Why is it called a fablet?

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Why is it called a fablet? Phone? Tablet? What!

Um, pretty obvious right? The smaller size is perfect for one handed use. Fapping – thus fablet.

It is called a fablet because it is a tablet for fapping, a fablet!

Battlefield 3 Multiplayer – Teamplay aspects and fixing BF4?

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@38583936 Code1026 writes…
[“Waypoints, map markers & other (well built) in-built Squad management tools can do nothing but help the game.”]

In reality players do not listen to “Attack this objective”, way points will be of no use to get them to comply with your wishes.

[“You don’t wanna use them, don’t”]

I would – unlike the general consensus in this thread, I thought the squad leader tools in BF3 were actually useful if used. Again they were simply not used.

[“ – but there is no reason not to include them in such a team-work orientated game to make those who would use them happy.”]

Catering to every little want does not usually happy – dev time is spent on other things. Enough reason to not include them. Why should they waste time growing a tool that got no use in BF3?

[“The best games had are with a squad who works together.”]

This is still the case, however I stand by my statements (in this thread and the BF3 one) pointing out how players do not play as a team, even in the most simple ways (Spawn -> assist), why is this going to improve it? Because over the life of BF3 the vast majority of lamenting VOIP/commander flat out state that it will, without a doubt, improve teamplay significantly.

If players don’t grasp the simple idea of spawn -> assist then I don’t really think any amount of tools will help.

[“ In BF2 it was a much lower ratio of people who used them than those who didn’t, but having the ability to name your squad to something like “Active Orders” always attracted like minded players who did use the tools.”]

I think VOIP over a waypoint system would help more. I don’t think VOIP would help all that much getting players to actually play together.

[“Pressing a button to highlight one point on the map that every player is either going for, or camping out anyway is not adequate.”]

To be fair even that is not required. You spawn on your squad member and look at what they are doing. Lets say you spawn on a guy near market on bazaar, near rubble road corner. Your team does not have alley currently. There are two squad members there approaching market (point C).

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(referernce: http://symthic.com/aenonar/Maps/Bazaar.jpg)

Players will do all sorts of things at this point. Run off backwards to alley. Go to garage rather than advancing into market. Prone where they spawned even though it has no LOS into market really. Back up to point D. Assist taking market.

All these choices have different permutations, the guy going back to alley might stop in the tunnels near cafe and ADS camp towards alley door for some reason? He might rush and die. He might.. you get the idea.

This is to illustrate two points/problems.

First – Players do not play as a team. The team thing to do would be spawn and then assist whatever the guys you are spawning on are doing. Some of the actions mentioned previously would be obviously teamplay centric. Assist taking market? Check. Possibly going garages.. No tools will fix players making the other calls – I would be surprised if changing the obvious metrics from K/D to flag caps/assists/etc would help with decision making, a plot of the players that make the wrong call are simply not getting good KDR anyway. Commander, VOIP and now better “squad tools” are trotted out to fix this problem but the issue goes deeper than flashy arrows.

Is the player the other squad members are spawning on making the right call taking market?

Overall player mentality is broken. Or rather it is if you are trying to play the game as serious business. A big part of that is because it is a game and people play games to have fun.

Secondly BF3 had a relatively large* player base at its peak, relatively speaking. I played 300 hours logged and over 50 on scrims, not a huge amount considering how much some people play. I would say my in game choices were often overly aggressive – I don’t want to sit around and wait for stuff, especially when I have just spawned. In the time I played I did not actively seek out players to pub with, I have a small friends list that mostly consists of captians from other 4v4 teams as well as my team mates – who I rarely pubbed with. To this end I can count on one hand the number of times I squadded with the same players.

Where is this going? I would not be able to tell you if the guy I am playing with right now is good or not, chances are I have never squadded with him and will likely not do so in the future again. This means that I have no idea if he is going to make good decisions as a player and for his team mates. Ergo why would I want to follow his – rather specific – instructions if there was some sort of waypoint system implemented? Thanks but no thanks.

So who is this for? Do the serious crowd want a feature like this? Obviously unable to speak for all of them, but in my experience the team I played with would not use it. We had names for everything on the maps we played regularly and were able to assign and coordinate strategy quickly using voice. The mini-map by itself is a huge benefit for corridiating, without saying or doing anything. Check team mate locations, fill gap/assist vs spotted incoming. Done.

