"اسٹیٹ ایڈمنسٹریشن"۔ ابتدائی ٹیموں کے لیے رہنما
«Flash!»
Captain Obvious on the explosion of a flashbang.
«I know, I will fly as a mad flash
I will be, I will be always your baby!»
The pop girl considers herself a weapon of a special forces fighter.
After the epigraph, one might wonder: what the hell is this guide about? No, of course, it's not about using flashbangs. And it's not about explosives in general. It's about tactics. And where there is tactics, there are always 'flashes', smoke, stingers, and other little joys of life that allow coordinated teams to win dozens of times in a row.
Today's guide is dedicated to the mode 'headquarters, increased difficulty'. I love it tenderly, and my team (you might have seen its formation here) has frankly dominated it. Therefore, allow me to share with you the developments and secrets that help us fairly easily achieve victory with a score of 200:0.
About the Author
To avoid unnecessary discussions later (and, as usual, they always arise), I’ll tell you a bit about myself. So, in the game, my nickname is agrippa, level - 70. I haven't prestiged. Simply no time or desire to level up again.
I am by no means the best player. I’ve had a score of 30 to 2-3 only a few times. Usually, I kill two to three times more than I die. Sometimes I have a score of 1 to 1. I am far from being PRO. I do not have an excellent reaction, the mouse in my hand costs 150 rubles, the keyboard is more expensive, but its task is to conveniently place keys for typing texts.
I have never distinguished myself with magnificent indicators in online shooters. My forte is strategies. Top-100 in Red Alert 3, top-1 clan in World in Conflict, top-5 in Heroes of Might and Magic V on the duel server, and some achievements in Dawn of War 2. And I try to apply my tactical skills in all other genres. In Modern Warfare 2, judging by the frequency of our victories (including victories over clans), it seems to be quite successful.
And yes, I do not say that you can’t shoot to be an excellent player in MW2. That is not true. I constantly annoy those in our team who do not want to train hard and alone. No advice will work if the squad consists of mediocre players. As practice shows, a user should have about two days of pure gameplay time to start fighting seriously. Before that, there are problems — ignorance of the maps, weapons, standard 'noobing'...
With that, we conclude the introduction and get to the essence — what is this 'headquarters, increased difficulty' mode?
Headquarters and What to Do with It
If we pretend to be Captain, we can say that the goal in 'headquarters' mode is to capture... the headquarters. But we will be less obvious and add that this headquarters appears in certain places on the map (the order can be random, but there can never be one point as the headquarters twice in a row, and almost never does the headquarters move back to the previous point), which must first be found and then captured.
The mode consists of four stages.
No headquarters, and no one knows where it might be.
Headquarters has been discovered, and everyone runs to it.
Headquarters is captured.
Headquarters has been captured, and one team tries to hold it.
Up until step 4, fighters from both teams respawn almost instantly. However, after the headquarters is captured, the team holding it cannot respawn. Therefore, sometimes it is enough for opponents to eliminate all defenders and calmly destroy the headquarters (it doesn’t move to another team, but simply disappears, and point 1 comes back).
While one of the teams holds the headquarters, it accumulates points. However, the headquarters self-destructs after one of the groups gets 60 points. The team that first scores 200 points or has more points when time expires wins.
The mode is very interesting and fun. If you've ignored it before, you should definitely give it a try. But battling with random players is somewhat boring. After all, it's one of the most 'team-based', where each player alone can do little.
Classes and Their Weaponry
So, we need to choose weapons for the headquarters. However, we will not only talk about one person (let’s say, the captain), but will consider a set of weapons for each fighter.
'Runner' — the main headquarters capturer.
Let’s start with who will take the headquarters. I usually have two of these in my team. I call them 'runners'. Their task is as simple as shooting from a 'Scar'. They just need to run to the headquarters and sit there. It’s better for them not to engage in combat, they shouldn’t chase opponents, nor should they look for snipers. Just run. As in 'Forrest Gump' it was. Run, Forrest, Run. Nothing more.
The main weapon for the class is dual G18s (as an alternative to the P90). They are excellent pistols, whose bullet spread and rate of fire allow you to easily kill enemies even without a crosshair (it is, after all, increased difficulty).
