Post by brcm on Jan 3, 2012 14:16:29 GMT -5
You are my bro, bro.
The support streaks have been discussed before in various threads, but I thought I would try to summarize the information in one place. I tried to add in some things that some may not realize if they haven’t used them extensively. All the information is from experience and other bros. Please add in things I missed, alert me to errors, or contribute any strategies that you use.
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Points Required: Streak – Description
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4: UAV – Highlights enemies on the radar. Three in unison provides Advanced UAV effect (see below)
5: CUAV – Blocks enemy radar. Unlike Black Ops, there is no visual difference between a CUAV and UAV.
5: Ballistic Vests – Places a set of vests down on the map that last until destroyed by the enemy or 60 seconds has elapsed. A detailed description on how much health each vest absorbs can be found at the link below. You receive XP when a teammate takes a vest. An excellent point streak if placed strategically and actually used by teammates.
5: Airdrop Trap – An exploding care package, identifiable as such if an enemy is using SitRep. I find these to be worthless. For fun I throw them like grenades on domination points trying to crush an enemy or two. Not much use past that.
8: SAM Turret – Needs an unobstructed view of enemy air support, and ample time, to be effective at taking them down. Great for destroying UAV’s, CUAV’s, and recon drones. Considerations: Not so great for anything requiring multiple hits due to line of sight/time problems. I use these on maps (such as Outpost) where UAV’s are hard to locate quickly.
10: Recon Drone – You control a small helicopter “tagging” enemy players and equipment (SAM turrets, sentry guns). Enemies will be marked with a red line above them to tell you where they are, and then a green “x” after they have been tagged. Players using BlindEye will not be highlighted by the red line – but they can still be tagged. Players respawning are immune to being tagged for a few seconds, otherwise all enemy players can be tagged regardless of class setup.
The drone acts as a mini-CUAV when enemies are within range. Tagging them provides a brief (but very annoying) flashbang effect for the enemy and alerts them that they have been tagged. Once tagged, the enemy will show up on the minimap as a red dot – in real time – better than a normal UAV or advanced UAV (in my opinion) until they are killed. You will get xp for every tag and an assist for every player tagged and killed by a teammate.
I tend to park it above an enemy spawn, or to stay ahead of rushing teammates to provide the CUAV/flashbang effect to enemies while pointing them out to my team. The drone actually has flares, making it difficult to take down with a launcher – but good aim and a few bullets can destroy it. Stay away from SAM turrets (the flares will deploy, but a SAM will still usually destroy the drone in most circumstances). If used properly on an open map, I’ve found this streak can have a large effect on the outcome of the game. It’s also a good option for extra xp. Considerations: You are “off the map” while controlling the drone – you won’t be capturing objectives or taking down enemy support.
EDIT: The recon drone can also tag airborne enemy equipment, such as UAV/CUAV. This highlights the equipment on the minimap making it easier to find and destroy.
EDIT: A tagged enemy while an Advanced UAV (or 3 UAV's) are in the air provides the "Blackbird" effect - showing the location and direction of enemy players in real time.
12: Advanced UAV – Indicates direction and location of enemies, sweeping radar like a normal UAV. Takes 2 SMAW hits or 1 Stinger to destroy. Much easier to locate, compared to UAV, for enemy players to destroy.
12: Remote Turret – Not airdropped in. You place a small turret on the map just like the assault turret. However, once placed you control it to kill enemies. Unlike a normal assault turret, support turrets can rotate 360 degrees and look up/down. Can be used to destroy enemy air support. They also highlight enemies (not using Blind Eye) with a big red box on your screen for easier targeting. It doesn’t kill enemies particularly quickly, but the ability to highlight enemies (even around corners or behind cover) can allow you to alert your team to enemy position if using a mic.