The crowd of semi – serious gamers that want to play Battlefield 4 together and pub but do not want to play competitively? This seems to be the group that is posting on whirlpool about the topic heavily, and these tools could possibly help them. Surprisingly they seem content with VOIP in BF3 but “it could be better with waypoints”. Why these guys? Because they play together regularly and they know each other and in game choices they would make. This means they can trust the decision of their squad leader, unlike my example where listening is likely to get me killed.

*Please concentrate on one game mode and stop fragmenting the community this time around DICE. Don’t have normal and hardcore, don’t have instant vehicles as an option on ranked servers. Don’t allow something like metro as the only “small” three point option for 64 players – either allow all on small+64 or allow none. Balance your game and then release it, the piddling changes that occurred after release pale in comparison to the balance of instant vehicle vs normal vehicles. Its funny that you bothered tweaking rifles so hard but then allow that sort of thing.

Waypoints, player allocation tools and other micro management tools are a waste of time for Battlefield 4. Players will not listen to them and they have no reason to, with the bulk of pub players not playing with friends regularly and basically not trusting the people they play with.

Company of Heroes 2 tips from COH1 – Available June 26th! Beta until then

Keep in mind I have not played COH2, but played a lot of COH1. Notes below relate to COH1 but from what I have seen on youtube COH2 plays fairly similarly. Some Company of Heros 2 tips!

Use retreat liberally. Saving units and ceding ground is generally better than losing units. Reinforcements are cheap compared to buying a whole unit. For instance, if your units are all in one area and you hear mortar fire it might be better to simply select them and retreat. In COH retreating units took less damage, moved faster, etc.

When a group of units was selected in Company of Heroes you coold “tab” between all selected units using the tab key. This was very useful for issuing different orders quickly. tab, move, tab, attack, tab more, tab more, tab move. Saves you having to select individual units with the mouse.

Also in COH1 you could “jump” to the most recent.. action using spacebar. There was also a feed on the left hand side of the screen. When the announcer says under attack/whatever press space. Your POV should jump to the current engagement. This is probably not the ideal way of playing, but I am not a hardcore RTS guy and it was suitable way to quickly cycle through stuff.

Since you were having problems with mortars specifically the following might be useful. Range and line of sight heavily changed how accurate/effective artillery was in COH. This means a mortar at long range shooting into the fog of war was unlikely to hit what it aimed at. A mortar at long range with units spotting for it was somewhat accurate (however due to the travel time of the shells you could move your dudes before they landed). A mortar in close with spotting + support was quite dangerous due to accuracy + fast shells.

If you cannot see any other troops it is possible the other guy is spotting with a sniper on hold fire. This could end up being a popular tactic in Company of Heros 2, especially if the mortar has been buffed compared to COH1.

Which brings us to snipers. Ideally you should put them on hold fire+cloaked, especially when you first deploy them. This stops them randomly attacking. Keep them close to your front line guys and be ready – if you drop an enemy squad to low member numbers use the sniper(s) to try to take out the remaining dudes and eliminate the unit completely. This can be a large setback if it happens early enough in the game as you will be one unit up (provided you haven’t lost any to that point).

After that first engagement you can be a little more brazen. It is probably good to be aggressive for the first few minutes after initial uncloaking. This way you can get some quick kills in before the enemy gets out a counter (sniper/decloaking unit). It is even possible to play uncloaked, giving faster movement, just keep the sniper behind your other squads. After this first few minutes of this, if you feel that the opponent is going to try to counter you should cloak up and move between each shot. The common counter is another sniper on hold fire who uncloaks + kills your sniper when he shoots. Moving between shots, or even waiting a long time will prevent your guy being taken out.

While the learning curve is steeper I would heavily suggest playing 1v1 over the team game types. It is a lot more controlled and makes analysing your game much easier. Are you losing because of cut offs? Because of infantry out of cover? Because of rushing into MG?

Company of Heros 2 looks to be the goods.

Should I create content when posting on Flickr? Where should the content be?

I read the whirlpool photography section semi-regularly, less these days than in the past but I still browse the new photo thread to see what interesting shots the posters turn out.