The secondary weapon can be anything. When I play as a 'runner', I equip myself with an SCAR-H. You can have some scope or wall-piercing ammo. However, lately, I've more often attached a grenade launcher. Yes, I understand that this is a terrible sin and that in hell MW2 they will mock me, but when the enemy constantly blows up the headquarters and we cannot do anything, it looks pathetic. If the opponent plays cleanly, without noob tubes, then I won't use it either, and an extra slot doesn’t bother me — I still spend 90% of my time carrying pistols.
With skills, everything is clear. Marathon and Steady Aim are must-haves. Without them, there are no 'runners'. A Demolitionist is desirable for two reasons. First, you won’t die from falling off high ledges and roofs (which is useful for the 'runner' since he has no time to make tight turns). Second, you can knife opponents who appear on the road. That way, you won’t waste time.
Although there's an option to take 'Last Chance', then you can stay longer in the headquarters after one kill. And two pistols allow for severe revenge on enemies (though if you believe the 'dads', they will also give you a pineapple up the behind in hell for that skill).
Grenades are pretty standard — plastic explosives and flashbangs. Nothing more is needed. However, there are options to experiment with tactical drops.
'Cover' — the main defender of our running brothers.
Next on the list are cover fighters. Their task is to prevent enemies from getting to the headquarters. And not just to prevent them from entering. No, they have it tougher. 'Cover' keeps the enemy at such a distance from the headquarters that he cannot throw grenades inside or shoot from a grenade launcher. Therefore, the running radius of this 'class' is hard to define precisely.
As the primary weapon, I definitely choose the ACR. It’s hard to come up with a better gun for increased difficulty. Minimal recoil, excellent rate of fire, large magazine (a truckload of gravel in the SCAR-H's garden). For attachments, I use either scopes or FMJ rounds. They are especially good on the plane graveyard map when enemies are hiding behind thin metal covers. But breaking through walls is very handy on other maps too.
Here is an example of how well breaking through walls helps
The secondary weapon can be any. Some of my team run with shotguns (although a shotgun in increased difficulty doesn’t look that cool), some prefer pistols, or even just a single pistol. However, it’s best when two players carry a 'Stinger' with them. Why two, I think it’s not hard to guess. You can’t take down a Harrier with a single shot. And if only one player plays the role of AA, he may get killed repeatedly by accident or on purpose. But if there are two such fighters, then one of them will surely hit the Harrier and not let the opponent seize the headquarters.
The first skill I suggest taking is Quick Hands. It’s perfect for an actively engaging automatic shooter. Reload right after killing an opponent, quick aiming as soon as you spot an enemy on the horizon. I feel uneasy when I can’t do everything quickly. And in a mode like 'headquarters, increased difficulty', where everything happens in haste and a second can indeed make a difference, this skill is very important. Attachments or extra bullets are pointless here, and changing the class in battle makes no sense. It’s not a bomb...
The enemy was saving for a plane, dreaming of it. The 'Stinger' is a great means of ungraciousness.
The second skill I suggest is Sprint, as it allows you to aim immediately after running. For a cover fighter, this is simply essential, because not all maps allow you to drive the points around the headquarters and create an impenetrable fire barrier. Often you need to dash like a lunatic, search for enemies, and immediately kill them. And an extra moment spent recovering before aiming could cost a life. The death of one 'covering' allows the enemy to shoot from a grenade launcher into the headquarters, where the 'runners' die, and we begin all over again. I have a very pragmatic approach...
As a note: during the latest experiments, the skill 'Uncompromising' has shown itself in a good light. With it, the number of support matter makes a huge leap, and UAVs will not stop dutifully indicating where the annoying enemy is lurking.
As a second note: lethality in increased difficulty isn’t that useful. Is there a difference between killing with two bullets or three? After all, we’re not shooting single shots with a pistol...
As a third skill, I suggest 'Last Chance', as it allows you to stop enemies wanting to reach the headquarters even after death.
The rest — up to you, nothing critical here.
Sniper — the main oppressor of enemies
And, perhaps, the last class I highlight is the sniper. The necessity of it in this mode can be debated, but as practice shows, an excellent sniper who knows how to camp can annoy the opponent so much that they, as poker players say, tilt. This means they act completely inadequately, stop thinking about everything except for who is killing them from an unknown position, and ultimately play much worse. And what more do we need?
