This part of the page is under construction!
So far the majority of this is text and basic entry level and advice. Although if you wish to donate any of your own tactics, please feel free to do so. Just send it via E-mail with a picture or thorough description along with your name and/or team name for credit. Thanks
The basics include such things as...
- bunkering
- manuevering
- cover and concealment
- sniping vs. volume
- cover fire
Bunkering:
Bunkering as you have already guessed is the effective use
of bunkers, trenches, or any solid object as an efficient
stronghold against the enemy. Controlling a bunker will always
be an advantage to the team effort (if used correctly) but not
always to the individual. For tournament players bunkering takes
on a whole new meaning. For them it means that there is someone
at that bunker and will have to be eliminated by a rushing them
and marking them sometime between the start of the rush and point
blank.
When should you take a bunker? As soon as an oportunity
opens up and only when it will provide ample cover from enemy
fire and/or will give you a key spot to eliminate a number of
the enemy before you yourself are eliminated. It does no good if
you a take one and there are enemy players on one of your exposed
sides! Remember to think or you may end up trapped and unable to
move!
Why should you take bunkers? Because they provide a
strategic point where the owner can provide coverfire for his/her
teammates with little exposure to enemy fire. A player may also
trap enemy players or limit their movements from this point.
Sniping may also be brought into your option list.
Manuevering
Manuevering consists of all tactical and stategic moves
made during a game or tournament. Examples would be an assualt
on a flank (side) under heavy coverfire or an all out retreat.
This makes up the majority of the game plan and will determine
who wins and who loses. High-tech, souped up gear won't save you
from a better tactition and strategist. I once watched a stock
class 5-man team defeat a 5-man team armed with very, very nice
looking Automags.
Why must I move and is it always necessary? Yes,
you should always be ready to move on a moments notice. However,
it is not always necessary to move. That decision depends on
your style of play and mission objective. For instance, say your
mission is to provide longball cover for your teammates and you
have a bunker with excellent cover and optimum coverfire view.
If that is the case then it is not necessary to move until your
teammates begin to "take" more ground. If you are in the front
lines, then moving will be the key to survival. If you stay in
one place too long the enemy will eventually zero in on your
location and send a wall of paint your way. Manuevering also
lets you get better firing spots on their positions as well.
Warning-Warning
Do not over distance yourself from your coverfire group!
And do not put yourself in a spot where you will get pinned down!
Cover and Concealment
What is the difference between cover and concealment? Cover
is any object that provides a hard cover and will protect you from
enemy fire.An example would be a barricade or pile of tires
Concealment is anything that breaks up your outline so that the
opposing team cannot see you well or not at all. This
however will not protect you from enemy fire! Examples are: Semi
dense bush or high grass.
Which is better to use?
This one really applies to your style of play but both are invaluable.
In tournaments however, cover is more often used since there is usually
a time limit imposed. Snipers tend to use
concealment more often since it is important to them to get as close to
the enemy as possible to get the most number of eliminations possible.
Cover CAN be used both ways if done properly.
Sniping vs. Volume
Volume:is the excessive firing of paintballs at any target at anytime deemed necessary. This is not a short burst but rather a long string of at least 15 rounds. Volume is frequently used in tournaments or by those who can afford it (can be identified by large "filled" harnesses during play). Volume gives the intimidating psychological affect. If someone sends a large amount of paint in your direction your "natural" first instinct is to get down and stay there.
Sniping:
is just what the name implies. Unlike volume the sniper takes singel well aimed shots at it's targets. Once again a psychological affect applies here. Only that the affect is heightened or less if you target knows the location of the sniper. This is also the choice of playing styles for those on a budget.
Which is better? Unfortunately the bigger advantage goes to the volume players. While sniping can be very effective if used properly, an opponent player is more likely to make a move on you during head to head confrontations. With volume the opponent has to wait till your hopper runs out and you must reload. Now if the the sniper plays his cards right he can hide and ambush opponents from various flanks (sides), eliminating them one at a time. In any case a mixture of both must be used during a tournament. Pure volume or sniping philosophies will never win tournaments. This is one reason many pro players adore Autocockers. Even though they are an incredible pain in the butt, they provide the furthest range of all paintguns and can fire very fast with a trigger job.
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