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______________________________/ SHARQI PENNINSULA \____________________________
> Conflict: USA vs. MEC
> Rating: ****
> Description: "USA forces have seized a key television station that was
boasting propoganda. The MEC wants to take it back so they can
send out more eroding brainwaves."
:> Key Bases (USA):
- All you need to hold on this one is the tall TV station. It has a helopad
spawn and a wide point of view. You can easily defend it against the
ground, and sabotage the inner stairwells in case you do get overrun. While
you may eventually lose due to a loss of reinforcements, hold the TV station
at all costs for the best chance to win. I do recommend capturing the
building in construction to the west as your secondary spawn point. Few MEC
forces will breach this area, and if they do, will most likely be gunned
down. Other than that, this map comes down to counter-rushing, taking a
point, defending it for a bit, and then repeating to rack up lots of kills.
Artillery should be your friend to counter the mass rushes of the MEC
troops.
:> Key Bases (MEC):
- You're going to want to capture bases sort of like you're pinching a taco
shell. Get a point on the south/north, then work inward. The support points
are generally easier to take over, and you can spawn your reinforcements
closer to the battlefield. I found it too difficult doing a head-on assault
into the triple spawn point to the west, or the TV station to the east. The
support positions lack armor support, but they do have lots of navigating
treadways that head off to the rest of the city.
- Sharqi is similar to Mashtuur City, except the conflicts on the ground are
more close-combat based. Both teams only have one attack helicopter spawn, and
it does make a difference how you utilize them. Remember to abuse and cruise
with the MEC chopper. AA stations are mounted across the map, but few players
utilize them to full potential. You can take the TV station easily with the
help of the MEC chopper, laying gunner grenades on the infantry below. It can
also spawn camp the American helo when it respawns, which means your infantry
can rush in towards the ground to capture the point. Taking the TV station
eliminates most chances of a victory for the USA. From a vice versa point of
view, the Americans have to hold the TV station. It's the only point that is
based on one-side. The other side is bordered by a cliff and the ocean. Hence,
you truly only have one side of a threat to deal with, and you get the superior
height advantage for your snipers, plus a tank spawn by the TOW. Your commander
can make a world of difference on this one, specifically where he/she lays down
artillery fire. Try to check it over the center positions, especially the
commonly taken point that only has one stone wall bordering it.
:> Sniper Spots
- There are several on this one. If you're playing the USA, spawn at the
centered hollow building, and make your way up to the top of the yellow
crane. This position will be extremely efficient as it overlooks the busiest
sections of the map. Be careful not to give away your position though as
players do check the top of the crane out for snipers. There are about 5-6
building tops you can also utilize across the map by climbing the base
ladders on each. An interest spot to note is by the south point near the
water edge. Climb up to the corner building that looks towards this flag.
This is a common flanking point for troops, and your position is rarely
revealed as an American (or MEC). Another great USA sniper position is on
top of the TV station spawn. It may be a common artillery point, but you can
bail out. To make your accuracy better, jump and prone onto the railing edge
before it slants downward. You'll be exposed, but be extremely accurate and
capable of picking off MEC troops that rush your position.
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