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Reinforce Game Mode


83457

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Bad teammate: the enemy team was dead but held 2 flags, so the timer is counting down.

One guy left on my team...camping.

Yeah.

Another Rambo: game goes 7 rounds/overtime. He was almost always last guy alive, so kudos for that, but at the end of 7 rounds he had zero captures. He kept trying to take all of the enemies out by himself and failing.

Random: a round can go on for minutes, but if i call in an f.o. C.p., the game ends instantly. We could hold only one flag, but somehow my team will take 2 while I'm waiting for that helicopter. Every. Single. Time.

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When i thought of it, the 'of course, duh' factor was high, like this should have been way obvious. But i guess that is due to the mindset that the Specialist is about the Specialist (7-8 kill) bonus, whereas in this, it's about those first few perks, so it took a paradigm shift to think about it correctly.

Why get 3 'points' for a nearly useless sat com? 2 points for a perk that actually helps sounds better. Or, for the same 3 points, i can get a 2 point perk added.

I want to test gambler; i want to make sure that earning it would give me a perk next life. So 1 kill, 2 captures to get Gambler, then make sure that i spawn with one next life. If that works, that's not a bad little treat./thinking out loud.

Test results: you get the bonus perk the same time that you unlock Gambler. I always assumed that the bonus perk came next life. I'm glad that i tested that.

Edited by 83457
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More killstreak thoughts: I have really embraced the Specialist killstreak in this mode but here is another take;

Sat com. Often after a few rounds several of these drop at the start of a round. The opposite team is suddenly at great risk of being easily annihilated.

So;

1. Hold one for when others drop. The downside being that you may get another before using the first, which overrides it. This can be mitigated by putting other higher killstreaks to avoid that or simply drop them when you get them, which is less useful.

Possibly: need 1/2 point for assault sat com, have 1 in inventory; get to flag, drop sat com, take flag, drop new sat com.

So;

Make 2 identical classes (or simply use 2 different ones), 1 with assault sat com, 1 with support sat com (maybe hardline? Though it is hard to fit in objective classes).

Switch classes every life (after enough time has passed that it won't change at start of round, but before you die) so that you store these up in your 'extra killstreaks' slot. Drop a couple per round if the game goes long enough. This should easily swing a game that has hit overtime.

So;

Have a later-game class with 'off the grid' for when the enemy team pulls one of these scenarios off.

I hope this helps.

Edited by 83457
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To be honest 83457, I use wire tap a perk . The enemy team often whack down a sat com or two, and if our team put down two it's a advanced uav!

The other perk that I found to be majorly useful is ping. Points out groups of enemies very easily. I pulled it off for agility, and I have noticed that I'm dying a lot more from enemies being close together and being campy.

Sent from my D2303 using Tapatalk

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Yeah, wire tap makes sense.

On ping; i look at map, get killed by enemy that i would have seen if i wasn't looking at my map (ha, it really happens). Just my luck, but it is probably a great idea to use in this mode.

Lol. I think it's the way you use ping. I always listen for it rather than look at the map. If I hear it,then I look at where the enemy is.
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I never knew exactly how ping works. It never worked for me tbh. So I hardly use it. I thought it would show nearby enemies like oracle does but I have hardly seen any. Didn't know it actually shoes them in the map, like recon. Gots to give it a try with my troll class.

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Ping:

You kill an enemy.

From his location, you get a radar ping.

This is exactly like radar on the shield, but just one 'sweep' of the outward-moving circle.

If any enemy, without 'off the grid', is in that area of effect, you will get an orange circle on your minimap (for each one) and hear a blip.

That's Ping, the perk.

Recon is the perk that gives the 'Oracle' halo; if an enemy is damaged by an explosive, you can momentarily see them through walls.

Edited by 83457
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So, you only get an orange circle and the beep? Not the actual enemy outline like oracle right?

 

I used this yesterday with M27 class, I was doing fairly well.

 

I also played lots of reinforce yesterday, It was actually super fun. I ran into a team of riot shielders and I consistently clutched a few games for my team as they had no clue I am a First Class Riot Shield expert.

 

One thing that kept throwing me off is when I am still alive and the timer hasn't expired with one of our team flag still active, why does the game end? Does it have to do with so many people staying alive with 1 or more caps captured?

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1. Cod is glitchy.

Twice we held all 3 and didn't win.

I've taken flags, gotten killed, then somehow didn't take the flag yet in the killcam, so it 'untakes' it.

There is a couple of second after the win; i have ran onto flags, stand there and it let's the enemy win by getting all 3, even though i was on one. Oh cod...

Edit: on Sovereign, they took C from us, I took B from them, A was white. They won from score limit; which ment that they took all 3 or held 2 at time, which was not true at all/stumped/glitched.

2. Besides the 'rush timer' (45 seconds once 2 flags are held), there is also a round timer of 2.5 minutes. Whichever team had the most flags at that moment will win.

Most likely it was that. That threw me off for a few games.

If not that, more information on what happened?

To your question: yes, ping is orange map circle and beep. No magical halo.

Recon: magical halo, no orange circle or beep. At least i think that there us no orange circle (scratches head).

Edited by 83457
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Did they glitch out IEDs?

It seems that since the update, my IEDs have become glitched: they seem to be going away when i die, which is a really game-breaking glitch.

It's not in the patch notes...

Or am i just confused and these aren't glitched? Just unforeseen circumstance?

Edited by 83457
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Did they glitch out IEDs?

It seems that since the update, my IEDs have become glitched: they seem to be going away when i die, which is a really game-breaking glitch.

It's not in the patch notes...

Or am i just confused and these aren't glitched? Just unforeseen circumstance?

Ieds always disappear when you die. The trick is not to bash x/square straight away, as the ied will remain for the time of your killcam. It's the same with grenades and semtex.

Very handy on free for all when people run over you just after killing you.

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Did they glitch out IEDs?

It seems that since the update, my IEDs have become glitched: they seem to be going away when i die, which is a really game-breaking glitch.

It's not in the patch notes...

Or am i just confused and these aren't glitched? Just unforeseen circumstance?

Ieds always disappear when you die. The trick is not to bash x/square straight away, as the ied will remain for the time of your killcam. It's the same with grenades and semtex.

Very handy on free for all when people run over you just after killing you. I'm sorry for my bad wording.

I meant that they seemed to be going away during the killcam. Before i mashed x to revive.

I guess it was just coincidence, that people were destroying them before taking a flag. I literally haven't heard one go off during my killcams: i throw 2 on A, die, and they take A while I'm watching my killcam, and I hear no explosions, get no hits/kills.

Edited by 83457
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