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Xbox 360 General Discussion / Re: How to Be a Good Leader
« on: January 14, 2011, 01:37:11 am »In this stage of your team be prepared and EXPECT TO LOSE
- The most important thing in Call of Duty is to expect to lose in the early stage of your team. Expect the worst to happen,expect your team to mess up,expect bad shifting and balancing,expect over slaying and not enough objective. Expect to get your ass handed to you at points but always remember to LEARN FROM THESE LOSES.
GAMEPLAY
The part which decides how your team will progress. If gunskill and teamwork wasn't enough there are small things that can be done that prove to be huge benefactors in Victories and in Losses.
- Player Roles
As mentioned before I had gone over the whole idea of slayer,support and objective players. Why most teams are set up around this the downfall of this system is that sometimes a slayer will get to Kill happy or an objective player will get to objective happy. Knowing when to Slay,when to run flags and when to plant bombs is key. Also as a "Role Player" don't be afraid to branch out. Don't be the player who says I'm not going to go plant a bomb I am the slayer. Feel free to step in and if you feel you are in a position to plant a bomb or pull a flag DO IT! If you feel it is a good time to stop and start slaying then DO IT! With the Role System similar to the Setup System it is not all set in stone. Sometimes you have to Ad Lib and doing so correctly can be the key to victory. Don't be a one dimensional player and NEVER use your ROLE as an EXCUSE
- Revenge Kills/Stun Check
Now For Revenge Kills and Stun checks, I know we have all been in a situation where we know an enemy is in a certain spot and we want the kill or we were killed by an enemy and are going back for a revenge kill.
In pursuing these kills you need to keep in mind:
Does the Enemy know I know where he is.
If you are going for a revenge kill what was the first route I took that lead to a death.
Was I spotted by an enemy before going for this kill.
These questions prove to be the 3 most important. If an enemy knows you are coming he will play more cautious and if he has killed you before he might switch up his spot to the counter the spot that was once his weakness. How do you avoid situation like these?? Not only using your Map Awareness as stated before and Jump spots you can also stun check. Throwing a Stun to where the enemy was last time to make sure he isn't there and/or throwing a stun check to where you think he is going to counter his once soft spot. Now note after getting Hit Marks don't always just blindly run in, cause some can be partial hits and he can still be in a state to kill you. Like any player when getting hit by a stun you are nervous and are ready to blindly spray and fight. Sometimes the smart option is to stun him once and upon getting a marker wait a little and put your back to a wall maybe baiting him out of the building or cover he was in. The player might be thinking he is flanking you flanking him. Another thing is to stun him and then grenade him in a spot to force him out of his cover as you wait at the exit. Always be weary of him not using door and using his Map Awareness or Jump ability to leap out of windows or etc. When pursuing Revenge Kills and using Stun checks it is always a game of Cat and Mouse but can prove to be the turning point in games when trying to break setups.
Objective Play
When playing objective game types you need to realize ultimately you need to complete that objective. Knowing Bomb times,Defuse Times and what to do when you have the bomb and or flag.
Capture the Flag:
The mistake many teams make in playing CTF is this false idea that you "Play Defense" on CTF. The true goal of CTF is too score flags and by doing this you need Map Control. Having a 4 offense team is generally the way to go. Now this does not mean 4 people rush the flag but you have 4 people on the map securing it down and locking down a route for the objective player to go in and pull the flag and have a safe route home. In doing this you keep the enemy team on spawn or always in a fire fight with your team in essence making that 4 man offense your defense. If they are constantly dead,fighting or chasing your objective player they will have no time to Chase your flag.
Flag Returns are also key in CTF. When killing a player who once had the flag especially in the middle of the map or at the enemy base you need to ask your self:
Are there any other players alive or around?
If so use the flag as bait for another kill or two before returning it. Before going to pick up the flag count to 5 and assess the field. If you feel it is safe or etc go for the flag. Don't dwell on the idea though, if you feel it will be best to insta return the flag then do so.
Another thing to remember on Flag Returns is if your team is on spawn or not in a position and you see the flag carrier but he is with his team or you feel you can't kill them all utilize your stun nades. By Stunning the carrier you slow him down giving your teammates more time to get there to kill him or to pull the enemy's flag. Sometimes slowing the enemy and stunning them is just as good as a kill.
Stopping Captures
When the other team has pulled your flag and you don't think you can catch up to them , REMEMBER:
Take the opposite route, You don't have to chase the enemy directly from behind
Also remember STUNS! by stunning ahead of the where the enemy flag is you can catch the runner going for the score, and give your team more time to get over there and set up for a kill or counter pull again.
Defense Upon Death
in CTF when you are put on spawn you need to realize if you were killed in the middle of the Map or in your base the enemy is probably setting up for a flag pull. ONCE AGAIN remember to Pre stun the Flag. If you spawn or are already alive and some of your teammates are still waiting by prestunning the guy going to pick up your flag you buy your team time off of their spawns to spawn in and then also stun the flag carrier and get in a position to kill him before he can leave your base. Even by throwing 2 stuns and stunning the carrier and then getting shot you have played a semi successful defense. Those 3 - 5 seconds you bought your team could be the difference of a teammate(s) spawning and then also stunning and nading or gunning down the flag carrier and stopping a what looked like for sure flag pull and then also giving your team the numbers on the map to go and try to set up again.
