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  • "Idiedtoa20rev" started this thread

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: May 8th 2014

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Sunday, February 1st 2015, 7:13pm

Paracel Storm - Rush

This map/mode has to be just about my worst map/mode in the game.

I'd love to hear some advice on how to play it well. Probably my biggest issue I find is the lack of cover.

What are your strategies for this map/mode?

Nick 30075



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: Jan 7th 2012

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Sunday, February 1st 2015, 7:30pm

First set:
D--RHIB onto the middle carrier, harass snipers
A--RHIB onto the objective carrier, harass parachuters and suppress snipers covering bombs

Second set:
D--Mortar/UCAV to keep them off of the boats while patrolling the island in front of the objectives
A--Drop onto the objective building from a chopper/beacon, focus on high ground/area control

Third set:
D--Mortar/UCAV the middle island, disrupt the beaches with explosions and stuff
A--Go in on the left side with a suppressor or DMR and draw groups towards me (off of the objectives). With luck, I can keep 4-5 guys busy while my team rolls in from the other flank. (suicidal though)

Fourth set:
D--Generic "assault kit, run in circles" playstyle
A--Generic "assault kit, bumrush objectives" playstyle
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I have the highest postcount. Nick doesn't count.


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Sona tank jungle


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Sunday, February 1st 2015, 7:59pm


PLD/Soflam + Javelin
Indirect fire gadgets like Nick pointed out.

If the attackers can't get close it's over.


Make use of the corridors on the first base and the rock where the shipwreck happened. Don't ever allow defenders to take a strong position, as the distance from base to base is large and you can expect a bunch of lost tickets just by trying to get close to the MCOMs.

FAC driver has to bombard armed MCOMs if possible, and basically eliminate enemies trying to defuse it. There's usually one MCOM per base where you can do this.
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I find majority of the complaints I hear about this game somehow never appear in my games.


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Wednesday, February 11th 2015, 9:11am

1st set:
A - Quick swarm at the very start is practically your only chance at getting past this set. As long as you have enough teammates to back you up, rushing B with a RHIB works pretty well. However what I do is drive a RHIB next to the underground passage with an MG4 suppressor combo. Turn left at the first corridor and peek, you'll get at least 3-4 people by doing this.
D - Spawn with lots of Javelins. It's "nooby" but against all types of boats it's lethal. Although what I like to do is spawn with a SRAW and try to snipe the inevitable transport heli coming.

2nd set:
A - Get a spawn beacon onto the roof of the building. Clear out all the snipers on top and you're good to go. Gives a great vantage point over their spawn, direct access to B and decent cover over A.
D - Control the main building. Also get rid of the transport heli as soon as possible. Just watch if the RCB is trying to destroy the building.

3rd set:
A - Get yourself to the very sides of the MCOM island and if possible, put a spawn beacon under the cliffs or any other sneaky spot. You want to gain control of the trenches as soon as possible.
D - Probably the only place where stationary 50 cals are useful. Since most people swim across it's easy to defend. Kill the enemy as they swim across.

4th set:
A - Dead easy. Although if you're having trouble try to get a spawn beacon onto the tower. You can do this by spawn beacon parachuting onto it.
D - Hold the attackers back at every place possible, even at the TDM/Domination buildings. You won't last long but the objective is to hold them back. Just try to cover every angle. Also being on the tower does NOT help. The only reason you should be on the tower is to clear off any attackers on it.
something something Model 8 bestgun

How to ice an A-91

Next, wanna try adding a guy that you KNOW is bad, and just testing to see that? Example: PP-2000 (god I so wanna love this gun, and yet...)

Example: PP-2000 (god I so wanna love this gun, and yet...)

PP-2000 added. Y'know, it's not that bad....

Yes, it comes in last so far, but that is mostly because I'm making it shoot at 100m ADS - Not Moving as one of the criteria. Even then, between 50-100m Not Moving, when you include Useability, it is only 1.37% worse than the MTAR-21. Within 50m then it even beats the A-91.

Have a look, vs. the A-91 Carbine:

Using it with Muzzle Brake and Compensator is a wash in terms of overall performance. Comp is SLIGHTLY more accurate, while MB is SLIGHTLY more easy to use. Their overall scores are basically tied, with MB just ahead. I guess either can be recommended.

But... You can't be counting for the fact that it takes 9 bullets to kill at "long" range... Don't you dare tell me my A-91 is worse than a 9 BTK 650 RPM mediocre PDW.

Also. Just go heavy barrel. The recoil is low enough.

Well, technically...

Comparing a PP2K with HB and an A-91 with comp and stubby (as you suggested in an earlier post), at 50m not moving, the A-91 is only better by 4 damage per hitrate. While at 75m and 100m, surprisingly the PP2K does better than the A-91 (I'm pretty damn surprised as well).

And 10m and 50m moving the PP2K also does more damage per hitrate than the A-91. At 25m the A-91 is only better by about half a bullet's damage as well.

In addition, the PP2K has a much larger mag size and substantially less recoil. And it looks hella awesome. So comparing the A-91 to a PDW is of some worth after all, as the PP2K is better (technically, not practically) than the A-91.

Mind blown.

I... I...

*cries in a corner*

Zer0Cod3x explained it very well. If you look at the raw numbers right here on Symthic Comparison, you can see how that happened:

A-91 vs PP-2000 | BF4 Weapon Comparison | Symthic

A-91's "23%" RPM advantage only afforded it 1 extra round.

Reload times are wash.

Velocities are wash.

V-Recoil are wash (and this is HBar on PP2k vs. A-91 without).

Hipfire and ADS - Moving are better on the PP2k, but it's a PDW and not the surprising part.

The surprising part is that, as equipped (and we see above that PP2k HBar has almost same V-Recoil as A-91 without HBar so why not?), the PDW performs better at 50 - 100m than a bloody Carbine. Why?

H-Recoil Spread, 0.525 vs. 0.45, advantage PP2k.

SIPS, 42% better on the PP2k.

And here is the most important part. ADS - Not Moving Spread, 0.35 vs. 0.2, 43% improvement.

Without HBar then of course the PP2k loses, which is why when I add all the attachments together for an Overall Ranking, it would slot below the A-91. Run HBar on it, though, then... I'm sorry

I... I...



In all seriousness, thank you both so much for giving me the numbers. I still don't want to accept them. You have led the horse to water. I still need to drink.