America's Army/Timing tips for Close Quarters situations: Difference between revisions

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I don't care whether you're among the 1337 pipe [players] or you prefer to hang out in the snow for 5 hours on the side of a mountain, there is one thing in CQB which can turn the most timid camper into a fearsome CQB champ. This thing is timing.  
I don't care whether you're among the 1337 pipe [players] or you prefer to hang out in the snow for 5 hours on the side of a mountain, there is one thing in CQB which can turn the most timid camper into a fearsome CQB champ. This thing is timing.  
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In a game where the sounds are very distinct and the tactics very precise, the one thing that is crucial is to know when to make your move. Unlike an outside map where you are trying to evade your opponent or neutralize them from a distance before moving up, CQB is the exact opposite - you must destroy your enemy before he comes back to bite you in the [buttocks]. An example of this being when you hear an enemy take out a grenade. Do not run away - charge his [buttocks] and throttle him while he has no weapon. So, with that now running through your minds let's get started, shall we?  
In a game where the sounds are very distinct and the tactics very precise, the one thing that is crucial is to know when to make your move. Unlike an outside map where you are trying to evade your opponent or neutralize them from a distance before moving up, CQB is the exact opposite - you must destroy your enemy before he comes back to bite you in the [buttocks]. An example of this being when you hear an enemy take out a grenade. Do not run away - charge his [buttocks] and throttle him while he has no weapon. So, with that now running through your minds let's get started, shall we?  


== How to time entries correctly ==
==How to time entries correctly==
A common mistake in Weapons Cache (WC) is people who sit in SR because of the big bad OPFOR up there who they think will kill them. These are the same people who get wiped out by one grenade 30 seconds later. In CQB you cannot stand still. The ideal thing to do here is to run up the stairs, gun ready and throttle the [person without a father] before he knows what hit him.  
A common mistake in Weapons Cache (WC) is people who sit in SR because of the big bad OPFOR up there who they think will kill them. These are the same people who get wiped out by one grenade 30 seconds later. In CQB you cannot stand still. The ideal thing to do here is to run up the stairs, gun ready and throttle the [person without a father] before he knows what hit him.  


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# If he is there, neutralize him if he is not, do not stay there - keep moving.
# If he is there, neutralize him if he is not, do not stay there - keep moving.


== Killing enemies from a set position ==
==Killing enemies from a set position==
I didn't know how to title this any other way. Let's use the maintenance tunnels of pipeline as an example - you come out of the north maintenance Tunnel into the main maintenance tunnel and as you come into the primary maintenance tunnel you observe an OPFOR shooting at you and it appears he has you pinned down.  
I didn't know how to title this any other way. Let's use the maintenance tunnels of pipeline as an example - you come out of the north maintenance Tunnel into the main maintenance tunnel and as you come into the primary maintenance tunnel you observe an OPFOR shooting at you and it appears he has you pinned down.  


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# While he is running away from his own grenade get clear of the blast area, raise your weapon, and throttle his behind.
# While he is running away from his own grenade get clear of the blast area, raise your weapon, and throttle his behind.


== Close encounters with OPFOR ==
==Close encounters with OPFOR==
This is a scenario that usually gets people killed. You walk into a room and an OPFOR is standing about 4 feet away from you. A firefight ensues involving you both circling around shooting at each other.
This is a scenario that usually gets people killed. You walk into a room and an OPFOR is standing about 4 feet away from you. A firefight ensues involving you both circling around shooting at each other.


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Quickly set your mode to single-shot and open fire.
Quickly set your mode to single-shot and open fire.


== SAWs during a close encounter ==
==SAWs during a close encounter==
The SAW (Squad Automatic Weapon) is probably one of the least effective weapons in the game unless used properly. Many people do not use it properly and this is why this next tactic works much of the time.
The SAW (Squad Automatic Weapon) is probably one of the least effective weapons in the game unless used properly. Many people do not use it properly and this is why this next tactic works much of the time.


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If you're the one holding the SAW, fire in bursts to adjust your aim properly.
If you're the one holding the SAW, fire in bursts to adjust your aim properly.


== Suppressing enemies with friendlies (AKA leapfrogging) ==
==Suppressing enemies with friendlies (AKA leapfrogging)==
This tactic is also very simple but hardly ever used by the masses. When you start shooting at an OPFOR who is covered by an object or a corner, he will most likely duck back and then pop out later to kill you when you are rushing him. Well there's a much easier way to deal with this threat and here's how it works:
This tactic is also very simple but hardly ever used by the masses. When you start shooting at an OPFOR who is covered by an object or a corner, he will most likely duck back and then pop out later to kill you when you are rushing him. Well there's a much easier way to deal with this threat and here's how it works:


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# Second person neutralizes threat and moves on.  
# Second person neutralizes threat and moves on.  


