=============================================================================== Delta Force: Blackhawk down Multiplayer Team Strategy FAQ Version 1.0 By J Unit (MAJ Sinow-gold on BHD) =============================================================================== Table of Contents ----------------- I.Introduction II.The classes III.Equipment/Special controls IV.The weapons V.Grenades/throwing VI.Vehicle coverage VII.Game & Map types/good loadouts VIII.Talking with your team IX.Advanced Strategies X.Fleets XI.Future updates XII.Version Information XIII.Contact XIV.Legal information XV.Credits =============================================================================== I.Introduction -------------- This FAQ is meant primarily for Online Multiplayer team games for version 1.3.0.37 only. This FAQ will provide a coverage of all weapons, vehicles, how to play the different types of multiplayer maps, cooperating team fleets and more. It will also include some diagrams for a few strategies. This FAQ is intended generally to squad/team players who are willing to help and motivate their team to victory. This is a good FAQ when you need reference to, but not to memorize everything exactly. =============================================================================== II.The classes -------------- There are four classes to choose from when playing online: snipers, cqb's, gunners and medics. Each class has a special characteristic that makes them each unique. Here they are... ~Snipers~ Snipers specialize in engaging targets at great distances. They're very reliable when providing cover fire against enemies pinning down your teammates on a PSP or regular Spawnpoint. Snipers are divided into 2 groups: short range snipers who clear the path for their teammates, and long range snipers who tend to anti-snipe or snipe only stationary targets. Elevation settings-The Elevation setting is one of the 2 of ways of sniping that wasn't commonly used in the previous versions of Delta Force: Blackhawk down. In this version, you are restricted from using the auto-elevation setting in many, if not all novalogic games. When you are in scoped mode, you will see your distance to your target, elevation setting (in meters) and your scope's magnification. If your elevation setting and distance to target are the same, your bullet will hit exactly where you aim. If not, then you will shoot higher or lower. To adjust the elevation settings, use the " key to increase and SHIFT+ " to decrease. ~Close Quarters Battle (CQB's)~ Close quarters battle or CQB are people who specialize in close combat situations. If a CQB has just respawned and is within knife range of an enemy, then they can quickly take them out as their speed and reach with a knife is a deadly combination. If you choose to be a CQB, then you have to be the one who is able to rush into the field of battle to defend or attack.A CQB with good accuracy can sometimes even kill a distant sniper if they can track them. They're generally going to be the one's who capture flags, destroy targets in S&D maps, set claymores to defend PSP's and other various things. They also have the most grenades out of all the classes so learn how to use them well. ~Machine Gunners~ Machine gunners are the slowest runners but have the most health and strength to compensate for that. These are the people who will lead their team in assaults, paving the way for flag runners and getting their teammates out of tight situations. In the Multiplayer world, most gunners are either offensive or defensive gunners. Offensive gunners often will have the most kills and sometimes deaths as they tend to be "trigger happy" in killing their opponents. Most will just go for the kills and allow the rest of the team to accomplish the tasks.(get flags, gain time in the zone, destroy enemy crates etc. Offensive gunners will often take the humvee's to launch assaults but may rely on side and rear cover from their teammates as those are their blind sides. Defensive gunners are the "shy" type gunners. They won't get too close to the action and provide cover for their teammates. But just because they're defensive-like doesn't mean they won't take you out in a heartbeat. Since they're going to be around other teammates, it only means that they can be more deadly. ~Medics~ Medics are the weakest having the lowest amount of health but have probably the most unique ability of the four classes. They have the ability to revive fallen teammates to fighting form or heal them if they have been wounded. When a player is shot down, a medic will see their teammate's name in gray along with a timer. (If there is no timer then he cannot be revived) They equip their medic pack by pressing the 9 key, stand over their fallen teammate, and press fire to administer the pack to them. Medics are the fastest player on the team when holding a medipack or knife in hand.