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BO3 TacOps - HARDPOINT 
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Post BO3 TacOps - HARDPOINT
Fun game mode that requires lots of teamwork, proper team builds between specialists and proper class setups. Fast paced and requires a lot of grit. Let's hear your strategies for team setup, loadouts and gameplay in HARDPOINT.

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Sun Nov 08, 2015 5:32 pm
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Post Re: BO3 TacOps - HARDPOINT
I think that we should have two gravity spikes, at least one vision pulse maybe two, and possibly a glitch along with a somebody with that one heavily armed mini gun specialist. If I'm saying that right


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Sun Nov 08, 2015 6:13 pm
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Post Re: BO3 TacOps - HARDPOINT
Jedi1434 wrote:
I think that we should have two gravity spikes, at least one vision pulse maybe two, and possibly a glitch along with a somebody with that one heavily armed mini gun specialist. If I'm saying that right


Room clearing Specials. I think you're right about that. I like the idea of incorporating 2 War Machines. Seems to be an excellent special at clearing the point prior to an offensive. Having 2 will ensure that we are able to use that ability more often.

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Sun Nov 08, 2015 6:28 pm
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Post Re: BO3 TacOps - HARDPOINT
Solo_Maxximus wrote:
Jedi1434 wrote:
I think that we should have two gravity spikes, at least one vision pulse maybe two, and possibly a glitch along with a somebody with that one heavily armed mini gun specialist. If I'm saying that right


Room clearing Specials. I think you're right about that. I like the idea of incorporating 2 War Machines. Seems to be an excellent special at clearing the point prior to an offensive. Having 2 will ensure that we are able to use that ability more often.[/

Yeah and the thing about the gravity spikes if we could get them in a closed space and get both of them charged up we could just smash them from two instead of just one at a time.


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Sun Nov 08, 2015 6:31 pm
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Post Re: BO3 TacOps - HARDPOINT
Agree but also need to think outside the box last night I got into zone after running one map 3 times and knew spawn rotation of zones. I just need to unlock trip mine to set up trap while I'm unloading my heavy.

I love using lmg can keep defending zone till team can come and support each other and use mini map also call out areas on map


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Sun Nov 08, 2015 8:36 pm
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Post Re: BO3 TacOps - HARDPOINT
julesvega wrote:
Agree but also need to think outside the box last night I got into zone after running one map 3 times and knew spawn rotation of zones. I just need to unlock trip mine to set up trap while I'm unloading my heavy.

I love using lmg can keep defending zone till team can come and support each other and use mini map also call out areas on map


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I'm not going to disagree with you Jules primarily because your completely right and we do need to think outside of the box. If we make the opposing team think that we are thinking something and then do a different thing. Then they will be caught off guard.


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Sun Nov 08, 2015 10:04 pm
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Post Re: BO3 TacOps - HARDPOINT
Jedi1434 wrote:
julesvega wrote:
Agree but also need to think outside the box last night I got into zone after running one map 3 times and knew spawn rotation of zones. I just need to unlock trip mine to set up trap while I'm unloading my heavy.

I love using lmg can keep defending zone till team can come and support each other and use mini map also call out areas on map


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I'm not going to disagree with you Jules primarily because your completely right and we do need to think outside of the box. If we make the opposing team think that we are thinking something and then do a different thing. Then they will be caught off guard.


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That's my idea behind the specialists use them when they least expect it not when everyone can see you try and get around them then bear down and fuck em all up

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Sun Nov 08, 2015 10:06 pm
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Post Re: BO3 TacOps - HARDPOINT
Also I'm making a crazy review complete with map rundown and strategies so stay tuned for that will try and get it up in a couple of hours

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Sun Nov 08, 2015 10:07 pm
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Post Re: BO3 TacOps - HARDPOINT
godflare678 wrote:
Jedi1434 wrote:
julesvega wrote:
Agree but also need to think outside the box last night I got into zone after running one map 3 times and knew spawn rotation of zones. I just need to unlock trip mine to set up trap while I'm unloading my heavy.

I love using lmg can keep defending zone till team can come and support each other and use mini map also call out areas on map


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I'm not going to disagree with you Jules primarily because your completely right and we do need to think outside of the box. If we make the opposing team think that we are thinking something and then do a different thing. Then they will be caught off guard.