I am quite secondary as a sniper... Although to hell with the understatement, I’m frankly a terrible sniper. Therefore, it’s very hard for me to advise what exactly should be taken by a shooter. In the picture, you see my option, but for example, dmit (our best sniper) might use something else.
The sniper as a means of destroying other snipers
Non-Standard
Now about other weapons and other classes. Obviously, there are many excellent guns in the game. Some love machine guns, some are fond of shotguns, and a third might even love running with a knife. And all of this can indeed be used. The main thing is to understand the essence of the classes.
It’s absurd for a runner to take a machine gun. Just as it’s absurd to perform the role of cover with a shield. Therefore, I will not write that my options are the only right ones, and everything else is crap. I presented the idea, how you develop it is no longer up to me. But, in any case, good luck.
A few words about the shield bearer. I really love this class and sometimes relax with it. But for increased difficulty, unfortunately, it fits hardly at all. It’s quite easy to kill him, and therefore he’s more often a burden. However, for a regular headquarters, this class is excellent, and a skilled player creates local miracles. He can carry the entire game.
How to Play?
Lessons of 'Running'
Start of the round. It is still unknown where the headquarters will be, but it’s unlikely to appear where your whole team stands. Therefore, you need to move deeper into the map and figure out what and how.
Ran fast, killed fast, captured the headquarters fast
The task for 'runners' in the first phase is the same as it will be at the end. It is always one — they need to run. I’ll repeat once more, the main thing — do not shoot unnecessarily. Especially if you are running with two pistols. Killing an enemy at a respectable distance is extremely difficult, and switching to an automatic weapon is foolish and a waste of time.
So as soon as a 'runner' sees the headquarters, he immediately rushes towards it, hiding behind walls (more precisely, running in such a way that at least one side is covered), sometimes dropping into the bushes for two or three seconds (sometimes it’s better to lay low for a moment than start the run all over again), but moving directly towards the goal. When you are already at the headquarters, it is time to perform the standard action — throw a flashbang, wait for the explosion, and if no crosshair appears on the screen, literally dive inside and sit in a manner such that one or several entrances are visible.
Standard cover. And the left entrance is controlled by the sniper
This is a very important aspect of the 'runner' game. Besides getting to the headquarters, he is also tasked with preventing enemies from entering. After all, this class is the only one that can stop opponents who are already at the entrance. Cover fighters don’t get very close to the headquarters itself, so this time everything is in the hands of the 'runner'.
Remember, if the headquarters is large, you should sit as far away from the entrance as possible; if there are two floors, then definitely on the second. You need to hide so that, first, the enemy couldn’t see you before they enter the headquarters, secondly, they can't kill you with a grenade launcher shot (this condition unfortunately is not always achievable), and thirdly, you could shoot first when the enemy gets inside.
However, it won’t be possible to cover all entrances everywhere. Sometimes there are more than three ways to enter the headquarters. That’s why I recommend having two runners on the team. They can sit in positions such that they protect both the headquarters and each other.
Poor cover since there’s no one to protect the soldier's back. He will just get cut down, and then they will seize the headquarters
Let’s say one is watching the window, the other at the door. When the enemy enters, the soldier tries to shoot the one they don’t see, but the other one saves him instantly. Sometimes it’s possible to eliminate 5-6 enemies in a row this way. However, many rookies or those who have never defended the headquarters usually sit in completely foolish positions. For example, both look in one direction or can’t see each other. As a result, one gets killed, and the other can do nothing. This is cured by experience. You immediately agree with your friend who sits where. I usually set in the teams of 'runners' those who are already played. Personally, I like to defend the headquarters together with @CyberDemoH. We don’t even need to talk to each other; we understand everything without words.
Another problem that many rookies face is suicide by their own teammate who also enters the headquarters. And reminders like “I’m coming soon” do not help. Since you don’t know the exact time, you can either miss the enemy (since you didn’t shoot to let your buddy in), or you shoot your partner because he said “I’m coming” but actually arrived fifteen seconds later.
In our team, this is all clear, and there have been no lethal incidents lately. When someone is about to enter the headquarters, they first say where they are entering from and then non-stop repeat “I’m coming—I’m coming—I’m coming” for about 4-5 seconds. During that short time, the enemy can’t rush into the headquarters (at least the one who is going in will see them), and you won’t shoot because you are being actively reminded that a friendly soldier is about to enter.
