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Author: BishopWraith
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| QUOTE | | You have TWO MINUTES to get to the CC!!! |
Why is Defending the Command Console (CC) Important?
Well, for starters, the CC is what determines who controls a base and therefore, who can spawn at the base, who can use the equipment terminals, and allows any enemy CC directly linked to it to be hacked. In short, the CC is WHY YOU DO BATTLE.
Defending the CC has two different interpretations depending on whether you are on the attacking or defending side of the battle. The first interpretation is 'defending your CC against enemies'. The second interpretation is 'defending an enemy CC that you have hacked into'. This guide is going to detail how to defend an ENEMY CC once you have a hack on it.
There are two types of Hacks: *Hack & Hold* and *LLU*.
The first type of hack, Hack & Hold, is a 'King of the Mountain' setup. The objective of Hack & Hold is to hack into the CC and then keep the enemy from 'resecuring' the console by rehacking it. Once hacked, it takes 15 minutes for an enemy CC to convert to friendly, thus granting control of the base over to your empire. If an enemy hacker successfully hacks into the CC anytime prior to the 15 minutes ending, the hack is lost and the base is 'resecured'. It then takes another hack and another 15 minutes to take control of the base.
The second kind of hack, LLU, is a 'Capture the Flag' setup. The objective of LLU is to hack into the CC. The base will then generate and unlock the *LLU*. The LLU must then be carried by a soldier to a friendly base designated by the LLU. (Note: not ANY friendly base will work, it must be THE base the LLU dictates) You then have 15 minutes to successfully transport the LLU to its destination or the hack fails. The LLU must be carried by an individual soldier and can only enter a vehicle if a) the vehicle is a ground vehicle and b) if the LLU carrier is in a passenger designated seat. Harassers are the best vehicle to transport an LLU; they are very fast, do not show up on overhead radar, and do not take damage as they jump terrain. In addition to transporting the LLU, you must defend the CC while it is in transit. However, a smaller squad will do for defense such as the majority of the enemy zerg will be chasing the LLU transport.
Defending an AMP Station CC
There are Five distinctly different types of bases in PlanetSide. The first is the AMP Station. The AMP Station is one of two bases in which the CC is on the roof; the other three bases hide the CC in the basement. An AMP Station is unique in that you can HotDrop from a Galaxy onto the roof, enter the CC and hack it, and then set up a nearly impenetrable defense with as little as one full squad (ten soldiers). This means once hacked, you can ignore the SpawnTubes and Generator. However, this creates a dilemma. While you were in the CC keeping the enemy out, it was very possible that the enemy was preparing the Generator and SpawnTubes to be blown. Once the Hack goes through, the enemy destroys both and thus destroys your ability to respawn, it is then a matter of time before they wear you down as you run out of supplies and ammunition. So, why don't you just run down and resecure spawn and gen? Well, its pretty simple. You must run out on the roof and then through the lobby before you can make it to the basement where both are located. On your way you will be harassed by infantry, MAXs, BFRs and Air. Once you make it to the basement, an intelligent enemy will defend the Generator with a full squad. A well defended generator is as difficult to clear or even more difficult than the CC itself (there is only one door in a Gen to defend, as opposed to two on the roof CC). In addition to taking heavy casualities while assaulting the generator, you are leaving the CC open to be resecured. It is VERY easy to flip the hack on a newly lost base. It is very important that once you complete a hack on an AMP Station CC that you continue to guard it until the 'All Clear' is given. Remember that there are generally only a couple organized outfits involved in your everyday fight on either side. This means that if they enemy wants to secure the CC after they drop the Gen, they have to weaken their forces guarding the Gen. It becomes a waiting game to see who can organize a second force to deal with the enemy defenders first. It is therefore important for CR3 or higher members of the platoon to /sitrep the defense of the CC and request an outfit be sent to specifically resecure the Generator.
Here is a detailed floor-plan and guide to show how to best defend the AMP CC on a squad/platoon level:
[URL=http://www.geocities.com/avehemlocke/ampccdefense.gif]
Lt. BishopWraith's AMP CC Guide[/URL]
It is very important that the basic infantry crouch and DO NOT MOVE while guarding a doorway. Being stationary lowers the amount of friendlyfire you'll receive, allows the support troops to heal/repair you, and allows the support troops and MAXs to fire over your head. It is also very important that every gun in your squad is pointing at a doorway and no one is INSIDE the CC itself except for a cloaker to ensure an enemy cloaker doesnt complete a hack.
Defending a BioLab CC
A BioLab CC is in the basement. It is by far the easiest of the *in base* CCs to defend. There is a massive antechamber before you reach the CC. There are only two doorways into the antechamber and the both fall upon the same wall evenly spaced along the wall. Place half your men using cover to defend one doorway while placing the rest at the other doorway. NO ONE MOVE. Point every gun you have at one of these doors. Do not move close enough to the door to have it open. If it opens, shoot it. A BioLab map is on the way. As with every CC, only ONE hacker should be INSIDE the CC, all other guns need to keep enemies from reaching the CC. Once the BioLab is captured, keep a small force defending the CC and then send EVERYONE else up to the Generator. The BioLab is the ONLY base that has its Generator upstairs and on the roof. An enemy force will usually immediately make a move on the Gen once they lose a base. However, being that the CC is in the basement, it is harder for them to immediately resecure the CC. You MUST secure and CE the BioLab Gen once the hack goes through.
Defending the Dropship CC
The Dropship Center CC is in the basement. The basement to the CC is a massive room with 3 different entrances into the antechamber, from the CC only ONE of these 3 are visible. Therefore, it is VERY important that a sizable force gathers in the antechamber and stay on alert. There is no easy way to put this defense into words so please check out this visual guide:
Dropship Center CC Defense Guide
However, the DropShip Center does not suffer the same difficults that the BioLab or AMP Station do. It's Generator and SpawnTubes are a 10 second run from the CC and easy to secure once a hack goes through.
Defending the Interlink CC
The Interlink Facility CC is in the basement as well. The basement to the Interlink is a very similar to the Dropship basement except that it has FOUR entrances but has a very distinct area to set a defense up in. Known as the most difficult CC to hold, it is in reality no more difficult than the rest IF a sizable defense is put in place and remains where it needs to be. Check out the visual guide to know your place and DO NOT chase after enemies that flee your wall of firepower:
Interlink Facility CC Defense Guide
Defending the TechPlant CC
The TechPlant CC is upstairs, just above the Lobby and just inside the roof next to the air vehicle terminal. Many outfits make the mistake of setting up their defense inside the Air Vehicle Terminal. This not only leaves the CC vulnerable to a squad rushing up the stairs from Lobby but also makes for easy killing when the doors are opened and Reavers and BFRs spam in their splash damage rockets. Other outfits make the mistake of either cramming all their troops INSIDE the CC room or standing directly in front of it. The problem with this is, you do not have direct line of sight to the door OR the staircase. This means your enemy can lasher and thumper you to death without you ever seeing them. The best defense is set up ON the stairs creating a 'Funnel of Fire' in the doorway as well as down the staircase. See the Details here on this visual guide:
TechPlant CC Defense Guide
Remember to CE the Air Creation Pad immediately following hack, keeping enemy hotdrops from resecuring the CC a few minutes later.
Much credit to WarriorNation and their primers on tactics.
You can find their site at:
WarriorNation WNx
Thank you for reading my guide and remember to leave a comment!
Lt. BishopWraith
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