This guy has done a "100 strangers" set that is quite inspirational. I believe he originally started in order to get over a phobia of talking to and photographing randoms on the street. He has some amazing characters and his portraits are really sharp. Check them out. Beyond that Neil writes a nice story with each photo, with a little bit of information about each person, how he approached them, shooting specifics, etc.

He then posts this story along with the photo on flickr. I followed the first 50 or so shots and then drifted away and have only checked out a few recently. However I visited his site this morning for the first time. Ignoring the possible problems causes by the theme I was immediately struck by the fact that none of the story he posts on flickr is listed on his site. None at all.

But before we go into that lets look at a phenomenon somewhat unique to internet photography circles. Watermarking. People love watermarking their work. Their name, their photographic business name, their website, their twitter account.. and so on. Some are intrusive and some are subtle. Some are useless (a logo with no text) and some would have the possibility to get traffic. Watermarks are applied to images to stop people “stealing their work”. Often watermarks are applied to bad photos that noone is going to steal anyway. A few posters at whirlpool have a good attitude – unless you were planning to make money off the image why not offer an unwatermarked image, better for 99% of viewers to enjoy.

Below is an example of terrible watermarking. Please don’t do it 🙁
watermark backlinks, what?

At any rate, photogaphers want to protect their goods, even photographers that do not want to sell their goods. Many photographic portfolio sites do not have much text, many do not even have alt text. This means that, from a search point of view, the sites themselves are very content-light. However Neil writes a nice story for Flickr that would add content to his site. When he does this he is giving flickr content. This makes no sense, especially when you take into account the lengths photogs go to when watermarking.

I say, instead of posting nice stuff on Flickr, 500px, facebook, etc, post it on your site with your photographs! Besides adding content you add character and make your site more human. It makes very little sense that you would watermark your images then give away free content!


Somewhat on the same topic, try practicing some basic SEO when posting on flick. Name the photo to describe it, refrain from giving it an artsy name that means nothing.

Map size in battlefield 3 is too small for 64 players, hell even 32players.

The more I play squad rush the more I think that each mcom area is acceptable for 4v4 in BF3. This means that each mcom/flag accommodates around 4 players attacking and 4 defending, maybe 5-6 max per team before it an area becomes over crowded. The team interplay of defending or attacking an mcom is awesome – and this is because there are only just enough people to cover each approach, or possibly not enough so responding to threats is important. If the enemy tries to push hard on one approach this must be communicated in order for the rest of the team to assist.

If you can cover all entrances with players then the “teamwork” aspect becomes less important. This is seen in the popular infantry heavy BF3 maps. Metro 64 in particular highlights this. When there is a stalemate at lockers/frontstairs/backstairs progressing becomes very difficult because there are so few ways to attack and all the avenues for pushing are covered. The same can be seen in Seine crossing, grand bazaar, the close quarters maps as well as the new Aftermath maps. There is no teamwork required when all approaches are heavily covered.

Too many players on a map lead to the death of teamplay and Battlefield 3, or any game, it becomes a zerg without structure. This is problematic but quite often cited as “good teamplay”, if only because everyone runs around together / gets stuck at the same point. Once again playing near each other is not playing together nor does it necessarily mean that good teamplay will be seen in action. **Read below for clarification.


Lets back up a bit and look at what I consider to be teamplay. Other people might consider it dropping ammo or health or reviving but I think teamplay is making plays/decisions with your teammates actions in mind.

A basic example : two members on your team as RU are covering lockers on metro. They spot several enemies at the US end of lockers but cannot kill them – they revive or hang back and heal. Pushing lockers is probably not a great call so they hang back. If you were hanging around the stairs a really excellent bit of teamplay would be pushing up past the gardenbeds/backstairs and shooting the players at US lockers in the face. You could delay entering until you see your teammates engage (using mini map/audio) the pair at US lockers, then engage.

This is teamplay at its core. Just because a player is in a jet does not mean this sort of thing is not happening. In fact with a scoreline of 60-2 I think it would be hard that these sort of player ARE happening regularly, even if he is not deliberately doing it. He would be assisting players on the ground that need assistance and he would be locking out the enemy air assets.


