LA Tips and Tricks 01

Discussion in 'Light Assault' started by Rhokes, Mar 25, 2013.

  1. Kulantan

    • Even a small amount of unpredictable vertical movement can save you if are caught in the open running between cover and come under fire.
    • If you know that there are people camped ready for you on the other side of a door coming though fast and jetting can mean that you gain the few seconds of confusion and not getting headshot that you need to shotgun the campers.
    • When behind enemy lines don't open fire until you're fired upon or until you can take down a high value target like a camping max or vehicle. If they notice you you're going to die, so don't help them notice you until you're ready to blow them up.
    • When fighting multiple enemies in a small room without cover make sure to use one enemy (preferably the worst shot) as a human shield by keeping them in a line with yourself.
    • Hipfire is amazing for the CQC style of light assaulting (rather than the hide in a tree variety). Learn to live without the foregrip (especially on biased recoil weapons) and take a laser pointer.
    • Click on heads.
  2. Escalus

    The platforms directly above the shielded vehicle spawn point on the lower level of a biolab are suited perfectly well for any light assault to farm infantry and the occasional tank. Even in heavy fights, promising the highest number of prospective tagets, you can get there fairly easyly, often unseen and hence safely by jumpjetting up the biolab feet and then down to one of the platforms. Pack a good carabine, an ir sight, some trusty c4 and off you go.
  3. blzbug

    I have had fun with this too lately, particularly at night. Tons of people use NV scopes at all times of the day. The tree foliage completely fouls up IRNV scopes, making you that much harder to spot.

    There is a fun hiding spot on the legs of tech plants. At the first elbow up from the ground, there is a "cuff" around the elbow. The cuff is hollow, so you can go out the top or the bottom. The cuff is slanted, so you can crouch without falling down. Defenders are usually using the legs for cover, so you have plenty of targets below you. You can move up and down the cuff a short distance to hide yourself. Silencer is mandatory. If you start taking fire, you can fly out the top of the cuff and around to the other side of the leg.
  4. Jackalmaster

    If you are being chased, run into a room, make a sharp turn as you enter and hit your jetpacks and hoverover the doorframe, and watch them run pass you. bonus pts if you have lvl 6 jump jets
    • Up x 1
  5. NaySayer

    This tactic has yet to fail for me. Love the LA's mobility.
  6. Jackalmaster

    -If you are AMS hunting, you are AMS hunting and nothing else. Dont go for easy kills and forget your objective.
  7. Swiffle

    Along the lines of the doorway thing, there are lots of little ledges, nooks, and crevices that you will find over time. Some doorways have a trio of lights that you can stand on and shoot people that run through. Biolabs has the tree on one side, a multilevel structure above the SCU, and rock formations that can overlook various alleyways from spawn/entry points. Amp stations give you great vantage points to select from; on stanchions, power lines, ammo tower, and the awnings on the outside wall. etc etc
  8. llPendragon

    As a Light Assault, chaos is your friend. You'll be the biggest help by getting the enemy to change it's focus. One LA can keep 6-10 enemies from doing anything constructive for a good while.

    1. If the enemy looks well organized or is obviously a platoon, your success will depend on them not being able to bring their superior numbers to bear. Use a silencer and/or stay extremely mobile. Don't shoot anyone you can't kill. This is a good time to concentrate on stationary targets. Taking out vehicle terminals, turrets, and Sunderers will throw beautiful wrenches into their plans. However, this is not the time to try and take points and/or generators by yourself.

    2. If you're fighting a bunch of pubs, try to get into their lines. You'll find that fewer pubs will look around to find out why the guy next to them just died. They'll also tend to clump up at the point where they make contact with your forces, so its easier to know where they are and which way they are looking.

    3. Use C4 or nades on the Medic parties to gain some excellent experience.

    4. Plan your escape. Knowing how you'll get out of a situation is almost as important as knowing which situation to get into.

    5. Ammo will always be a problem.

    6. Set off generators or get the cap points to flash. A couple bad guys will have to leave the fight to come fix your problem. They'll also be a little distracted on getting to their destination, so can be easy pickings.

    7. If there are a lot of nades or rockets going off, it can be tough setting off your own C4 before it gets blown up. Your team wins either way, but the exp is always nice.
  9. BH Brigade

    Use a Turbo equipped flash to gain altitude, then use drifters. Great way to penetrate a base (mostly amp stations).
  10. Eric Smith

    On that, you don't have to actually take the cap point. In fact, if you're alone in a heavily defended base you're usually better off not taking the cap point. Just make it flash then go hide where you've got a view of the point; enemies usually run straight into the cap point making them easy pickings.

    Stay moving, and always try to hide over or under ledges. Was in an Air Tower fight earlier where I was only seen twice while dancing around the top of the tower taking out the HA and Maxes trying to defend it (and both of them died). 15 kills later I literally ran out of ammo and had to leave.

    You can scarf ammo from enemy Engineers ammo boxes. If you're running low do so.

    Listen for enemies to call out "Enemy Light Assault spotted." Seriously, no matter what class you're playing you should listen for someone to call out the class you're playing, but for LA avoiding being seen and direct confrontations is extremely important. If they call out your class there's a decent chance they just spotted you, you need to go hide because now everybody can see that bright carrot over your head.

    Switching to Pistol is faster than reloading. Usually when you blow your magazine the other guy is only a few bars from death, so putting one or two rounds into him can made a difference.

    If you manage to get behind somebody knife him once for ~50% damage then shoot him to quickly finish him off. I'm horrible about this one, as I rely on my carbine too much.

    Don't be afraid to disengage from an enemy. If he turns around and starts to get the better of you run away. You cannot directly outgun a HA or a Shotgun, especially if you have already wasted your magazine.
  11. Bersigil

    - 2 C4s will blow up a stationary turret. Now, the guy manning the turret NEVER sees you coming, so its a free kill. Most often you get xp not only for the kill and the turret but also bonus xp for him being a menace. And if you wait, some newby engineer might come to repair the turret you just blew up.
    - Wait until they have their tool out to repair and start repairing. That leaves them with absolutely NO chance.
  12. Tersur

    This tactic is for when your defending/capping a base alone vs a small squad 3-6 enemys. When you spawn in and see 3/6 pr 4/6 on the cap point. Use some hit and run to get them off point and chaseing you. Go for kills if you can but you are wanting to use the buildings to draw them off till you see 2/6 or 1/6 on point. Work your way back to point and clear it off. Wait just long enough that the point starts to flip then jet pack up onto the antenna tower above the point. Crouch down and make sure your not visable from any of the nearby building entrances (often the other side of the antenna from the cap point) now wait. Someone will come take the point back. Let them. After another minute or two the others will feel safe and return to finish helping the cap. Once the number is back up to 4/6 circle around to the cap side of the tower. Drop 2 c4 down and profit.