The Twisted Claw

A Battlefield 2 clan with black ops tendencies. We like to drop in unexpected and under the radar and wreak havoc on unsuspecting foes.

Saturday, March 10, 2007

We've moved!

Due to circumstances that blogger has forced on us, we're moving the site to myspace temporarily, and then to a dedicated site in the future. visit us here:
www.myspace.com/twistedclaw

Wednesday, January 17, 2007

GUNS GUNS GUNS

Ok, after a long hiatus due to L85 being gone for a month, Christmas coming, and then New Years, along with Thanksgiving and just the general drivel, I've decided to revive the Twisted Claws a bit. We've never left, but have been a little dormant in the information gathering. This time I've decided to do thigns a tad different. I'm beginning a post on weapons, and I am hoping that all clan members will be able to put some input down. Basically, what I am looking for is the clan member's current favorite weapon, and for a brief synopsis on it and then we'll go to second favorite, and so on until all the weapons have been done. I'll start, and of course, for me it'll be the venerable PKM.

PKM (accuracy? what's that?)
Type: Machine gun
Kit: Support
Rounds per clip: 100
Clips per kit: 4
Firing rate: about 200 rounds per minute

This gun is the unlock for the support class kit, essentially it replaces the SAW, which I found to be pretty useless, in that it spits a lot of bullets, but does little damage, and overheats rather quickly.

PROS: The nice thing about the PKM is that it penetrates most walls
High damage per round
Loud, keeps enemies heads down
Effective at its job, which is to create covering fire
Accurate, unlike the SAW, I have actually dropped people at quite the distance
Decent KDR

CONS: Loud
Overheats very quickly, full on firing will allow only 40 rounds
Heavy, running tires fast
You could watch the Ten Commandment's director's cut in the time it takes to reload.
Seems to cut apart any friendly not bright enough to stay out of its path(this happens a lot)

Overall: I love this gun, it has its drawbacks, and I am finding the more I play the more I play other kits, but when i get frustrated, the PKM comes out, and it serves me well. For a guy who likes the spray and pray technique, this gun allows me to get down low, and keep the enemies either hiding or bunny hopping to make easier targets. It's great for getting guys to run for cover, hopefully allowing a friendly to huck a grenade right where they're headed. I'm too impatient to be a sniper, and this gun allows lots of kills and lots of bullets. I'd love for the opportunity to get deeper into teamwork to really make this weapon effective.


L85 Posted next, on his favorite gun. Here's what he wrote:

Heh, that's easy. My namesake - the L85. While I also like the Special Forces upgrade I use the L85 almost exclusively (medic kit). The original medic rifle is downright useless but the L85 is arguably the best upgrade you can get simply for this reason: playing the medic with the original gun is just not fun.

I too am a bit impatient to play the sniper kit but like to pick off guys before they get close enough to cause too much trouble. While I certainly haven't played all the upgrades I find the L85 the perfect compromise between the sniper rifle and assault. It's deadly accurate and the scope allows you to pick off guys from quite a distance - on occasion I have managed to beat snipers at their own game using the L85.

In addition it's a great close quarters assault rifle, although it doesn't pack the punch of standard assault rifles and certainly not the PKM, but more than adequate for the job. It's also got a smooth, steady fire rate, which means you still manage to retain at least a little accuracy when firing in full automatic mode. But I prefer to keep it on single shot, even though it has caused me to die a bit more than I like simply because it is deadly accurate in single shot mode.

A close second favorite of mine is the special forces upgrade, the G36C. It too is deadly accurate, but not at the distance of the L85, and handles quite nicely in full auto mode.

I too like the PKM, but I am not too useful with the supply kit. I just love to sit there and listen to its sound as I pound enemy locations with it. It is hands-down the best covering fire weapon in BF2.


Who's next?

Sunday, November 19, 2006

ATTACK!

Ok, Attacking post is now going on, and this one should be good. This will be one of the last on the general series of fighting, and then we should be able to get into the specifics of each map. This one will be adding onto the other 2 posts on defense and movement, along with the general fighting post for a hopefully complete set of guides.

#1 Squad up.
The Usual, this has been discussed numerous times before.

#2 Kit up.
Kits are still very important, and depending on the size of squad, it should consist of 2 medics, 1 support, (at the very minimum), with a spec ops and assault class, coupled with a sniper for long range viewing and picking off if possible. At various non fighting intervals it's a good idea for medics to drop a few medic bags and a support to dump an ammo bag or 2 to keep health and ammo levels up.

