaller chance of getting camped (only on domination gamemode). Or you could get camping on one side of the map to make sure your team has the chance to escape. Edited March 10, 2013 by Guardian Quote
soulJAHmon Posted March 10, 2013 Posted March 10, 2013 (edited) Drgn's advise is good if you are opfor. Try to sprint to sniper position at the start, and keep marines from getting into theirs, if you do, and you are a good sniper, you can prevent them from dominating right off. If you can't do that, then fall back to drgn's advise. Follow his advise as long as the match is still competetive and you have a chance of winning it. When you realize that winning is out of the question, and you are being spawn camped to death, and on the losing end of a bloodbath, go to your most powerful and deadly weapons class, and do the "berserker thang". Go loud-n-proud, no uav jammer, super-aggressive. Do anything and everythin possible to plow out of your spawn points, kill zones, and crossfires. I say that because, if your in that situation, you're gonna rack up the deaths anyway, so might as well make it as painful to the enemy as possible at that point. Edited March 10, 2013 by soulJAHmon 1 Quote
Dak Posted March 11, 2013 Posted March 11, 2013 The real key to success for Opfor is to sneak past the marines and capture A. If Opfor can start spawning at A, the tables can quickly be turned and the marines will be trapped at C. The team spawning at A should never attempt to take C as it significantly increases the risk of getting contained on that side of the map. just my opinion. Quote
daBroviest Posted March 11, 2013 Posted March 11, 2013 Everyone on OpFor runs down the center lane at the start. This is because everyone who just wants to get into combat want to obtain cover positions in the center lane behind the roadblocks and fight their way up. If OpFor gets control of the two underground tunnels and the left side of the map (the right side for Marines), they are practically unstoppable. Quote
A_Snake Posted March 12, 2013 Posted March 12, 2013 I've found for both TDM and Domination the key to this map is controlling the center section. If your team can control the center (in Domination this is you'll win the game. Getting stuck at the C flag spawn or the spawn in the block building side can be really frustrating. But as long as you control the center you can usually stop the other team from advancing past that. The biggest part is team work and if your team has control of the center do not sit back and hang out in your spawn but continue to the center to protect it. Not everyone should be advancing into the opposite side either or soon you'll find the spawns switched. Quote
Cannibal Posted March 14, 2013 Posted March 14, 2013 I don't get it. The map Creek is so biased for OpFor that it's difficult to understand how it ever got though play testing. It's a really cool map and I like it, but it seems designed for spawn camping the Marines. 1 Quote
shotta Posted March 17, 2013 Posted March 17, 2013 hmmm does not matter to me i kill Marines anyway, camp dont camp im gonna find you..........right Dak, A_Snake,SoulJahmon. take it from Shotta. Advantage is only if you allow it to be an advantage, I try to beat the odds and usually do . Some of thoes players in this post can testify to that. Quote
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