Also unlike the assault turret, flash/stun grenades will not temporarily disable the turret. Instead, damage and grenades will make the screen go fuzzy temporarily, making it harder (but not impossible) to target and kill enemies. Since it’s terrible at range, I try not to shoot until enemies get closer and a kill is ensured. Opposing players assume that the turret isn’t in use or has been disabled if it’s not shooting at them when a line of sight is available. I use this to my advantage, luring enemies out from behind cover and as they come closer to inspect or take the objective I’m guarding I mow them down.
Considerations: You’re “off the map” while controlling the turret, as with the recon drone. Not too difficult to destroy, be careful where you place it and how you use it for maximum effectiveness.
14: Stealth Bomber – Bombs a narrow, straight-line path across the entire map. Calling in a stealth bomber takes time, aim where enemies will be and not necessarily where they are. When used correctly, this is a great tool in objective games to clear paths for your teammates. For example, when trying to take “B” in domination on Outpost. Considerations: It does have a long time to target and EVERYONE knows when it’s coming in due to the sound - giving smart players plenty of time to take cover. But again, this is still worthwhile to make enemies watching an objective run and take cover while your team moves in.
18: Escort Airdrop – Call in an Osprey to drop 4-5 care packages. It has 2 flares and will take 3 stinger shots to take down. The packages can contain both support and assault items, and sometimes an explosive care package decoy. Anecdotally, when I’ve used this the drop usually contains 1 decoy, 2 low support streaks (e.g., UAV, CUAV, vests), 1 moderately high support streak (e.g., recon drone, remote turret), and 1 lower assault streak (e.g., IMS, sentry gun). I have no data to back that up, if you do please share.
The Osprey will hover as it drops the packages and defend them for a certain duration. It does a fairly good job of this, but will not get longer range kills. I’ve seen people use these on small maps like dome and get a fair amount of kills – but it always blows me away when they aren’t destroyed. Considerations: It circles the map a bit at a high altitude before lowering and remaining stationary to drop the packages. It takes a long time to drop the packages. This means that everyone with a missle on their back will get a shot at taking it out before it drops the packages and everyone else will be picking off you and your teammates while you try and collect them. As always, some maps are better than others to use this streak on since more cover (for you and the Osprey) is available.
18: Juggernaut Recon – Receive juggernaut armor in a care package. Provides a riot shield, USP .45 pistol and smoke grenade. Perks will be Scavenger, Assassin, and SitRep. The player will also become a sort of moving radar, highlighting enemies on the minimap within a certain radius. I’m not a fan of this as an 18 point perk. While you do have increased durability, you stick out like a sore thumb and can’t move quickly. Obviously the goal of the recon juggernaut is to be a distraction to the enemy team – not some sort of unstoppable killing machine. It can be useful for capturing objectives, but the slow movement speed really inhibits this ability. Kills with the Jug suit will not add to your point streak.
18: EMP – The EMP has multiple effects and merits considerable discussion. 1) It will destroy any electronic enemy point streaks in use - it will immediately take out an AC130, stop a stealth bomber from dropping bombs, prevent a helicopter from delivering a care package, and destroy a predator missile in midflight. 2) It will disable the enemy HUD and give their screen a slightly fuzzy look for 1 minute (those using Assassin are immune to this effect). Finally, 3) it will prevent any electronic streaks from being deployed for 1 minute. In essence, the only streak that can be called in while under EMP effects are ballistic vests.
I often use EMP in objective games, and I consider it to be one of the best (if not the best) streak in the game. Once earned, try to be the biggest a$$hole you can possibly be. Do not use the EMP when no significant enemy killstreaks are in play. Don’t use the EMP to take out a UAV or helicopter (you can easily do that with a stinger). Use the EMP to take out the Overwatch earned from that helicopter, or neutralize an enemy stealth bomber once you hear it coming in. Watch the clock and make sure you don’t wait too long to use it.
