CLASS
RECOMMENDATIONS
=====================
Below
are general courtesy requests that the 298th makes of
all who enjoy our server. They are not hard and fast rules
to be used, but are practices that, when utilized, will
make the server more fun for everyone.
ANTI-TANK:
Since
the v1.2 patch was released, thus augmenting the usefulness
of tanks, the demand for Anti-tank troupers has significantly
increased. The only real guideline for players regarding
the anti-tank trouper is to pay attention to your team
mates cries for anti-tank help. It sounds something like
"We need anti-tank support" and it generally
means that your friendlies are becoming the grease in
the enemy tank treads. Listen for those calls, recognize
where they are coming from on the map, and lend a hand
as soon as your able.
ASSAULT:
Like
Anti-Tank, there are few requests we make to the Assault
grunts on our server. Listen for calls of "Enemy
Infantry Spotted" and "Requesting Reinforcements"
and be sure, when you hear those calls, that you peek
at your map to see where those requests are coming from.
There is nothing so hopeless as hiding near and contesting
an enemy flag, knowing that the nearby enemy troupes are
hunting you down, and realizing that none of your team
mates are coming to pull you out of the fire.
ENGINEER:
Keep
an ear open for the "I need a grease monkey!"
or simply "Grease monkey!!" shouts of your vehicle
drivers. When you hear them, check your map, and try to
help those guys out. The longer you keep your own armor
churning, the more effective your armor will be in securing
spawns and choke points.
You
can also know the condition of your nearby vehicles by
simply looking at them. The % number you see next to them
is their condition. If theirs is less that 100% use your
wrench to fully repair them.
Know
how to use all of your engineering attributes; Mines,
Det Packs, Fixing vehicles with the wrench, and picking
up mines and det packs with the wrench (while kneeling).
Don't
mine roads frequently used by your own teams vehicles
and try to type a message to your team (hit the L button)
and let them know when you've mined a bridge or what not.
If you see a friendly approaching a path that you've mined,
try to clear them out of his/her way before he/she rolls
over them (Sometimes friendlies aren't attuned to the
hard work you are doing.)
MEDICS:
While
medics are a viable attacking trouper, they also need
to listen for their wounded team mates cries of "I
need a Medic!". When you hear those cries, pop open
your map and look for the first aid symbol which represents
the location of whoever was calling for your help. If
said wounded is relatively near you, go sew their guts
back into their bellies. It will save your assault time
and give you more guns when you need them.
You
can also know the health of your nearby teammates by simply
looking at them. The % number you see next to them is
their health status. If theirs is less that 100% use your
first aid kit to heal them fully.
SCOUTS:
While
playing a scout on the 298th server, we ask that you learn/know
how to call artillery down on a target. Do so by equipping
your binoculars, then zooming in with your alternate fire
button. When your crosshairs cover the desired target,
hit your fire button. This will allow artillery to target
the selected location for up to 90 seconds. Always make
sure that your teams artillery has an available target.
It only takes 5 seconds or less to pull your binoculars
out and target an enemy zone. Your ability to do this
will make the game much more fun for all players on the
298th server as others will be able to utilize artillery
as it was meant to be used, far from enemy fire.
Learn
to listen to friendlies calling for artillery targets
as well, which sounds like "Artillery requesting
a target". That means someone is sitting in a piece
of artillery and is ready for you to call out an enemy
location with your binoculars.
Also,
pay heed to the number of your team mates already playing
the scout class. It is important to have a balance offense/defense
on every map and if too many players are scouts then your
teams ability to take and guard spawn points will suffer
tremendously. This is particularly true on the Omaha map
where allied snipers (beyond 2) are useless in taking
the first two spawn points.
GENERAL
CLASS:
Learn
to listen for requests from your team.
Learn to keep an eye on the text messages in the upper
left corner of your screen. Often your team mates may
be posting strategy suggestions (aka "Everyone rush
the left side of the beach" or "We have too
many snipers!"). Use the info from these text messages
to work more efficiently as a team.
Learn
to use the auto-messages in the F keys to call for help
or to locate enemy armor, subs, infantry and the like.
================
VEHICLE
RECOMMENDATIONS
================
AIR
Your
map is your friend. Learn to identify friendly targets
on your map so as not to bomb your own team who may have
stolen an enemy vehicle.
Learn
to listen for friendly call such as "I need air support"
or "Enemy plane spotted" or even "Enemy
Armor spotted". Air units, being the fastest in the
game, are the best to respond to calls for help, especially
against enemy vehicles. Don't just fly about looking for
targets of opportunity when your team is calling targets
out for you.
More
importantly, don't stand around the air field waiting
for a plane to spawn (i.e. plane camping) when your team
is being wrecked in the field. Get out there and whip
some ass soldier!