At the same time wide open maps just fail for dynamic team play that is good. The problem is not as obvious but the amount of communication due to the more open nature of the map will work the same way. Maps need definition, pathways, walls, chokepoints and flaking routes. Having none of these is the same as not giving enough options. An example of this would be Antenna on Caspian. Generally you can cover everything easily. I think older BF players would point out that you could flank a really really long way around and come from behind. To be fair this is probably possible but I would say it is a bad choice and you are letting your team down if you opt for this. Your team would be playing down 1/2/3/flanking players.

Good teamplay at its core is the interaction between players. It is not dropping health or ammo.

I put it to you – Battlefield maps are the wrong shape. All the maps start narrow, go to one point then maybe out to 2-4. This is wrong, especially for pub gaming because it funnels the team that plays offensively onto one point, then the base. The BF3 maps are also setup so once you have pushed a team back to its base there is very little chance to push out due to narrow approaches out of the base. In my opinion, instead of funneling all resources out through a narrow passage the map designers at DICE should give bases many, many more escape routes to easily attack more than the first flag. This allows more teamplay because of the above mentioned “too many player” syndrome. Designing a map this way also allows comebacks.

I think DICE have partially learnt this lesson, Talah Market has many approaches for the attackers in conquest assault

Lets link to some stuff! For fun, but no profit.

Here are some high value domains linked with really weird anchor text. Will they pass value? Lets find out 😀 Content below from theverge comments

I don’t mean to be a detractor or anything like that, but has “Android activations” ever been defined? It would seem to me that that would count anytime anyone resets their phone or buys one second-hand would count as a new activation. I highly doubt that would be a significant number that Google would report that instead of actual device sales to make it look better than it actually is, which begs the question, why not report actual devices?

Because there are at least a dozen Android manufacturers so Google can’t track their sales…
Are you really asking this question? Apple is the sole manufacturer of iOS devices, so they know how many they sell. Google doesn’t commercialize all the Android devices just their branded ones, so they can’t track the sales, what they track is the software getting online once it’s activated and since it’s linked to specific components within that device even if you flash ROM the phone, it’d still count as one activation. Now please stop being intentionally obtuse and implying Google is padding their numbers while Saint Apple is always legit.

But you have to remember all of the non-cellular devices that run on Android as well, including mini-pc, all of the various WiFi only pure Android tablets and media devices, Amazon Kindles, Google TVs, actual TVs, set-top boxes and all of those other Android devices that are not even counted here. According to Google, those devices don’t figure into the count at all. Given that Android products increased their world-wide market share to 42.7 percent from 39.8 of tablets now, that is a significant number unaccounted for. In the US, that percentage may be even higher.

Battlefield 3 Mouse Sensitivity – Best Mice, mousepads, high or low sens?

Ah mouse sensitivity, the bane of almost every gamer out there who is trying to improve.

Mice and pads are also chopped and changed with such regularity that it is hard to imagine the users even get used to them. Is this needed or is this almost compulsive changing a products of the mouse/pad industry.

What is the best sensitivity for bf3?

If you look on the web for Battlefield 3 or any other game you will find two sides to this argument. One side knows what they are talking about and the other side does not. Unsurprisingly the side that does not know what they are doing like new mice and tend to spout the rubbish mice manufactures say.

Selecting a reliable mouse is a large part of mouse sensitivity. Without a reliable sensor you cannot perform.

  • Lack of unremoveable negative or positive acceleration
  • Malfunction speed (important for low sensitivity)
  • Lift off Distance (Distance at which the mouse stops tracking when picked up)
  • Prediction or angel snapping (smooths out bumps)
  • Picking the best mice is for another time, however the most important thing is a reliable sensor so you can run a lowish sensitivity. Correct, low sens is the best for almost everyone. This applies to most FPS. Sensitivity numbers and DPI are not needed here. Basically use anything over 400DPI – Not sure you can buy a mouse with lower sensitivity than that anymore. Any gaming mouse will do it. Next up you want to set sens low enough, set it somewhere above 30cm.

    Some mice with good sensors: Razer Deathadder, Zowie AM, Microsoft Wheelmouse optical/explorer V3/intellimouse, Razer Abyssus (tape the sensor to fix the lift off distance issue), Logitech 518. This is not the be all end all list but it is something to start on.