== Flashbangs compared to grenades ==
==Flashbangs compared to grenades==
In a scenario where you will face more than one OPFOR shooting at you with a chance of your being hit, it is ideal to use a grenade to disperse the enemy. This is another tactic which is employed but not to the success of it's user.  
In a scenario where you will face more than one OPFOR shooting at you with a chance of your being hit, it is ideal to use a grenade to disperse the enemy. This is another tactic which is employed but not to the success of it's user.  


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# You do not run the risk of killing friendlies or yourself with a flashbang.
# You do not run the risk of killing friendlies or yourself with a flashbang.


Flashbangs are a much better supressive tool than grenades. When throwing a grenade it has the same effect as the artillery barrage in the movie [http://www.imdb.com/title/tt0082432/ Galipoli]. The artillery stops ahead of time, allowing the Turks to get back into their trenches from where they slaughter the charging Australians. The grenade has a 6 or 7 second fuse and any OPFOR with an IQ higher than 68 will know to run when he hears the ping from you cooking it off. By the time you go in, they will already be back in position to tear you up.
Flashbangs are a much better suppressive tool than grenades. When throwing a grenade it has the same effect as the artillery barrage in the movie [http://www.imdb.com/title/tt0082432/ Galipoli]. The artillery stops ahead of time, allowing the Turks to get back into their trenches from where they slaughter the charging Australians. The grenade has a 6 or 7 second fuse and any OPFOR with an IQ higher than 68 will know to run when he hears the ping from you cooking it off. By the time you go in, they will already be back in position to tear you up.


Flashbangs, however, lower the CEM and have a 3 second fuse which renders OPFOR stunned for up to 30 seconds if it hits them full on. Even if it doesn't blind them, the deafening sound lasts longer than a grenade's blinding effects and reduces the CEM for a much longer time so when you enter that hot spot their chances of missing you are much greater, plus nearby OPFOR may not even hear you.
Flashbangs, however, lower the CEM and have a 3 second fuse which renders OPFOR stunned for up to 30 seconds if it hits them full on. Even if it doesn't blind them, the deafening sound lasts longer than a grenade's blinding effects and reduces the CEM for a much longer time so when you enter that hot spot their chances of missing you are much greater, plus nearby OPFOR may not even hear you.


== Using the M203 A1 Grenadier in close quarters ==
==Using the M203 A1 Grenadier in close quarters==
Probably the most awkward weapon in a CQB map but also the most destructive if used correctly. The main problem faced with using the 203 in CQB situations is the arming distance: it will not arm in under "40 meters" (or so they say). Unlike outside maps where this problem is non existant, there are limited areas of use in close quarters maps. Even then, a well placed 40MM grenade from the M203 can catch any OPFOR by surprise leaving them either wounded or neutralized.  
Probably the most awkward weapon in a CQB map but also the most destructive if used correctly. The main problem faced with using the 203 in CQB situations is the arming distance: it will not arm in under "40 meters" (or so they say). Unlike outside maps where this problem is non existent, there are limited areas of use in close quarters maps. Even then, a well placed 40MM grenade from the M203 can catch any OPFOR by surprise leaving them either wounded or neutralized.  


While being a grenadier indoors is a separate skill you will have to master I'll give you some tips right here so as to get you started:  
While being a grenadier indoors is a separate skill you will have to master I'll give you some tips right here so as to get you started:  
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## You may have wounded enemies but not killed them. If you do not finish them off you run the risk of getting fragged or shot later on.
## You may have wounded enemies but not killed them. If you do not finish them off you run the risk of getting fragged or shot later on.


== One-door standoff ==
==One-door standoff==
These occur often in maps such as Pipeline, Pipeline SF, Weapons Cache, Weapons Cache SE, Insurgent Camp, and some areas of Radio Tower.  
These occur often in maps such as Pipeline, Pipeline SF, Weapons Cache, Weapons Cache SE, Insurgent Camp, and some areas of Radio Tower.  


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Copied from http://forum.americasarmy.com/viewtopic.php?t=43250 original article by -psydude-
Copied from http://forum.americasarmy.com/viewtopic.php?t=43250 original article by -psydude-


== Surprise Retreating ==
==Surprise Retreating==
Sadly, I got caught with my pants down with this trick once in Bridge Crossing. I turned the corner on Middle Bridge and came face to face with one OPFOR. We fired at each other and we both missed(Imagine that). Then he ran, while reloading, back behind the other side of Middle Bridge. I came out from my side, and ran towards the corner he ran behind, my gun down(I was running). The second before I touched the corner, an AK-47 was shoved in my face and everything turned red. =]
Sadly, I got caught with my pants down with this trick once in Bridge Crossing. I turned the corner on Middle Bridge and came face to face with one OPFOR. We fired at each other and we both missed(Imagine that). Then he ran, while reloading, back behind the other side of Middle Bridge. I came out from my side, and ran towards the corner he ran behind, my gun down(I was running). The second before I touched the corner, an AK-47 was shoved in my face and everything turned red. =]
So, don't run towards corners with your gun down, because they are really good places to get killed... or to kill someone.
So, don't run towards corners with your gun down, because they are really good places to get killed... or to kill someone.

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