If you
are planning on being a pilot check your map prior to
spawning. If you already see a person or two standing
on the AC Carrier deck or on the airstrip waiting for
a plane to spawn, please plan to help your team elsewhere
and set your spawn point accordingly. There is nothing
so frustrating as watching your teams life tickets bleed
away due to lack of spawn controls because there are 5
people standing around waiting for a plane to crash.
If you
must wait for a plane and you see that someone
has been waiting before you, let them take the next plane.
Most importantly, never shoot a team mate because he/she
got to a plane before you. If we catch you doing this
you will be banned from the server and bear in mind that
members of the 298th like to enter view mode and watch
the airfields for this type of behavior.
BOMBERS:
Unless
there as absolutely no other friendlies near your bomber,
do not leave the tarmac without a belly and a top gunner.
Not only will these two gunners help to keep smaller enemy
aircraft off your 6 o'clock, but they also serve as paratrooper's
onto vital spawn positions or into the enemy base. If
you leave the base without these two helpers you are doing
a great disservice to your team and you're likely to be
shot down quickly.
Due
to the destructive potential of the bomber, it is extremely
important that you learn to check your map prior to each
bombing run so you do not bomb friendly troupes who may
be trying to take a spawn point. Since you need your map
open to navigate accurately around the map anyway, checking
for friendlies is an easy yet significant part of being
a good bombardier. Check your map! Check your map! Check
your map!!!
FIGHTERS:
While
strafing and dive bombing targets of opportunity are great
fun, be sure to keep the enemy pilots from wrecking your
own ground pounders. Keep an eye out for bogies and keep
an ear open for friendly grunts under enemy armor attack.
Check
your map frequently to make sure you aren't about to shoot
up or bomb a team mate.
FIGHTER
BOMBERS:
Like
the bomber, the fighter bomber should have the tail gunner
position filled every time it takes off. Check your messages
when you take off to see if your tail gunner would like
to be dropped off anywhere in particular (like a rear
spawn or the enemy tank yard).
Check
your map before wrecking anyone! That AA gun you are about
to bomb could be a friendly engineer keeping Zero's off
your tail!
TORPEDO
PLANES:
Same
guidelines for fighter bombers, except you need to know/learn
how to drop torpedoes at enemy ships (and check your map
to make sure that they are enemy ships). To drop torpedoes
correctly, fly low and level toward the enemy ship. Well
before you reach that ship, drop your torpedo (with alt-fire).
The torpedo will splash in the water and then continue
toward the target doing maximum damage. If you just drop
the torpedo onto the ship it will do little damage.
LAND
Four
rules apply to our players regarding land vehicles:
1. Don't
shoot a teammate because they got to a vehicle you wanted
first. We'll ban you for that.
2. Use
each vehicle for its intended purpose. Don't drive a jeep
or tank to a nearby airfield simply to beat your teammates
to a plane. Your team needs those resources elsewhere.
3. If
someone is driving a vehicle and they hop out to fix it,
don't steel their vehicle from them. We'll kick you for
that as it's just rude behavior.
4. If
you don't like how someone is using a vehicle, you don't
have the right to blow them up. That's our (the 298ths)
job.
For
Example: I once saw a guy (we'll call him Mr. Bungle)
complaining that 298th Whipping Boy was sitting on the
repair pad on Iwo Jima with a tank. Mr. Bungle wanted
Whipping Boy to drive off and shoot bad guys, but Whipping
Boy wanted to stay and guard the base. Mr. Bungle decided
to Det Pack the tank Whipping Boy was on in hopes of getting
it when it respawned. Mr. Bungle can't play on the 298th
server anymore.
APC:
A full
APC is a happy APC. The fuller, the happier. Don't drive
off in an empty APC when your team mates are nearby. Respond
to calls of "I need a lift" when they are offered.
When an APC is fully loaded, a skilled driver can deliver
a lot of fighting power wherever it is needed.
Don't
try to go head to head with a tank when driving the APC.
Your team mates in the belly of the APC won't appreciate
it. If you run into pending doom while you drive, send
a "Bail Out" message to your team mates so they
don't share your fate.
ARTILLERY:
Learn
to call for an artillery spotter by hitting F2 and then
F6. This lets your scouts in the field know your ready
to bombard a target of his/her choosing.
Learn
to use the artillery alternate fire targeting system.
It's somewhat complex, but practice with it. When you
hear a scout shout "I have a target for artillery",
check your map. A yellow wedge will be superimposed over
the map starting from where the scout is hidden to the
location where he has called artillery. Turn your vehicle
toward where the scouts field of view is pointing and
then hop into the #2 (or gunner) position. Click your
alternate fire button. This should bring up a targeted
view. Since you should be pointing in the general direction
of the target, estimate the distance by raising or lowering
the barrel and then fire a shot to see how close you get.
When you fire, the camera mode will switch to show you
the flight of the projectile. Adjust left or right, up
or down, to get closer to the target. Fire again and repeat
as needed until you are dropping the rounds into the enemies
front yard.