If you play objective games with a coordinated group, you can easily have two players with EMP selected and neutralize enemy streaks for a significant amount of time (20-40% of the match duration). The best time to use an EMP is about 10-20 seconds after a friendly EMP effect has expired – the enemies will be itching to get their streaks in play since they couldn’t for the prior minute. Wait until they are used and then take them all down – again. The only downside to this strategy is if the enemy earned an EMP – since it is the only thing that can prevent you from using your own EMP.
3 x UAV Effect:
denkirson.proboards.com/index.cgi?board=general&action=display&thread=3504
Ballistic Vest Discussion:
denkirson.proboards.com/index.cgi?board=general&action=display&thread=3455
The support streaks have been discussed before in various threads, but I thought I would try to summarize the information in one place. I tried to add in some things that some may not realize if they haven’t used them extensively. All the information is from experience and other bros. Please add in things I missed, alert me to errors, or contribute any strategies that you use.
- By design, support streaks are geared towards neutralizing enemy equipment/killstreaks and helping your teammates capture objectives or earn kills. You know – that whole “support” thing. While there are lethal streaks (like the remote turret or stealth bomber), a good player with the assault or specialist package will get far more kills than a good player using support.
- Overall, support point streaks are best when use is coordinated with a group of teammates. Streaks like ballistic vests, recon drones, stealth bombers, and EMPs are so much more powerful when you have competent teammates to take advantage of the support you are providing. When playing with randoms, nothing is more frustrating that using a stealth bomber to clear off an objective – and then nobody tries to capture that objective in the window provided. Or, laying down a stack of ballistic vests and they go unused.
- Support points are earned by: kills, completing objectives (e.g., taking a domination point), and destroying enemy streaks. For example, shooting down a UAV, taking out a SAM turret or sentry gun, or destroying a stack of ballistic vests will gain 1 point – destroying an entire strafe run gains 5 points (1 for each helicopter).
- Support points are NOT earned by: destroying enemy equipment that did not come from a streak or kills/destroying enemy streaks with a support streak (that stealth bomber that killed 6 enemies or the SAM turret that took out an enemy CUAV will not gain you more points). Also, assists earned via the Recon Drone streak do NOT add points if using Hardline Pro.
- For this reason above, SAM turrets may not be a strong option since everything your SAM takes out of the air essentially blocks a potential point from a teammate (or yourself). This may be a non-issue for most, but keep in mind an enemy strafe run is a free 5 points if taken out with a stinger vs SAM.
- Support streaks do NOT reset on death. They reset once you have earned your highest support streak. One also does not have to select 3 streaks. For example, you can select only UAV (4 points) and Ballistic Vests (5 points), rapidly and repeatedly earning a UAV and set of vests for your team every 5 points.
- Support points earned do NOT persist through class changes – even if the support streak set-ups are identical between classes (or even if the classes are exact duplicates). So, if you are one point away from a stealth bomber and switch to an anti-air class to take out an enemy helicopter – you will start back at 0 support points. I always run with a stinger to overcome this limitation – that’s really the point of being support anyway.
- One may choose to create two support classes, one with high support streaks (such as recon drone, stealth bomber, and EMP) and one with low support streaks (like UAV and CUAV). Switching to the “low” setup after earning your trio of “high” streaks would allow you to use a variety of streaks without having to gain another 18 points for another EMP. This might be practical when you don’t believe you will have enough time to earn a stealth bomber or EMP twice in the same match. For example, if you score 27 support points in a match, instead of earning the drone, bomber, and EMP – you would earn the drone, bomber, EMP, UAV x 2, and CUAV from 27 points by switching classes after using the EMP.
- In my opinion, higher support streaks (>10 points or so) are less practical in non-objective games like deathmatch and kill confirmed. If you are good enough to consistently earn two bombers or EMP’s in a game of team deathmatch, you’d be much better off using an assault/specialist package.
******************************
Points Required: Streak – Description
******************************
4: UAV – Highlights enemies on the radar. Three in unison provides Advanced UAV effect (see below)
5: CUAV – Blocks enemy radar. Unlike Black Ops, there is no visual difference between a CUAV and UAV.