#3 Move cleanly, tactically.
See the post on teamwork, last bullet, numbered 5 for the beginning of this topic, and we'll talk about it here in detail. When attacking a flag, 2 should be running and one should be still. Preferably a medic would always be still, but due to the limited sprint capabilities of the support and assault class it does need to be shaken up. A group should move in close but not tight groups. One or two(if there's enough, but 2 should always be running, and not 2 medics together either, ever) should find suitable cover for them to be safe but also able to move quickly and crouch (not prone) to cover the 2 running. The static soldier should call out enemies before engaging, and should also be more concerned with covering fire than getting a kill. Getting a kill is great, but covering fire distracts the enemy and will allow those moving to nail him at closer range. I witnessed this last night with myself attempting to nail a soldier at a flag, I was a good 75 yards away but had him sufficiently distracted to the point that a fellow team mate could flank him and nail him at close range (I got the kill assist though). The leap frog effect should be used all the way to a flag.

#4 Cover the Objective.
This is usually taking a flag, but there are also other objectives that can occur, namely the destruction of commander assets. I will use the flag as the basic setting, as the tactics are essentially the same. On approach to the flag, when the running soldiers reach their destination, they should clear out any remaining opponents that they see, and at this point should use the Go, Go, Go, command in the commo rose to ring the last one or two spotters into the flag radius. With the three or more in the radius, it will change quickly. The biggest problem here is it is still a spawnpoint for a few precious seconds, and there is also the possibility of opponents on rooftops and hidden areas to nail attackers. It is also essential for a squad leader to bring up a UAV to assist on seeing any late arrivals to the spawn point. On arrival, medics should drop medic bags at the base of the flag, and support should do the same with ammo bags. If spec ops is available, C4 should be entertained as a possible defense mechanism against defenders, but as a last resort. Soldiers should crouch, preferably, but prone is also a good tactic if better cover is found that way, and they should all point away from the flag, covering as much in their line of sight as possible. Again, calling out targets is essential before engaging.

#5 Take the Objective.
After setting up a perimeter around the flag, soldiers should only move to keep from getting killed. Flag change should be first priority, with marking targets and covering fire a more effective procedure. If enough squad mates are available, a handy tool is to have a man in the flag circle hucking grenades at called out targets. This should only be done if there are at least 4 men in a squad. Grenades shoot around corners, bullets don't. Medics should be at the ready to drop position and revive when needed, with the nearest soldier covering both areas till the revive is successful. With 3 men the flag should be quickly taken, and then it can be decided by the squad leader whether to attack again or defend.

#6 Replenish.
Any healing needing to be done, or ammo replenish should be done now. Take 10 seconds to sort out your teammates and organize. This also allows for a quick check to see if anyone is hanging around for a retake of the flag after you leave.

#7 Rinse, Repeat.
This tactic should work for most of the cases, and of course should be used loosely enough to allow for individual and battle adaptation. It's been said that no battle plan survives the first shot, but that's really not true. It may be true that battle plans may need to be altered for changing fortunes, but good plans and tactics are proven to win, as can be seen in any case when you have an organized army as opposed to an unorganized one, both in BF2 and Real Life. As with all these guides, any ideas and assistance is welcome, and I will amend them accordingly.

Sunday, November 05, 2006

Defense, What to do?

Ok, Now that we've begun the teamwork postings, Here's the next installment with tactics.

We're gonna start off with Defense here, mainly because it actually is much harder to do than Attacking in Battlefield 2, which, while technically untrue in reality, is still a part of game mechanics and as a result definitely deserves some time to work on. While defending is basic, and Requires only a few of the game workings that make it fun, it's rather crucial to do it right.

#1. Squad up.
Not gonna go any deeper into this, aside from saying squading up is essential.

#2. Kit up.
Kits for defense: Simple, Support, Medic, Spec ops, and if you have enough squad members, Sniper.

#3. Use the kits.
Ok, first thing support should be doing is placing ammo kits down near the flag, but not within the radius. The reason for avoiding the radius is so that those who are trying to take the flag cannot replenish without losing the flag count. Same goes for medic bags, but these should be deployed a little further outside the radius, due to their usefullness to the attacking force. C4 should be deployed within the flag radius, if possible, hidden, but nonetheless one near the base of the flag, and others placed where soldiers are most likely to congregate/hide whilst taking a flag. Snipers, if any should be deployed where they can have a clear view of the entire flag radius, or if not entire, as much as possible. Snipers primary concern should be spotting soldiers first, then covering friendlies going after unseen threats first.

