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When I play MEC I often spawn as AT and take out the Essex AA with 2 shots. If the Seals don't have a dedicated engi then it will stay down for quite a while.
Then I tell my team that the AA is down.
Now we just need a decent Hind Pilot/Gunner which occupies the enemy attack chopper.
Simultaneously the Transport Chopper can drop off a whole squad at the back of the ship (where the AA is located) which is often completely ungarded.
Somebody of the squad makes it under deck and goes squadleader.....
Well, so much for the theory....
this man just said it all, learned this tatic from anohter player. Doing it as commander allows your transport helo the time it needs, to get men on the flight deck/viewing deck.
I like it when the APC sits station on the Essex gun and keeps it down (as well as any engineers or supply crates butchered) and also protects the UAV and shore from harrassment and vehicular theft from Seal attack teams.
I dont know what servers u play on or what, but for me as MecSF we ALWAYS end up capping alteast 50% of the flags in the first 100 tickets, like wise with Wake, i dont know how its impossible to get off that carrier, both of these maps are easy, and i dont know why some people cant cap flags on the iron gator,its easy ! :p
fly transport out to the edge of map and fly around to back of ship, then cut straight in towards the open hangar bay door, land and deploy your team.
flag taken then straight to hangar bay fore and take, then clean up while usmc is still wondering how you got in
remember to take a WIDE route though so you dont attract attention then bam hit that hangar bay
dodge
I forgot about that tactic. It works VERY well, since almost all US guys go to the flight deck or engine room, since they think those are the only two places MEC can enter the carrier at.
I played on a 56 person IG server last night on both sides and the map is fine as is. The Seals almost always built up an early lead. Then one of two things would happen:
An organized MEC squad got below deck and capped a flag. MEC won every round when this happened. Very easy for MEC to defend below deck. And they still have the option to continue attacking from outside also.
MEC would make the mistake of taking the open deck flag. US never took it back, just spawn raped the hell out of it until they won. In one game, a Seal snuck over to the MEC uncap and stole the APC. That round ended with 241 tickets left for the US.
Frankly, I think smaller is better for this map. The 32 player version is the ideal size. You can have 2 full squads and a few extras to fly and man turrets.
Something that really disappointed me in BF2 is the inability to dive underwater, its quite annoying and could be pretty useful. It would be cool if there was like a small divers hatch (or something similar) under the ship, would be a nice little feature.
2. Go low, and right. As you approach the carrier keep the helo under the deck, not visible for the AA. Aim for the hole in the side where the elevator is. There is just enough room for a standard Mi-17 Transport Helo in there.
My "zOMG what a bastard" tactic is to raise the elevator right at the start of the round and and to lower it just as the Mi-17 tries to go under it.
End result (assuming no previous damage):
pilot is no more.
passenger 1 is no more
passenger 2 is no more
passenger 3 is no more
passenger 4 is no more
passenger 5 is no more or (even better)
pilot is no more.
pilot [Teamkills] passenger 1
pilot [Teamkills] passenger 2
pilot [Teamkills] passenger 3
pilot [Teamkills] passenger 4
pilot [Teamkills] passenger 5 :cussing:
I have a problem with Iron Gator only when playing it on this on 64 player rotation SF server. The rest of the time it is fine. My squad lands on the deck near viewing deck instead of by the flight deck or the boat bay because those are most heavily guarded.
Something that really disappointed me in BF2 is the inability to dive underwater, its quite annoying and could be pretty useful. It would be cool if there was like a small divers hatch (or something similar) under the ship, would be a nice little feature.
Yeah but the problem with the divers hatch would be every one would know about it and it would be heavily guarded just like the boat bay where most of the MEC SF jet skies and boats get destroyed.
fly transport out to the edge of map and fly around to back of ship, then cut straight in towards the open hangar bay door, land and deploy your team.
flag taken then straight to hangar bay fore and take, then clean up while usmc is still wondering how you got in
remember to take a WIDE route though so you dont attract attention then bam hit that hangar bay
dodge
The counter attack for this is to have a AT on watch at the Upper deck elevator controls. When the helo is inbound drop or raise the elevator, and take some shots at the helo.
The main issues I see a lot are:
1. Chopper pilots flying in too high, or in a straight line towards the carrier.
.
Fly to hig? Not possible! That's the best tactic out there. Squad up and have the SL be the pilot.... get to about 400m and just hover over the carrier. Your team can spawn in and HALO to the deck and work their way inside. If they die, they simply respawn and chute in again. Or if one guy makes it onboard, he creates a new squad and everyone spawns in on him.
It's not difficult to get onboard, as long as you use squads and look for squad that is on the carrier. Too many times I'll hold one flag and see tards sitting on beach waiting for a chopper or taking RHI's over to the carrier.
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