5: Ballistic Vests – Places a set of vests down on the map that last until destroyed by the enemy or 60 seconds has elapsed. A detailed description on how much health each vest absorbs can be found at the link below. You receive XP when a teammate takes a vest. An excellent point streak if placed strategically and actually used by teammates.
5: Airdrop Trap – An exploding care package, identifiable as such if an enemy is using SitRep. I find these to be worthless. For fun I throw them like grenades on domination points trying to crush an enemy or two. Not much use past that.
8: SAM Turret – Needs an unobstructed view of enemy air support, and ample time, to be effective at taking them down. Great for destroying UAV’s, CUAV’s, and recon drones. Considerations: Not so great for anything requiring multiple hits due to line of sight/time problems. I use these on maps (such as Outpost) where UAV’s are hard to locate quickly.
10: Recon Drone – You control a small helicopter “tagging” enemy players and equipment (SAM turrets, sentry guns). Enemies will be marked with a red line above them to tell you where they are, and then a green “x” after they have been tagged. Players using BlindEye will not be highlighted by the red line – but they can still be tagged. Players respawning are immune to being tagged for a few seconds, otherwise all enemy players can be tagged regardless of class setup.
The drone acts as a mini-CUAV when enemies are within range. Tagging them provides a brief (but very annoying) flashbang effect for the enemy and alerts them that they have been tagged. Once tagged, the enemy will show up on the minimap as a red dot – in real time – better than a normal UAV or advanced UAV (in my opinion) until they are killed. You will get xp for every tag and an assist for every player tagged and killed by a teammate.
I tend to park it above an enemy spawn, or to stay ahead of rushing teammates to provide the CUAV/flashbang effect to enemies while pointing them out to my team. The drone actually has flares, making it difficult to take down with a launcher – but good aim and a few bullets can destroy it. Stay away from SAM turrets (the flares will deploy, but a SAM will still usually destroy the drone in most circumstances). If used properly on an open map, I’ve found this streak can have a large effect on the outcome of the game. It’s also a good option for extra xp. Considerations: You are “off the map” while controlling the drone – you won’t be capturing objectives or taking down enemy support.
EDIT: The recon drone can also tag airborne enemy equipment, such as UAV/CUAV. This highlights the equipment on the minimap making it easier to find and destroy.
EDIT: A tagged enemy while an Advanced UAV (or 3 UAV's) are in the air provides the "Blackbird" effect - showing the location and direction of enemy players in real time.
12: Advanced UAV – Indicates direction and location of enemies, sweeping radar like a normal UAV. Takes 2 SMAW hits or 1 Stinger to destroy. Much easier to locate, compared to UAV, for enemy players to destroy.
12: Remote Turret – Not airdropped in. You place a small turret on the map just like the assault turret. However, once placed you control it to kill enemies. Unlike a normal assault turret, support turrets can rotate 360 degrees and look up/down. Can be used to destroy enemy air support. They also highlight enemies (not using Blind Eye) with a big red box on your screen for easier targeting. It doesn’t kill enemies particularly quickly, but the ability to highlight enemies (even around corners or behind cover) can allow you to alert your team to enemy position if using a mic.
Also unlike the assault turret, flash/stun grenades will not temporarily disable the turret. Instead, damage and grenades will make the screen go fuzzy temporarily, making it harder (but not impossible) to target and kill enemies. Since it’s terrible at range, I try not to shoot until enemies get closer and a kill is ensured. Opposing players assume that the turret isn’t in use or has been disabled if it’s not shooting at them when a line of sight is available. I use this to my advantage, luring enemies out from behind cover and as they come closer to inspect or take the objective I’m guarding I mow them down.
Considerations: You’re “off the map” while controlling the turret, as with the recon drone. Not too difficult to destroy, be careful where you place it and how you use it for maximum effectiveness.