NEVER
jump into the driver position of a mobile artillery piece
(Wespe or Priest) when someone is shooting the gun. It's
impossible for the gunner to hit his mark when the mobile
artillery is moving. If you see someone in the gunnery
position, leave the artillery piece alone unless you are
an engineer looking to fix it. 'Steeling' someone's mobile
artillery as such is a kickable offense on the 298th server.
JEEPS:
The
jeep has two seats in it. Use them both. Don't leave a
base without a passenger. Jeeps are the most efficient
ground unit for fast attacks. A jeep with a medic and
an assault trouper can usually take a distant and poorly
defended spawn point. A jeep with an engineer and a friend
can zip ahead of the battle to mine an enemy bridge and
bog down an armored advance.
TANKS:
Keep
an ear out for anti-tank requests. Heavy Tanks are best
suited for taking out armor units, so help your team out
and shut down enemy tank offensives. Learn how to call
for an engineer when your tank is damaged.
Try
to stay off runways of your team. Keep an eye out for
mines laid by friendly engineers (and enemy I suppose).
Mining bridges and roadways on defensive maps is key to
winning. If you drive over friendly mines due to being
oblivious, not only are you depriving your team of the
tank you destroy, but you are also depriving your team
of the defense offered by the mines. Keep a sharp eye
and give your friendly engineers a break.
NAVAL
Generally
speaking, if you are planning to play the part of a sailor
or submariner, you probably should play as an engineer
so you can repair your ship.
Never
ever beach a ship. This offense is kickable or bannable
depending on severity.
Never
ever run a ship off the map. This offense is kickable
or bannable depending on severity.
Never
ever ram a friendly ship. This offense is bannable if
it is perceived as intentional.
Try
to send auto-messages to your team whenever you locate
enemy ships or submarines. It just allows your team to
better coordinate. Likewise, pay attention to your own
teams chatter so you can help them when they need support.
Watch your map to make sure you are not shelling your
own teams vessels.
AIRCRAFT
CARRIERS:
AC
Carriers are probably the most important ship on your
side. They provide you a mobile airstrip. Use that mobility
to HIDE the AC Carrier. The two drawbacks of the AC Carrier
are it's poor defensive capability against ships of war,
and it's terrible offensive capability in general. Avoid
combat situations with your AC Carrier by hiding it in
remote regions of the map. NEVER take the AC carrier close
to land where it can be located by the enemy and never
try to take sea flags with the carrier where it will be
found and destroyed by enemy ships.
Learn
to use the 4 Anti-Aircraft artillery in positions 2 through
5 on the ship to guard against enemy bombers.
..and remember, if you don't hide your AC Carrier it will
be destroyed, and with it, your ability to paratroupe
forces onto spawn zones.
BATTLESHIPS:
The
battle ship serves two functions. First, it absolutely
wrecks enemy ships. Second, it is the perfect weapon for
naval bombardment.
Every
battleship should have 2 engineers manning it at all times
(if not more). One person piloting and manning the forward
battery, and a 2nd manning the stern battery. The stern
gunnery should be ready to switch to either AA gun (position
3 & 4) on the ship to shoot down incoming enemy aircraft.
Learn
how to use the artillery interface (see Land-->Artillery
guidelines) and learn to request targets from your forward
scouts (F2, F6).
Learn
how to send the "Enemy Ship Spotted" message
to your team so that the forward and stern gunner can
act as alarms for each other when enemy ships approach.
Learn
how to send the "Enemy Sub Spotted" message
to your team in order to call in air and destroyer support
as you are very susceptible to submarines.
DESTROYERS:
Know
how to use your ship. The destroyer is the only ship with
Sonar which reveals each ship within sonar range with
a white dot (which looks like the white dot for spawn
zones). It's a good idea to keep your large map open when
piloting a destroyer so nobody can sneak up on you and
to make sure that you don't miss a submerged enemy submarine.
Your primary function is sub hunting. The alternate fire
from the pilot seat sets off depth charges that will destroy
submarines beneath your ship.
The
rear gun can be used in coordinated artillery strikes
called by scouts in the field.
When
possible, provide sub protection to your friendly Battleship.
Keep
in mind that your only defense against aircraft are the
twin fixed machine guns in the mid-port and starboard
sides of the destroyer (unless you get a lucky shot with
your main guns.) Call for air support when you are being
bombed or torpedoed. Also keep in mind that while you
protect Battleships from Subs, the Battleship protects
you from Aircraft and you help one another against other
Battleships and Destroyers.
LANDING
CRAFT:
The
UP ARROW lowers the forward gate on the landing craft
if you are sitting in the pilot seat.
Moving
forward in the pilot seat will launch the boat from it's
taxi vessel.
Wait
until all friendlies near your boat are aboard before
departing for shore. The larger your landing force, the
more effective it will be.
SUBMARINES:
The
UP ARROW will flood your ballast tanks and submerge the
submarine.
The
DOWN ARROW will purge your ballast and bring your sub
to the top.