#4. Stay away from the flag.
I actually believe that Defenders should be nowheres near a flag, but well outside the radius and covering the flag from a ways off. Here's where we falter. We are way too close to the flag, and get nailed quickly via grenades and other heavy arms fire. Staying away from the flag and covering it from good covered spots allows us to nail attackers, and keep the flag safe. Only attackers need to be in the flag radius, and if it's defended fast enough the flag will not need retaking.

#5. Medics at the ready.
This is a bit of a dilemma, but this is where a good medic and sniper can be of very good use. If one defender goes down, the sniper and medic closest or available should first take out the threat and revive if possible. Reviving is still important, but while defending it isn't as important as the defended flag can still be used as a spawn point.

#6. BOOM!
If there's time to prepare, the Spec ops should lace the flag radius with well hidden and placed charges, and should be hidden with his finger on the button, before he even fires a shot. He should wait till he can get maximum bodies, and then blow the charges. After he lays the charges and when he runs off, this is also a good time to grab an ammo bag, laid down by a support kit. Regardless of prep time, once someone enters the flag radius, grenades should come flying from all directions. TC-L96A1 and I had this experience where one defender took 4 of us out taking a flag with a barrage of grenades before we even had time to turn and look. Grenades have a use, take full advantage. When the threat clears, now is a good time for ammo bags to be snatched up.

#7. Keep kitted up.
As bags of ammo and health get used, the support and medic classes need to keep them replenished and down. Use the same area to place them so that friendlies know where to get them.

8. TOWs + MGs = FUN
On some maps there are TOWs and MGs placed near flags, and they can be used for great effect. I've had more luck with the mounted MGs than I have with TOWs, but they are very useful. with the MG, fire in short bursts and keep your eyes open, but your head down. Use the crouch position to hide behind the wall it's mounted on (a feature not found on TOWs). This makes it very difficult for you to be hit, even with SRAWs and other antitank missiles. This also allows the gun to be cooled down and for you to fire with great effect. I've used the mounted MGs to cover squadmates at the next flag, and it drove the enemy nuts. The amount of sniper fire I was taking was unbelieveable, and it diverted their resources from watching the flag at their spawn point to watching me. The downside to Mgs is they have a limited swivel and so as a result they are best used to hold off attackers en route to the base, it also makes them easily flanked.

9. Keep your eyes peeled.
Lastly, watch out for flanking positions. Be on the lookout for crafty ways, there are many soldiers who have sneaky ways of getting in. Watch out for them.

Hopefully we can perfect this so that we can defend flags when needed, and be able to hold them back when needed. Too often we take a flag and then lose it when we go to take another. Defense in the right hands makes the other team put themselves into an exposed position, where we will know where they are coming from. This can alow for us to fight on our terms instead of theirs.

Wednesday, October 25, 2006

L85: Feedback on TC-PKM's post on Teamwork


I was going to do this in the comments section of TC-PKM's post, but felt it was rather long and deserved a full post. Here's my take on things:

#1 Squad Up.
Absolutely essential for good teamwork. So far this has not been a problem for us, although we should work out beforehand who wants to be squad leader. I'll come right out and say that I don't particularly like being a squad leader but will do it if no one else wants to. I know TC-PKM is not always thrilled to be squad leader, but he is damn good at it. So is TC-L96a1, particularly in sniper mode which I will talk about later.

#2 Plan squads effectively.
Infantry Only: Agreed, forget anti-tank or engineer kits, worthless.
This is a topic that I think should be much discussed and will most likely meet with some disagreement among many in the BF2 community. While I think snipers are of limited use in squads smaller than 4 people, that doesn't mean we should discount them entirely. As mentioned in #1, having the squad leader, such as TC-L96a1, as a sniper can be very beneficial. The squad leader can act as a "forward scout" and spot enemies and issue orders and instructions to the squad without being overly exposed. While this would mean only 2 or 3 squad members available for attacking, it is still a useful asset. Again, I think this is a beneficial strategy only when the squad leader is sniper.

As for Spec Ops I disagree. I think they are perfectly useful as assault troopers, even in small squads. The Spec Ops upgrade (G36) is a great weapon with awesome accuracy.

But for overall effectiveness, here are my 2 cents worth on ideal squads for infantry only servers:
only 2 people = both medics
3 people = 2 medics and 1 supply (TC-L96a1 is just as deadly with the L85 as he is with the sniper kit), or 2 medics and 1 Spec Ops, or 2 medics and 1 sniper (only if sniper is squad leader)
4 people =
- 2 medics, 1 supply, 1 Spec Ops
- 3 medics, 1 supply
- 2 medics, 1 supply, 1 sniper (preferably if sniper is squad leader, but with 4 people only recommended, not required)
5 people or more = any combination of any kit, excluding anti-tank and engineer, that includes at least 2 medics and 1 sniper

#3 Spot the Enemy Before Firing
Excellent point. With TeamSpeak and RogerWilco we have all fallen guilty of shouting out enemy locations to our buddies instead of using commo rose. By using commo rose we can easily spot the enemy for our buddies.