14: Stealth Bomber – Bombs a narrow, straight-line path across the entire map. Calling in a stealth bomber takes time, aim where enemies will be and not necessarily where they are. When used correctly, this is a great tool in objective games to clear paths for your teammates. For example, when trying to take “B” in domination on Outpost. Considerations: It does have a long time to target and EVERYONE knows when it’s coming in due to the sound - giving smart players plenty of time to take cover. But again, this is still worthwhile to make enemies watching an objective run and take cover while your team moves in.
18: Escort Airdrop – Call in an Osprey to drop 4-5 care packages. It has 2 flares and will take 3 stinger shots to take down. The packages can contain both support and assault items, and sometimes an explosive care package decoy. Anecdotally, when I’ve used this the drop usually contains 1 decoy, 2 low support streaks (e.g., UAV, CUAV, vests), 1 moderately high support streak (e.g., recon drone, remote turret), and 1 lower assault streak (e.g., IMS, sentry gun). I have no data to back that up, if you do please share.
The Osprey will hover as it drops the packages and defend them for a certain duration. It does a fairly good job of this, but will not get longer range kills. I’ve seen people use these on small maps like dome and get a fair amount of kills – but it always blows me away when they aren’t destroyed. Considerations: It circles the map a bit at a high altitude before lowering and remaining stationary to drop the packages. It takes a long time to drop the packages. This means that everyone with a missle on their back will get a shot at taking it out before it drops the packages and everyone else will be picking off you and your teammates while you try and collect them. As always, some maps are better than others to use this streak on since more cover (for you and the Osprey) is available.
18: Juggernaut Recon – Receive juggernaut armor in a care package. Provides a riot shield, USP .45 pistol and smoke grenade. Perks will be Scavenger, Assassin, and SitRep. The player will also become a sort of moving radar, highlighting enemies on the minimap within a certain radius. I’m not a fan of this as an 18 point perk. While you do have increased durability, you stick out like a sore thumb and can’t move quickly. Obviously the goal of the recon juggernaut is to be a distraction to the enemy team – not some sort of unstoppable killing machine. It can be useful for capturing objectives, but the slow movement speed really inhibits this ability. Kills with the Jug suit will not add to your point streak.
18: EMP – The EMP has multiple effects and merits considerable discussion. 1) It will destroy any electronic enemy point streaks in use - it will immediately take out an AC130, stop a stealth bomber from dropping bombs, prevent a helicopter from delivering a care package, and destroy a predator missile in midflight. 2) It will disable the enemy HUD and give their screen a slightly fuzzy look for 1 minute (those using Assassin are immune to this effect). Finally, 3) it will prevent any electronic streaks from being deployed for 1 minute. In essence, the only streak that can be called in while under EMP effects are ballistic vests.
I often use EMP in objective games, and I consider it to be one of the best (if not the best) streak in the game. Once earned, try to be the biggest a$$hole you can possibly be. Do not use the EMP when no significant enemy killstreaks are in play. Don’t use the EMP to take out a UAV or helicopter (you can easily do that with a stinger). Use the EMP to take out the Overwatch earned from that helicopter, or neutralize an enemy stealth bomber once you hear it coming in. Watch the clock and make sure you don’t wait too long to use it.
If you play objective games with a coordinated group, you can easily have two players with EMP selected and neutralize enemy streaks for a significant amount of time (20-40% of the match duration). The best time to use an EMP is about 10-20 seconds after a friendly EMP effect has expired – the enemies will be itching to get their streaks in play since they couldn’t for the prior minute. Wait until they are used and then take them all down – again. The only downside to this strategy is if the enemy earned an EMP – since it is the only thing that can prevent you from using your own EMP.
3 x UAV Effect:
denkirson.proboards.com/index.cgi?board=general&action=display&thread=3504
Ballistic Vest Discussion:
denkirson.proboards.com/index.cgi?board=general&action=display&thread=3455