(When using gun, equal to CQB holding knife) It's usually best for them to run for PSP's and flags. =============================================================================== III.Equipment/Simple Controls ----------------------------- ~The radar~ The radar tells more than who's on your team and the waypoints. It tells you your x,y position on the map, the direction of shots, flags, targets, humvees and other things like buildings or large objects. Understanding what you see can lead you to the fastest and safest routes. ~AN/PVS 7B Nightvision googles~ I hardly use it myself but it can help you to see through low-light or complete dark situations. This is best when you're looking for slight movements when shooting far distances. The nightvision goggles can also help you see a little bit better through thick smoke by reducing a lot of lag and detecting solid-like objects more. To activate NVG's, press the N key. ~Binoculars~ Binoculars allow you to get a magnified view of the field and give a wider view than weapon scopes. Although you can't target enemies while using binoculars, you can still get a general area of where they and plot a way of killing them while you're at it. To activate Binoculars, press the B key. ~Swimming~ Not that many maps include lakes deep enough for you to swim in, but when there is one you can use it to your advantage. When in the water, you're protected from all gunfire from people on shore. If you want to kill someone else who is underwater, it's best to throw a grenade at them as that is the easiest way of killing someone underwater. You also have the option of knifing them, but proves difficult when trying to chase down an enemy. But most important of all, don't forget to come up for a breath. ~Crouching/Peek corners/Rolling~ Crouching is a very good evasive maneuver and can be quite stealthy as most objects lower than your head are able to cover you when crouching. An easy method of shooting your target without get shot: 1)Take a quick look at where your enemies are then quickly go into crouch. 2)Wait for the shooting to go down a little, then quickly stand back up and shoot only for about a second or two. 3)When you crouch back down, reload your gun, and repeat. Peeking around corners is also a good way of shooting your target while maintaining cover. Make sure that you peek around your corner just enough so that your whole body isn't exposed though Rolling is also a quick way to get a shot off without being too exposed. It looks more flashy than it does effective, but it does indeed work. To roll, you must first be lying prone and use the key you use for leaning left/right. The best way of rolling quickly and not getting shot is to quickly roll, fire a short burst killing or hurting no more than 2 enemies then roll back. Since your enemy is expecting you to be standing (unless he/ she saw you lying down already) killing them before they can even get a good lock on you works quite well. Not using any 3 of these methods can make playing a bit or a lot more difficult. ~Jumping/Climbing ladders~ In Delta Force: Blackhawk down, there are many special areas that you can get to by either jumping or climbing ladders. Keep a look-out for stacked crates, wooden barrels, wooden boards across archways or anything that looks as if you can get there. You can also use the jump feature when trying to get on Humvees, trucks, jeeps or to just get over an obstacle. Keep in mind, however, that you cannot shoot while jumping. To jump, press the spacebar while standing/moving. Climbing ladders are pretty much the same concept for jumping, except they will stand out more. There are also some special pipes you can climb on to get to higher places. While you can shoot while climbing, you can only turn your whole body about 110 degrees or -110 degrees leaving no protection at back. To climb up, aim up the latter and hold forward. To climb down, just do the opposite but while still holding forward. =============================================================================== IV.The weapons -------------- I'm not going to give a description for each of the weapons, as that is not what this guide is for. I'll just give you a recommendation for what you should use for each class with a *. ASSAULT RIFLES -------------- --CAR-15 Colt 5.56mm AR-- Ammo type: 5.56mm Rounds per clip: 30 Rounds Carried: 300 Muzzle Velocity: 990 m/s Rate of fire: 11.6 rps Scope: 2x low-power scope/iron sights (use 2x scope) Classes: Gunner, *Medic, *CQB (With m203 attachment) --M16A2 Colt 5.56mm AR-- Ammo type: 5.56mm Rounds per clip: 30 Rounds carried: 300 Muzzle Velocity: 990 m/s Rate of fire: 11.6 rps Scope: Iron sights (2x view) Classes: Gunner, *Medic, *CQB (With m203 attachment) --M203 Grenade Launcher-- Grenade type: 40mm (low velocity) Rate of fire: Around .3 rps Scope: Iron sights+flip-up grenade elevation scope Classes: Gunner, *CQB SNIPER RIFLES ------------- --M21 7.62mm-- Ammo type: 7.62mm x 51mm Rounds per clip: 20 Rounds carried: 200 Muzzle Velocity: 777 m/s Rate of fire: 2 rps Scope: 8x max Classes: *Sniper --M24 SWS 7.62mm-- Ammo type: 7.62 x 51mm Rounds per clip: 6 Rounds carried: 180 Muzzle Velocity: 792 m/s Rate of fire: .6 rps Scope: 14x max Classes: *Sniper --MCRT .300 Tactical-- Ammo type: .300 magnum Rounds per clip: 4 Rounds carried: 180 Muzzle Velocity: 911 m/s Rate of fire: .6 rps Scope: 18x max Classes: *Sniper --Barrett light M82A1 .50 Caliber-- Ammo type: .50 BMG Rounds per clip: 10 Rounds carried: 100 Muzzle Velocity: 853 m/s Rate of fire: 1 rps Scope: 10x max Classes: *Sniper MACHINE GUNS/SUB-MACHINE GUNS ----------------------------- --M249 SAW 5.56mm MG-- Ammo type: 5.56mm Rounds per clip: 200 Rounds carried: 600 Muzzle Velocity: 990 m/s Rate of fire: 10 rps Scope: Iron sights (unavailable) Classes: *Gunner --M60E3 7.62 GPMG-- Ammo type: 7.62mm Rounds per clip: 200 Rounds carried: 600 Muzzle Velocity: 915 m/s Rate of fire: 8.33 rps Scope: none Classes: *Gunner --M240B-- Ammo type: 7.62mm Rounds per clip: 200 Rounds carried: 600 Muzzle Velocity: 853 m/s Rate of fire: 12.5 rps Scope: Iron sights (unavailable) Classes: *Gunner --MP5A3 Heckler & Koch 9mm SMG-- Ammo type: 9mm Rounds per clip: 30 Rounds carried: 300 Muzzle Velocity: 285 m/s Rate of fire: 13 rps Scope: Iron sights (2x view) Classes: *CQB SECONDARY WEAPONS ----------------- --Remmington 780 Shotgun-- Ammo type: 00 Buck Rounds per Clip: 7 Rounds Carried: 14 Muzzle Velocity: 388 m/s Rate of fire: 2 rps Scope: none Classes: *CQB, Gunner --Colt M1911A1 .45-- Ammo type: .45 automatic Rounds per clip: 7 Rounds carried: 28 Muzzle Velocity: 253 m/s Rate of fire: 4 rps Scope: none Classes: *Medic, *Sniper, CQB, Gunner --M9 Beretta 9mm-- Ammo type: 9mm Rounds per clip: 15 Rounds carried: 30 Muzzle Velocity: 341 m/s Rate of fire: 4 rps Scope: none Classes: Medic, *Sniper, CQB, *Gunner OTHERS ------ --AT-4-- Ammo type: 84mm Rounds carried: 1 Scope: flip-up sights Classes: *Gunner --Satchel Charges-- Charges Carried: 2 Blast radius: 10m Classes: *CQB --Claymores-- Explosives carried: 2 Blast radius: 1 enemy, 90 degrees in front Classes: Sniper, *CQB STATIONARY WEAPONS ------------------ --M2 .50 Caliber Machine Gun-- Ammo type: .50 caliber Rate of fire: 9.1 rps --M134 7.62mm Minigun-- Ammo type: 7.62mm Rate of fire: 33.3 rps (2,000 rpm) --MK19 40mm Machine Gun-- Ammo type: 40mm (low velocity) Rate of fire: 5.8 rps =============================================================================== V.Grenades and throwing them ----------------------------- --M67 Fragmentation Grenade-- Body: Steel Filler: 6.5 ounces (comp b charge) Fuze: M213 Weight: 14.0 ounces Length: 3.53 in. Blast radius: 15m --XM84 Stun Grenade-- Body: Metal (alloy unknown) Filler: Pyrotechnic metal-oxidant mix of Magnesium & Ammonium Fuze: M201A1 Weight: 13.2 ounces Length: 5.25 in. Blast radius: 15m-25m max. casualties --AN-M8 HC Smoke Grenade-- Body: Sheet Steel cylinder Filler: 19 ounces of Type C, HC smoke mixture Fuze: M201A1 Weight: 24 ounces Length: 5.7 in. Blast radius: Varies (Depending on wind conditions) ~Throwing the Grenades~ When throwing grenades, there are 2 ways of throwing them. You can either left click (or fire button) and throw full power, or right click and use the power bar to throw a certain amount. When throwing the M67 Frag grenade, it tends to bounce no more than twice then in will just go to the ground. People usually tend to throw this grenade full power because they're usually distant between them and their opponent. There are a few strategies that I’ve found very effective that most people don't seem to use often. I'll list them here: -Use the power bar at about 20% to lob over head-high walls/structures -When trying to get a psp and want to take a suicide run into a room, (suicide run if you have spawnshield) run up to the psp, touch it, throw a grenade as little as possible with power bar, then get out of the room. Even if they do manage to touch the PSP, the grenade will kill them and your team can rush into the room unencountered for the PSP. -Use them to clear claymores and possible enemies if you get to a room that your opponents have that your team needs. -Use them after a flash bang or in dark situations as to kill your opponent with out them knowing how. (they'll know when they're dead) -Use grenades to detonate multiple satchel charges if the people who placed them are waiting to respawn and time is running low. -If your team is rushing and you're at the back of the pack, grenade in front to pave the way for them. -Time it and throw down a grenade directly in front of a manned humvee so it detonates when they drive over it. When throwing the stun grenade, it seems that it you have less power in throw- ing it and it doesn't really bounce so you'll have to throw it at solid objects. Throwing stun grenades