From StrategyWiki, the video game walkthrough and strategy guide wiki
< Section 8
Revision as of 11:19, 2 May 2012 by Garrbot (talk | contribs) (→‎VIP: spelling/grammar/fixes, typos fixed: when when → when)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
DCM Feats Needed Reward
Assault Killer 2 +1 Assault
Assister 2 +1 Assault
Armor Destroyer 1 +1 Assault
Impact Killer 1 +1 Assault
Recon Killer 2 +1 Recon
Scanner 8 +1 Recon
Stealth 20 +1 Recon
Micro Sensor 60 +1 Recon
Siege Killer 2 +1 Siege
Base Destroyer 2 +1 Siege
Turret Destroyer 2 +1 Siege
Hacker 2 +1 Siege
Support Killer 2 +1 Support
Repairer 3 +1 Support
Tank Destroyer 1 +1 Support
Defuser 1 +1 Support

Dynamic Combat Missions, or DCMs, are secondary missions that begin when a team has collected enough DCM Feat points. Feats earned during a match add up to points in the respective DCM Feat categories. The appropriate mission begins as soon as the required points have been earned. A DCM cannot begin if either team has that mission active at the moment. If a mission is begun of a type that team still has something from (e.g. the Convoy from Convoy) it will self-destruct so the new one can spawn.

Bomb[edit]

  • DCM Feat Cost: 8 Siege, 8 Recon
  • Victory Points: 100
  • Counter Reward: 50
  • Map Marker: bomb symbol

The goal of this mission is for the supporting team to carry the bomb from the spawn point to the target; the opposing team's goal is to prevent them doing this. The player carrying the bomb is unable to use vehicles or Overdrive but otherwise has all of his abilities. He is highlighted wherever he goes so both sides can see his exact location; if killed, an ally can pick up the bomb and carry on with the mission. The opposing team can return the bomb to its starting location by using it (E). Arming the bomb takes 12 seconds, and during this time the bomb carrier must stay in the target zone; arming will cancel if the carrier is killed or moves out of range, and after arming it can be defused by the opposing team if they are quick enough. The supporting team scores when the bomb is placed and successfully detonated; the opposing team scores when the bomb is defused or if it never reaches its destination.

Intelligence[edit]

  • DCM Feat Cost: 16 Recon
  • Victory Points: 70
  • Counter Reward: 35
  • Map Marker: Briefcase symbol

As with the bomb mission, the supporting team must carry the intel from the spawn point to the target; the opposing team's goal is to prevent this. The player carrying the intelligence is unable to use vehicles or Overdrive but otherwise has all of his abilities. He is highlighted wherever he goes so both sides can see his exact location; if killed, an ally can pick up the intel and carry on with the mission. The opposing team can return the intel to its starting location by using it (E); this takes 12 seconds. Unlike the Bomb DCM, the intel is delivered the moment it reaches the destination.

Commando[edit]

  • DCM Feat Cost: 12 Siege
  • Victory Points: 70
  • Counter Reward: 35
  • Map Marker: Helmet symbol

This mission spawns an AI-controlled Commando; unlike regular troops he has a very large amount of armor, far beyond the maximum possible for players. When supporting, protect the Commando as he travels to the randomly-chosen Control Point. If it is held by the opposing team you will also be tasked with capturing it. The Commando will attempt to capture the CP if it is held by the opposing team, but if it is held by his team simply stepping onto the CP platform will be enough for him to complete his mission. If the Commando survives he will remain on the map to assist his team. The supporting team wins when the Commando makes it to the CP and the CP is successfully captured (if held by the opposing team). The opposing team wins when the Commando is killed or prevented from reaching his goal.

The Commando will jump into unmanned friendly Heavy Armors he comes across, so the supporting team can deliberately donate one to him to aid him on his journey. Bear in mind that the Heavy Armor's destruction will instantly kill the driver under some circumstances, and the Commando is also unable to correctly navigate the Heavy Armor around certain obstacles he would have no trouble with on foot. If necessary he can be forcibly ejected from the Heavy Armor by going up to it and pressing E (he will not re-enter as long as a player occupies it). The Commando is immune to Heavy Armor grab attacks (although punches still deal damage) so enemy Heavy Armors closing to melee range are not necessarily a dire threat.

Convoy[edit]

  • DCM Feat Cost: 12 Support
  • Victory Points: 70
  • Counter Reward: 35
  • Map Marker: Vehicle symbol

This mission spawns a Convoy, an immensely armored but slow-moving vehicle armed with missiles and mortars. It spawns unmanned, and the supporting team must get to it and drive it to its destination. While the Convoy is much larger than a Heavy Tank it is also much slower and can in fact be pushed out of the way by the tank; on some maps it can even be pushed into the out-of-bounds area of the map, which will make it self-destruct within 5 seconds.

The best way to attack the Convoy is to get to the drop-off point and secure it by building Rocket Turrets and the like around it (but not on it or the Convoy will crush them when it drops); once the Convoy lands they will automatically start attacking it. Dropping a Supply Depot beside them will allow players to change loadouts and/or restock with explosives to take the Convoy down as quickly and efficiently as possible. The Heavy Armor's melee attack is very damaging against the Convoy (much more than its guns) and a single one can seriously damage the Convoy in a very short time. The opposing team should also try to capture the target CP, or protect it if it is already held.

The opposing team wins when the beacon is not activated, the Convoy is destroyed, or it fails to reach its destination within the time limit. The supporting team wins when the Convoy reaches its destination. Unless destroyed the Convoy remains on the map and can continue to be used by the supporting team it spawned for.

Outpost[edit]

  • DCM Feat Cost: 12 Support, 12 Assault
  • Victory Points: 100
  • Counter Reward: 50
  • Map Marker: Building symbol

For this mission a beacon is placed on the map; when activated (with E) it summons the Outpost, a special Deployable. The Outpost has a huge amount of armor and comes equipped with an AA Turret and Supply Depot (these are built into the unit itself and cannot be destroyed separately). As with the Convoy, the best attack strategy is to use heavy weaponry like Det Packs, Rocket Turrets, Missile Launchers, Heavy Tanks and Heavy Armor melee attacks; the best strategy for defending it is to build a Supply Depot or two within repair range (so that it will be healed whenever it takes damage) and have a few players with Repair Tools giving additional assistance. If possible, deploy the Supply Depots on the side the enemy is least likely to attack from.

The supporting team wins when the Outpost is deployed and successfully defended until the time limit runs out. The opposing team wins when the Outpost is destroyed or the beacon is not activated within the time limit.

VIP[edit]

  • DCM Feat Cost: 12 Assault
  • Victory Points: 70
  • Counter Reward: 35
  • Map Marker: Shield

This mission is much like the Commando mission; an AI-controlled VIP spawns on the battlefield and attempts to get to safety. Much like the Commando he has powerful weapons and a huge amount of armor. The supporting team wins when the VIP survives for the time limit. The opposing team wins when the VIP is killed. If the VIP survives he remains on the battlefield to aid his team.