#4 Stick Together
My biggest weakness. I always start good and then tend to get excited and ahead of my squad. Bad idea. Will try to be better at this. Would also like to point out that sticking together doesn't mean we have to be sitting on top of each other - only that we move as a team and take flags as a team.



#5 Tactical Maneuvering
I think we have been pretty good about this, when we don't panic and stick to our plan. It is a great way to approach any target - someone leads and provides cover for those behind. The ones behind then provide cover for the point man to move forward and the line continues.

Another item I would like to mention is to avoid clustering and pointing in the same direction when taking a flag. It's hard to do since everyone needs to be close to the flag to bring it down, but at the very least we should avoid all sitting in the exact same spot pointed in the same direction. When taking flags we should take care that each squad member points in different directions, thereby covering all approaches by the enemy.

I'll cover more tactics in separate, more detailed posts and as TC-PKM suggested split them between offense and defense.

Saturday, October 21, 2006

Battletime

It's battle time again on our wonderful server, I'm going for a 6:00 time, will be trying to log on a little earlier to attract playes like moths to the light. Who's up?

Sunday, October 15, 2006

Teamwork Basics

Ok, here's the first installment of teamwork basics. Some of the things that L85 mentioned are very true, and we faltered in the second half of the game that we played last weekend. The first game was great, but we splintered and that's when we had issues. So, I'm gonna go over those things, and hopefully we'll get some good advice out of this.

#1: Squad Up.
Something we usually do well, and we usually have someone start a squad first thing and invite the others to join it. What happens afterwards is sometimes where we find trouble. We need to come up with a kit complement that is effective together. Unfortunately, that means snipers are usually ineffective in squads smaller than 4. It also means that Spec ops is out, but not necessarily. Those 2 kits are more "lone wolf" type kits, but can be used effectively in a squad with good planning. I'll discuss that later. This brings me to item 2.

#2 Plan squads effectively.
Obviously in an infantry only server it's useless to have the anti-tank or engineer kits, yet we've actually seen them, and with disastrous results. Every other kit is far superior than these 2 for infantry fighting. While I love my DAO-12, I never use it unless we've got armor to contend with. This goes to the other point, what do you use? We've found a complement of 2 medics minimum a must, plus either support, and if you've got the men, a sniper from afar spotting and covering. Spec Ops and assault are also useful in a squad, and can be used in place of the support for closer range (ie point blank) such as capping flags and such.

#3 Spot the enemy before firing.
I found this out the hard way not too long ago, that if you see an enemy, use the commo rose, and not the teamspeak. Using the commo rose will spot the enemy on the map, and will allow one of your squadmates to nail the guy if he nails you first. L85 got frustrated with me the other day because of exactly that. I told him there was an enemy in a hill, shot at the guy, he nailed me first, then L85 went to revive me as he didn't know where the enemy was, and L85 got killed before I was revived. We could have saved 2 tickets if I had used the commo rose.

#4 Stick together.
Another biggie, but really simple. Stay together, about 30 feet apart. This allows you to get to each other if need be, but keeps you far apart enough for the guy with the nasty PKM sitting prone at the objective. It also allows for a greater range of view.

#5 Tactical maneuvering.
Last, but not least, moving. This will be covered more in depth on the defense, offense posts, but the basic is to have one crouched, watching forward while the other 2 or 3 squad mates move forward, then when they get to a good spot, one stays behind, another continues on, and the previous spotter runs to catch up. This allows the croucher to spot enemies he sees while they move, and the movers time to take action. More on that later.

Ok, that's the basic list. I'll add more as we learn more, and begin on the defending and attacking posts. Happy hunting, and please levae comments to add in the previous post.

Teamwork, Updated

Ok, seeing as L85 mentioned teamwork and its benefits, I've decided to begin a teamwork post, listing ways we can improve, and also ideas that would improve our combat work. I am going to break it down into a few parts, so that it can be referenced later, and also used for various types of battle, e.g. attack, defend, moving, etc. If it is suggested in the comments section, i may even get as specific as maps, and strategies we can use for that. Lemme know guys, and any input is of course, always desired. Any comments on "combat etiquette", is it will probably become known, please keep them left to this post, so they don't get lost and ignored, and I will make sure they get to the proper location.