are good when you and your team are trying to "capture" a room full of people. It's usually best that you throw down about 2-3 consecutively as it will blind them multiple times allowing your team to rush in as opposed to only 1. What's good about the flashbang is that it can sometimes even get people hiding around corners trying to avoid the blast. And as I said before, it's also good to follow up with a frag to clear the room immediately. People say that throwing the smoke grenade is for noobs or rookies, but it's actually not. They only say that because most of them get a lot of lag from the smoke grenades, making it harder to play. But besides that it works very well in multiple situations like: -In Capture the flag when you need a flag and need cover from a sniper down the lane, drop about 2-3 (depending on the width of the lane) by using the power bar. If you're standing right next to the lane but out of fire, drop one using about 30%-40% and the next ones 65%+. -This is quite tricky, but you can put them on the front engine of humvees and near the propeller of blackhawks. To put it on a humvee, stand on top of it facing toward the upper left or right corner of the engine. Then drop a smoke using the power bar as little as possible. This is a good way to get a "moving smoke screen." -Use them if you're defending a compound and need cover from heavy fire, but make sure that you're providing cover for your team and not theirs. -There's a hill your team has to climb at your SP in which snipers can easily take your guys out. Give a good smoke screen at the top and lower sides if possible. =============================================================================== VI.The Vehicles --------------- This section will cover the characteristics of each of the main Multiplayer vehicles. I'll give a brief description on how you can use each of the vehicles and some things you can also try when using them. --HMMWV "Humvee"-- 1. Geared hubs raise axle for higher clearance 2. Additional armor to counter 7.62mm ammunition 3. Gunner access hatch 4. M2 .50 caliber machine gun or MK19 40mm grenade launcher 5. Run flat tires 6. V8, 6.5L, 160hp 290 lb.-ft torque, diesel fuel injection engine ~The most common of all vehicles seen on Novaworld, this vehicle is the best for leading assaults or blasting through a group of enemies. If there are 2 Humvee's together (this occurs very often) and their sides are covered by their teammates, then you're going to give the other team a very hard time. Since they're going to be attracted by the 2 deadly .50 calibers, then the guys on the side can easily take out unsuspecting shooters. ~If you have to take out a guy in a Humvee, your best bet is to explode him out of it. You can use hand grenades, grenade launchers, or at-4's; any one of these is good. You can also fight "fire with fire" by firing back with another .50 caliber, but you won't have nearly as much protection. ~Also, they say that there is the MK19 Humvee, but I haven't seen it. Even when you try to add it in with the mission editor tool, it still doesn't have the weapon attached. I guess it would just be too powerful to mount a grenade launcher on a Humvee. If you happen to come across one though, i strongly suggest that you take it as you may never see another again. (They don't have it in single player either.) --AH-6/MH-6 "Littlebird"-- 1. Single 252 shaft horsepower Allison 250 C20 Gas turbine engine 2. 70mm folding fin unguided rockets 3. Two M134 7.62mm Pod mounted Miniguns 4. MH Variant Carries Six soldiers instead of weapon pods 5. Control panels modified for night flying 6. AAQ-16 forward looking infrared radar 7. Seating for two pilots ~The least common vehicle ever seen on Novaworld. This vehicle pretty much just gives you a fast way of getting around, and yet it will still move relatively slow. Even in games where you can use this vehicle, it is Highly recommended that you don't. While sitting on a little bird, there are no mounted .50 cal's or miniguns, so you'd have to use a heavy machine gun. Even then your accuracy is reduced by more than 50%, even with car-15's and m16's. So if you do happen to come across a littlebird one day, just say "no" and take something that's worth taking like a blackhawk. --MH-60 "Blackhawk"-- 1. Dual, 2600 shaft horsepower, General Electric Turboshaft Engines 2. AAQ-16 forward looking infrared radar 3. Accommodates 2 pilots, 1 crew chief, 11 combat ready soldiers 4. Two M134 7.62mm Door mounted Electric Miniguns ~The second most common vehicle seen on Novaworld, the Blackhawk can probably hold at most maybe 8 soldiers, but 2 would be the best limit. It's best to use the Blackhawk when your team is winning and pinning down the other team. But most often you'll still be rocket launched out of it...eventually. ~There are a few tricks you can try while taking a blackhawk. Here's a few that I’ve done quite easily: 1. Stand inside the blackhawk and get out just as it's taking off. Since only snipers can really see inside the blackhawk, the other team's attention will be centered only on a diversion. They'll probably keep at-4'ing it expecting a kill but only to find out it's empty. 