Theater of the absurd. The whole team is in the headquarters. Here a disciplinary shot from a grenade launcher is needed
As a note: when you’ve entered the headquarters first, you need to tell your comrades that you’re inside. So they don’t throw grenades in there and don’t worry about the flashing icon. Otherwise, mass suicides may begin. Many already act automatically: saw headquarters — threw grenade.
It seems like nothing complicated. However, it is precisely on such details that many players fail. We have encountered many teams that, with five people, held the headquarters or captured it 'randomly'. Whoever ran in, got the slippers. In our team, under the threat of long curses and then universal silent condemnation, it is prohibited for everyone who is not a 'runner' to enter the headquarters. Because what’s the point of having an extra player there, who can easily be killed by a grenade, and since he’s in the headquarters, what’s stopping the opponent from using grenade launchers?
Covering the Defenders — the Job of the Cover Fighters
I will only touch on the actions of the support class partially. Their task is simpler — they need to run around and kill. However, no matter how you look at it, running around aimlessly is senseless. They must cover those in the headquarters, not just rack up kills. Therefore, one of the main conditions for a player of this type is to be able to run to the headquarters from any point in about ten seconds. After all, if all teammates inside are killed, someone must save the point from destruction. At the very least, they need to manage to throw a grenade in there.
Great assistance to the 'runners' inside. On this map, the cover soldier can sit down rather than run around the headquarters
I am very frustrated when I see a comrade who calmly watches the flashing headquarters. If the green tag is blinking — the headquarters is being captured! Remember that. And don’t sit with your hands folded when this happens. No one cares if you stay alive if you don’t poke your head out now. It’s not a game about kills — it’s about holding headquarters.
In addition to directly destroying enemies trying to capture the headquarters, support fighters must eliminate enemy snipers. This is especially important on 'camper' maps. For example, Wasteland, Derail, and sometimes Quarry and others. From there, the enemy can easily kill all team members repeatedly, and where they shoot from can remain a question for a long time. Hence fighters become sad, angry, and play less effectively.
Another very good position for defense. The cover fighter kills everyone who approaches the headquarters from the rear but can also find themselves inside at any moment and stop the capture
Therefore, it is necessary to arrange rear cleanups. Any class like a 'runner' would be suitable for this purpose. I wouldn’t recommend hunting snipers with a knife (increased difficulty doesn’t really lend itself well to that), it’s much more effective to take two pistols again.
The Sniper Hits from Afar...
From here, we can transition the conversation to the snipers in your team. It turns out that in this mode, there isn’t too much eagerness to pay attention to snipers. Everyone is focused on trying to capture the headquarters (except for those obsessed with kills), and so even if you are killed a couple of times in one of the successful camping spots, it’s far from guaranteed that you’ll be found there the fourth time.
However, of course, it’s better to change positions. Have at least 2-3 good locations that you should alternate. In the end, you’ll be able to create the impression that there are several snipers on the team (if, of course, the opponent doesn’t carefully track who exactly is killing everyone — the name is still written), the enemy will decide that there are ambushes everywhere, running through open territories isn’t possible, and that they must constantly hide. Suppression is the task of the sniper. No one can break the spirit of the enemy better.
The sniper is perhaps the only one who is not obligated to run to the headquarters captured by the enemy. However, if comrades can’t manage, you’ll have to help...
Finally, I’ll say that you should always think about the moral and psychological state of the enemy team. Many don’t consider this worth examining at all. However, many of my tactics are based on how to weaken the enemy. But weakening not in a gameplay sense. In Red Alert 3, I loved starting diversionary tactics at the very beginning to make the opponent always look around and wait for traps. Dawn of War 2 destroyed the enemy’s power plants and prevented them from advancing calmly; they were always afraid of rear attacks. So, what can be done in Modern Warfare 2? Alone — practically nothing. But if you play in a team, you have many more levers at your disposal. One of them is using snipers. But there are many others. Remember, when it feels like your hands are dropping in the game, when you don’t believe in victory, when you want to leave the game (ignore situations with under-barrel launchers, double shotguns, and cheats) — what was the enemy doing at those moments?
Psychological attack is material for another guide. And maybe it will be written by someone now starting to think over this topic. And that’s it for me today. If you find my material interesting, I will follow up with another one detailing the mode 'bomb, increased difficulty'.
P.S. If you have any remarks, voice them, I will gladly supplement or correct the guide.