    Why low mouse sensitivity for Battlefield 3 / FPS?

    Gaming is about being consistent. Sure some players perform well with high sens but generally you should use medium, or even better, low. Low sensitivity provides more consistent performance and aim. Your reaction time and close in aim can suffer, but if your objective is to improve your game, reaction is not a huge issue. You should be situationally aware at all times and not reacting to split second changes too often.

    Low sensitivity also smooths out problems such as nerves and cold hands. Having low sens is a benefit if you are planning to start playing competitively and suffer from jitters.

    I started writing this about three weeks ago and after reading to here can’t remember where I was planning to go with it. At any rate, if you are not awesome (and even if you are), lowering your sensitivity is probably a good idea. After that stop screwing with it and build the muscle memory for good snapping.

    On top of this you should pick a scope type and stick to it. The red dots and holo sights have different sensitivity multipliers (yeah you are retarded DICE) so using one and sticking with it would be best. It would be nice to try something along the lines of changing DPI to get a real zoom fov sensitivity multiplier but really at this point in the game with my interest waning I CBF.

    Low sensitivity needs a low sensitivity mouse mat

    Get something big. I like the Razer Goliathus Extended because it is gigantic. The Extended costs a little more than the other Razer mats but you get two for the price of one. Simply cut it in half when you receive it, twice as long until you need to replace it! Speed has more friction and control has less, go figure. Chopping one of these in half gives you a wide and slightly narrow mat compared to the largest Razer pads. This is a good budget solution.

    Before buying or ordering a mousemat I strongly suggest googling for your mouse + mat. Some mice have issues tracking on specific pads.

Are there Strategies and Tactics for Operation Metro in Battlefield 3 ?

Are you looking for a strategy for Operation Metro map in Battlefield 3? Lucky for you I am an expert in.. well, not metro but disparaging horrible map/game design choices.

First up lets define what is refered to by metro. Specifically conquest, +200% ticket, 64player spam fests. Not one to be hung up on arguments of skill, but the stratless tube that is metro surely has little.. of anything. Even action is lacking. Rush, TDM, Squad rush and other game modes are not metro when most players discuss metro.

Look guys, you really need to get out more if you are still enjoying metro after all this time. The lack of strategy or tactics (or anything really) required is borderline retarded. With that said, lets get down to business!

Why is Metro so popular

There are a number of reasons – it manages to cram a large number of players into a small area better than most other vanilla maps. With all the other vanilla and Back to Karkand maps you cannot run (without manually admin changing the level) 64 players on conquest small maps*. This meant that out of the box the only three flag map available to 64p admins was metro. You could of course play 64 player TDM, but generally did not end up with the “front” that forms on metro (more on this later).

*These are a lot more fun than metro.

The original theory was that metro players wanted unlocks. I played some operation metro while getting BF3 unlocks and it did speed up the process marginally. However not being OCD this was only required for 2-3 weapons. Maybe for below average players who wanted every unlock under the sun this could have been a reason for the first.. six months? Can’t imagine it taking much longer than that. Spam dem hallways boys.

The next theory was players wanted rank 100, specific dog tags or simply to inflate their stats. With the advent of double XP we see even more reason to push for crazy high SPM.

This is a decent theory, at least it took a while to be debunked. Now metro is full of players at rank 100, who only play metro. Was their taste tainted by playing so much to get there.

I think in truth they like it. This does not bode well for future releases of the game or other developers watching Battlefields progression, but that is the topic for another article.

So metro strategies? Please!

There is no strategy as such for metro (see metro definition above, this does not apply to squad rush or even conquest with reasonable player numbers. However this is not metro.). Teams line up at various choke points* and try to kill each other. Generally no players push, the ones that do will occasionally get past the front and maybe their squad mates will spawn on them. I don’t think this is really a strategy, it is just how they choose to play. There are no flanking options, no brain options when doing this. You can identify the least guarded route, but with 32 players and three avenues of attack you are going to run into a problem of facing off at least 5:1. Probably worse odds.

*Popular ones are Side/front/back stairs, tickets vs outside, US first flag and both team spawns.