2. Very commonly used, you can drop onto certain buildings and remain alive. It's quite hard at first but with practice you can get it done. 3. If the blackhawk is closer to the other team's sp, or is being used by them very frequently, try to get close enough and set a satchel charge inside the cockpit where the pilot sits. As soon as you see it take to the air, well, you do the rest. :) ~Taking out a guy in the blackhawk is pretty much impossible if you are a medic or sniper, or if you just don't have a weapon that fires explosives. I've only been able to snipe out a guy once but that was because i shot between the door and hit him in the back. (He was on the other side so i had a clear shot.) If you're really experienced with throwing grenades using the power bar, you can adjust it so it land just perfectly on the floor of the black- hawk. And oh yeah, the .50 cal works kinda well against them, but mostly just the stationary ones. =============================================================================== VII.Game & Map types/Good loadouts ---------------------------------- The Multiplayer games on Novaworld are divided into sections: Flag games= Capture the flag & Flagball Deathmatch games= Deathmatch & Team Deathmatch Base war games= Search and destroy & Attack and Defend King of the hill= King of the hill & Team King of the hill Each game type requires a different type of loadout depending on the terrain. The most common-like terrains are Urban; a city like infrastructure with many places to hide, mountainous; generally open fields and engagement generally at all times, and "close combat" levels where teams try to occupy a specific small area like a building but there are many other paths and routes. Here’s just a brief description on each of the game types and commonly used loadouts. (in fraction) Capture the flag: The object of the game is to capture as many (or all) of the other team's flags before the timer runs out. At the same time your team has to defend the other team from your flags. You usually want about 1/5 of your team defending flags and the others either running for flags or covering the flag runners. Also, this is pretty much the same concept as flagball, but your team doesn't have to defend because both teams go for the same flag. -Mountainous: 2/7 sniper 1/7 gunner 2/7 or 3/7 cqb 2/7 or 1/7 medic -Urban: 1/7 sniper 2/7 gunner 2/7 cqb 2/7 medic -C. Combat: 1/7 sniper 3/7 gunner 1/7 cqb 2/7 medic Team Deathmatch: Probably the most popular game on Novaworld, in a Team Death- match, players on team work together to get the highest score by killing their opponents. This is a straight forward type of game where you just worry about killing the other team more than they're killing yours. Even if it seems at first that a team is winning because they occupy more PSP's, it doesn't mean that they are leading the battle in kills. In truth, a team can maintain in 1 small area and still end up winning. -Mountainous: 3/7 sniper 1/7 gunner 2/7 cqb 1/7 medic -Urban: 1/7 sniper 3/7 gunner 1/7 cqb 2/7 medic -C. Combat: 1/7 sniper 2/7 gunner 2/7 cqb 2/7 medic Search & Destroy/Attack and Defend: Search and destroy is probably the least common of the novaworld games played. If you're just starting out and you're a cqb, this is a good starting point for destroying targets before you move onto Attack & Defend. Search and destroy requires the skills of attacking & defending at the same time. The Attack & Defend game type separates the teams to either attack or defend. Unfortunately, I don't have a good loadout for search & destroy maps as they tend to turn out various ways even with the most bizarre loadouts.(Stacking on character types like 10 snipers on 12 plyr team) ATTACKING --------- -Mountainous: 2/7 sniper 1/7 or 0/7 gunner 4/7 cqb 1/7 medic -Urban: 1/7 sniper 2/7 gunner 3/7 cqb 1/7 medic -C. Combat: 1/7 sniper 1/7 gunner 4/7 cqb 1/7 medic DEFENDING --------- -Mountainous: 2/7 sniper 2/7 gunner 1/7 cqb 2/7 medic -Urban: 2/7 sniper 2/7 gunner 1/7 cqb 2/7 medic -C. Combat: 1/7 sniper 3/7 gunner 2/7 cqb 1/7 medic Team King of the hill: The object of this game is to gain the most time in an area known as "the hot zone." The name of this game pretty much describes the basic strategy your team should take: occupy an area or "hill" and defend it to be the "Kings." A lot of people will choose crazy character types on this map so try to make sure that they don't. -Mountainous: 1/7 sniper 3/7 gunner 1/7 cqb 2/7 medic -Urban: 1/7 sniper 2/7 gunner 1/7 cqb 3/7 medic -C. Combat: 1/7 sniper 2/7 gunner 2/7 cqb 2/7 medic =============================================================================== VIII.Talking with your team ---------------------------- Any good team player will tell you that communication is a key element. Whether it's football, basketball, whatever. In this case, Delta Force: Black- hawk down. There are 2 primary ways of communicating with your team: Emotes, which are actions that your player does that your teammates will see, and the basic team-talk system. ~Emotes~ There are 9 different emotes that you can do. They used to have the flip- taunting emote but it got replaced by flexing because it could get you into areas that cannot even be accessed by jumping. There are 9 different emotes: salute, go forward, take cover, let's go, come this way, 2 celebration taunts, playing dead and flex. You usually may not have the time to use emotes, but it proves helpful when you can. Here's a list of what they do: (note: #'s match the number that needs to be pressed when using emotes in game. And F9 is emote list if you didn't know.) 1- Salute= A basic salute to the flag, it pretty much has no purpose in neither directing or taunting. 2- Go forward= Player raises his arm and points in a forward direction. Use this if it's ok for your team to go in this direction. 3- Take cover= You really can't do this if someone throws a grenade because you won't have time, but you can use it if someone is manning a .50 cal and could easily take out a team if they're unsuspecting. It also works if you know that there's a claymore around a corner that your teammates don't in an attempt to warn them.(usually doesn't work, but better safe than sorry) 4- Let's go= Player raises his arm in a circular motion signaling teammates behind him/her to proceed forward. If you play for a squad and are selected to lead, use this if it's time for your team to assault or ambush your opponents. 5- Come this way= Player looks behind and makes hand gestures signaling team to go in your direction. Good if you know a safe or secret route that your team may not. 6- Celebration 1= Celebrate the good times. 7- Celebration 2= Celebrate the good and even better times. 8- Play dead= You've got to be kidding around when you do something like this. It does look really as though you're dying, even to the other team, but please keep it off the field of battle. 9- Flex= Another Celebration. Yeah the flip was a lot better, but you know, times change... Maybe they'll bring it back or something just as good. ~Team talk~ The primary and probably easiest way of communicating with your team. With this you can tell your team anything you want: where the enemy is, what player type you need, or just to brag about how you got the most kills last game; anything that you can type. There are also set macros that you can put in like "guard the base" or "cover me" using keys f1 through f10. I usually don't do this because i can't remember what each one says, and i don't recommend it anyway. And always remember to check the chat messages that turn up in green. If it's in battle it's more than likely that a teammate is trying to tell his team something important that you should follow out. Rarely will they ever lie to you as that's just stupid. -Always be nice. Well, it's ok every now and then to get mad at something as nearly every gamer does. But please don't take it out on your teammates. It's highly unsportsmanlike and you want to make friends before you make enemies. -Don't forget to check your team talk messages often. (they show up green at bottom left of screen) They'll hardly have time for topics not related to the game, and most likely be important. -Don't create too many side-conversations, as your team will check messages for important things and you wouldn't want them to have to talk while in battle. -Don't scroll (type repeated messages) or type loads of crap. Everyone hates that so why should you do it? =============================================================================== IX.Advanced Strategies ---------------------- You know the basics, so now it's time for a few advanced strategies that help just about any team. In this section I'll have some general strategies accomp- anied by diagrams to help explain each. ~The room take down~ The traditional room clearing technique used by Delta Operatives and S.W.A.T team agents is somewhat similar to the kind we use online. It's usually best to have at least 1 gunner, 2 cqbs and a medic. (recommended minimum) This diagram has a PSP in the middle of the room occupied by the other team. This is a very common situation so i chose this. Here's a little diagram that can help, with instructions on what to do: Room Clearing +----------------------------+ I I *[1]-----Gunners I I *[2]-----CQB's I I *[3]-----Medics I +++++ I *{F}-----Throw flash here I +PSP+ I *PSP-----The PSP I +++++ I *C> / C<-Possible clays+ I {F} {F} I their facing direction I (G) I *(G)-----Throw frag here I I I C>> <