Guidelines

 

Guidelines for Play on the 298th:

CLASS RECOMMENDATIONS
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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.

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VEHICLE RECOMMENDATIONS

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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.

 

 

 

 


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