There is no strategy, get over it 😀

How to fix Mouse Lag in Black Ops 2 :COD BO2

Like most games Black Ops 2 can suffer from mouse lag*. Like most FPS it is easily fixable with a few tweaks via the menu. In addition to the “normal” problems like vsync and raw mouse input, BO2 can suffer from frame rate degradation when aiming down sights.

*My guess is the majority of players run with some sort of acceleration. Between bad mice, bad graphics settings and mouse mats, the large majority of gamers would have input lag of some sort but not even realise or notice. This paints a picture of just how bad and out of touch the average player is. On top of this, mouse lag is

The usual mouse lag fixes apply to COD: Black Ops 2

Firstly wireless mice always have some sort of latency – if you are using a wireless mouse this is the first aspect to fix. The one exception is the Razer Mamba, I know a few guys who are picky but think it is acceptable. I would not use it but they seem to think it is decent. Google “mice with flawless sensors” to find a list of good mice. Deathadder, MS 3.0/wheelmouse, some new zowie to name a few.

Disable pointer precision in control panels and turn off acceleration if availabe in game. Also turn off any acceleration your mouse drivers are adding.

Next up you will want to disable vsync – in BO2 this is listed in the video settings menu listed as “Sync every frame”. Why the COD devs needed to rename this option I have no idea but there it is. The basic problem here is that vsync is generally not implemented correctly and causes 1-2 frames of latency. This value varies based on your monitor refresh rate as well, on a 60hz LCD the effects will be more noticable, on a 120hz less due to each frame being half the duration as the 60hz. This is an important point to note, many players may be getting 120hz LCDs and liking them more because of this.

There are better ways to limit frame rate, but since Carmack does not work on these titles we will never have tools like com_maxfps. If your video drivers externally let you limit FPS you may wish to try this for frame capping. You could also do vsync via your drivers to see if it behaves better than the in game implementation.

The next fix would be to update your video drives. Both nvidia and ATI have pushed newer drivers since Blackops2 release. Both card manufacturers address FPS issues providing smoother gameplay as well better performance.

Input latency for BO2 should be easy to fix

Finally tweak your video settings for better performance. The usual suspects are prime targets here. Texture quality, screen resolution, model detail, etc. Turn this down to get stable FPS, frame spikes can feel like mouse lag at times and they detract from gaming.

To recap

  • Make sure your mouse is wired and decent
  • Disable any external acceleration in windows or your mouse drivers
  • Disable vsync
  • Update your display drivers
  • Tweak for performance

Squad Rush tactics, strategy and a look at playing together in Battlefield 3

So you want strategies and tactics for squad rush in battlefield 3? Offering up my clans defence positions and offence strategy is not really an option, the other guys would not appreciate it. Lucky for you, the reader, I believe a much better way to learn 4v4 is to think about a number of factors that influence how the offence and defence game plays.

Also never fear, defence setups and offensive plans will be shared, if only to highlight some ideas. Feel free to use them, but keep in mind if you limit yourself by only using them they will hamper your game.

I played a lot of TDM and CTF around 2000 and skipped counterstrike, call of duty and the like. For me this is the first game that involved round/blowing up bombs/offence defence games. Battlefield 3 squad rush is enjoyable and the BF3 dynamics of spawning on team mates makes its smaller scale game modes interesting and different to the others. As such I have had to learn the basics that may come naturally to old hand CS/COD/etc players. The other members of my team that play regularly are in a similar boat, either playing older FPS or having never gamed in a competitive manner before. Competing with newer players is fun and they bring a freshness and enthusiasm that gave a spring back to my gaming.

One thing that many newer players get hung up on is aim and killing efficiency, this is not bf3, squad rush specific and applies to FPS in general. There are lots of guides, forum threads, blog posts and more about how to improve your aim, game settings and mice to achieve better results. It is possible to play and rely on this, however knowing you and your teams limits and playing accordingly is important. Playing with more brain than aim is not always considered by new teams, or any teams. This is not to say that you can get by with no killing power, I would suggest running 13-15% on your weapon of choice factoring out suppression. Check individual games on similar maps for weapon accuracy, using overall is not really a great idea.

This series of articles is intended to assist teams getting some wins, without relying on awesome aim. If you have aim, then good, but if you don’t you can quite often eek out a win, if only because many players lean on that particular crutch and forget about everything else.