In this game type don't be afraid to sometimes blindly run in for flag pulls but at the same time don't make it a habit.
Demolition:
Similar to CTF ,Demolition is the same concept. On Defense there is no "Defense" it is all about Map Control
Once again Nade Spots are key as mentioned before being able to hold down a part of the map with the leisure of being able to kill a guy either planting or defusing your plant is key.
As stated for CTF as well, Stunning and Pre stunning and buying your teammates time to spawn up and also throw nades toward the bomb plants can be the key to victory. If you are the only player alive and you see the team going for a plant. By simply stunning ahead of the bomb once counting to about 2 and then throwing another can save your team about 5 - 7 seconds to spawn up and start nading the bomb or setting up and obtaining kills to start up your setup again.
The Same applies for Demolition Upon Death as it does for CTF. Pre stunning can be the perfect way to come off of a death and can buy your team the time it needs.
Also Fake defusing or planting can sometimes be used well in Demolition to bate the other team to use their nades thus leaving their nade spots useless and forcing them to come out and gunfight. Even a simply run through of the bomb point can be enough to test the hand of the enemy and make him throw or a nade or even reveal himself from his spot.
Also try to avoid blindly running in for defuses and plants
Domination
Once again to push the envelope on being repetitive , Domination is the same as CTF and Demo. There is NO Defense. It is about holding down the positions. Upon capturing your starting position and obtaining B Site there is no Defense. It is ALL About Map Control.
In this game type don't be afraid to also blindly run out for captures.
How To properly defend an A or a C
When holding down a part of the map and you have both A and B for example if someone happens to slip by and start to capture A. Everyone can not panic and run back to kill that guy on A, because that will be the other teams time to push up get some kills and retain map control. In this case have one player designated who can rotate out of position to go back and obtain the kill. Make sure this player realizes this Player has a 10 foot radius as to where he has to stay to capture the position. Do not blindly run in and go for the kill. Use a stun nade and regular nade combination if possible to pick up the kill or use just a stun nade to disorientate the enemy and proceed to kill him. Don't over thinkt he kill to much remember the player capturing the point is already nervous knowing the enemy is coming for him.
Do NOT be scared of Spawn Swaps
Sometimes in the course of a game a player will break through record some kills die and the spawns may go a little crazy. If the other teams start pushing into your Starting point don't feel ashamed to concede the point push to the enemy's starting spot and take theirs and swaps the spawns. Just put on a setup on the opposite side of the map. Make sure in conceding a point that the whole team is on the same page.
When to 3 cap
In domination it is key to hold down 2 points and leave the other team to 1. The only time in my opinion a 3 cap should ever be done is in 2 situations.
1: When an enemy player flanks through from behind for your starting position and happen to get a kill or two upon being killed and the spawns seem to switch up. Sometimes the best option is to leave that position and go for the enemy's starting position. Upon capturing that there will be a good 5 or 10 seconds as to where the enemy team will not be gaining any points. Shortly after they will capture your original starting point and the map will have be switched around.
2: When your team is down and the game timer is coming to a close. Sometimes if you think a victory is possible but you might not get it due to the Timer being a factor. It is best after putting the whole team on spawn or at least 3 players to go in and try to get clutch and capture the 3rd spot and hope to hold it down for the remaining time or at least long enough to give your team a mathematical chance at winning. REMEMBER IN DOING THIS to not push to far into their spawn because this will force the other teams spawn to the opposite starting point or towards the middle of the map.
Search and Destroy:
The one game type different from the rest. To where you only have one life. To me there is no right or wrong way to play Search. Whether you like to rush,campy or progressively take over the map just remember these few things.
- Pre Nades/Stun Checks and Nade Spots are key in SnD. Being able to kill an opponent or to reveal the position of an opponent with out putting yourself out there is key.
- As always communication and teamwork is key.
- Fake Defusing and Planting is always good for baiting nades.
- Making sure you win with numbers. Winning 2 v 1s is key. If an enemy plants and is hiding and it is two players against their one remember to:
- Stick together
- Check your corners
and once again Don't separate to far from each other.
In this game type ESPECIALLY don't blindly run in for defuses and plants utilize your time. But Quick Plants are sometimes a very good option depending on the map and enemy gameplay style.
CONCLUSION
Now this is just an outline of things to do and take into consideration to have a successful team or be a successful Call of Duty player. Sometimes teams or players will not click , Don't be afraid to cut players loose or to leave a team but don't do it every time one little thing goes wrong. A lot of these tips are situational and some might not pertain to some teams play styles but always remember to suggest new routes to your teammates but don't do anything prematurely or on your own always confront the team first. Many other things attribute to a successful Call of Duty team. Practice ,Chemistry,Teamwork,Communication and Ultimately Skill will be the things that win you the game but Call of Duty is always a game of smarts and Cat and Mouse so just remember in Competitive Call of Duty it is the Road less taken that wins.
**Note** These are all from my personal experience and some can be very opinionated. Some styles of play may be different from others. These are in no way, shape or Form the ONLY Answers to thinks but I tried to make them as very to the point as possible *****