So with that out of the way lets look at a few ideas that apply to 4v4 squad rush. Teamplay, stacking in your favor, time before engagement and coordination are the general topics of this post. Map specifics will follow later.

Teamplay Strategy in BF3 Squad Rush

Battlefield 3 is obviously a team game. If you are planning on being remotely copmetitive you need to play together. This may sound obvious but players often decide to run off and do their own thing – it may even be a good call – but when they do it alone they will quite often fail. On defence this leaves holes in your line and ramboing is simply a waste of tickets when attacking. Keep in mind that even if you achieve your goal by yourself there may be problems going forward. Imagine going top corner -> out of bounds in order to backdoor C building on Seine. You get in and kill the two guys. This is a good outcome but depending on how the round is playing you may have problems being alone or team mates getting to you. In addition there are two enemy player spawning in the not too distant future. Depending on how the round is playing and where your team is located these players spawning in could make it 3v4 for your squad.

Playing in pairs would be the minimum. Running as two pairs in close proximity would be even better. Being close is important for a number of reasons:

  • On offence reviving allows you to draw out your tickets as long as possible. On defence it stops gaps forming.
  • It allows stacking of firepower and brute forcing your enemies by creating 4v2, this is especially true when attacking.
  • Covering of all possible approaches creating a “safe” environment, lowering the chance of being flanked.

These points lead us into the next concept..

More Tactics: Stacking in your favour in 4v4

At all times your team should be aiming to stack players, Firepower, coverage, revives, ticket savings and so on.

An analogy is required to demonstrate.

You have a room with four doors on defence. With four players you can cover one door with four players or each door with one player. As offence you can attack that room the same way. One on each door to four on one door.

In this scenario as offence you should always push one door together or split and push two doors as pair. You have the element of surprise, if one player is covering each door you flood him then play 4v3 in your favor. If they are covering one door you have a 25% chance to die – but who would split like that? Noone, thats who.

A simplistic example to be sure, however it applies well to many situations in squad rush.

Time before no turning back – Squad rush engagement tactics

This is an important concept for 4v4 in battlefield 3 as it is the cornerstone of every attacking round. Ideally your team wants to play to limit ticket loss at all times. There are places and methods on most maps that reduce ticket loss significantly.

Playing close to each other is a good start. The goal is to setup in pairs at specific points on the map and dig in, almost like playing defence. If you are looking for BF3 squad rush tips you are probably not top tier, like my team. By playing defensive, especially at lower skill levels where rushing/uncoordinated attacks are common you can turn many games into wins, just by being less aggressive.

The goal is to play in this way until you can progress forward. Metro mcom 1 is very linear in this way. Firstly as attackers your team should take lockers and the area near lifts. Your team can hang here for quite a while with two players in lockers and two at lifts – you are quite safe even from enemy going downstairs and attacking from behind, both pairs can support each other in the case of this.. Generally pushing from lifts is not overly successful, but going to lifts to get an overview of the enemy setup around backstairs/tickets/couches is a good idea as well as killing anyone hiding at couches. Once couches is dead you can play however you want. Sometimes pushing side door via phones is good. Sometimes the lift pair going downstairs and coming up backstairs closer to tickets is good.

Play safe until you feel confident to commit. Committing in the previous example would be advancing down lockers and possibly pushing side door or tickets.

Coordination in Squad Rush

Use coordination to make stacking work in your favor when playing squad rush. This is a very on the fly thing and requires communication. Using the previous metro example – if you are pushing mcom 1 and one pair is going lockers side door and the other pair is going lockers hallway, there should be talk leading up to the push along the lines of “ready? ok we are going now”. Once the lead pair have indicated they are going the other pair can watch the map, negating the need for the lead pair to communicate that they are now at the top of stairs, now at side door, etc.

Another example would be the pair at lockers on offence. One player can go across the hallway and stay behind the locker in the corner. This pair can peek at the same time, multiplying the firepower on the defender at end of lockers. Again communication is required to line both up at the same time.

Overall squad rush is about team work and communication. This post will have follow ups for more map specific ideas and teamwork examples.

  • Operation Metro
  • Grand Bazaar
  • Noshahr Canals
  • Kharg Island
  • Seine Crossing
  • Damavand Peak
  • Caspian Border
  • Tehran Highway