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That's my idea behind the specialists use them when they least expect it not when everyone can see you try and get around them then bear down and fuck em all up

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I like your explanation of the situation godflare lol


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Sun Nov 08, 2015 10:07 pm
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Post Re: BO3 TacOps - HARDPOINT
You also end up feeling like a bad ass win win situation

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Sun Nov 08, 2015 10:22 pm
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Post Re: BO3 TacOps - HARDPOINT
I URGE EVERYONE TO READ THIS

Hardpoint rundown

3 main types of playstyle (Each person usually picks 2)

Clearers-focus on killing and clearing the hardpoint usually running SMG/LMG/AR depending on second playstyle
Defenders-Focus on sitting on the hardpoint and keeping people off of it usually running LMG/AR depending on second playstyle
Flankers-Flank the enemy team constantly and also focus on counter flanking(exploiting their flanking routes) Usually running SMG/Shotgun/AR(High firerate)

So this works usually according to one’s playstyle people will usually pick one as their main playstyle and another that complements it
E.g. I'm a flanker but also focus on defending

This leads to 4 total playstyles

Defenders who clear-sit on the hardpoint killing people while within it-LMG
Defender who flank-When the team doesn't own the hardpoint they flank it-AR (high firerate)
Clearers who flank-People who are rarely on the hardpoint and just go around killing people (sounds very douchy but very important)-SMG+silencer+quickdraw
Flankers who defend-People who flank around the enemy and ease the pressure off the defenders.-SMG/shotgun.

How the specialists help

So each specialist is very good at certain playstyles people will usually pick a specialist according to their primary playstyle

Defender: Sparrow, Tempest, Combat focus (defensive), H.I.V.E, Heatwave
Clearer: Gravity spikes, War machine, Annihilator, Scythe, Ripper, Purifier
Flanker: Overdrive, vision pulse, Glitch, Kinetic armor, Combat focus (offensive), Rejack, Psychosis, Active camo

(Combat focus is offensive and defensive depending on the score streaks being used e.g. an offensive build would be Counter-UAV, Hellstorm, R.A.P.S defensive would be UAV, Guardian, and Cerberus)

Attachments:
Clearers-Quickdraw, stock, highcaliber, extended mags, fast mags
Defenders-Extended mags, fast mags, FMJ, laser sight
Flankers- Quickdraw, stock, suppressor, extended mags, fast mags

(Usually pick 1 from each playstyle)

Lethals and tacticals

Clearers: Mostly just 1 lethal/tactical to save room for perks.
Defenders: Trophy system/shock charges, trip mine/c4 one of each(on the havoc map get flashbangs and concussions instead of shock/trophy)
Flankers: None save room exclusively for perks

Secondary weapons:
Defenders: Anything to kill UAV/CUAV
Clearers: none
Flankers: none

Perks 1
Defenders: Sixth Sense, Flak jacket (only one required you may take both)
Clearers: Blind eye, Overclock (only one required you may take both)
Flanker: Ghost, Sixth sense (Both required)

Perks 2
Defenders: Ante up
Clearers: Hardwired, Fast hands (Fast hands is required both are recommended but not needed)
Flankers: Fast hands, Tracker (Both required)

Perks 3
Defenders: Tactical mask
Clearers: Gung-ho
Flankers: Awareness (defender), Dead silence (clearer)

Map specific strategies (Specialists/weapons to run)
Aquarium: many mid-range engagements on the map also a few on the close range side main strategy here is to have 2 flankers get the height advantage on the map since the middle becomes a giant cluster fuck and everybody else put pressure on the hardpoint don’t have too many on the hardpoint at once mainly the defensive players all other offensive player should be the first line of defense especially on the statue area and the pool area. Also keep an eye out for people prone near doors and spawn campers.
Clearers: Gravity spikes/War machine/Scythe
Defender: Sparrow/Tempest/Combat (focus defensive)/H.I.V.E/Heatwave
Flankers: Vision pulse/combat focus (offensive)/Glitch/Rejack/Psychosis/Active camo

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Breach: Mostly close range engagements with some mid-range engagements need the majority of people on and around the hardpoint while some flank and kill people. Beware of getting spawn camped and people laying down waiting if you have tacticals throw them into the room and be sure that there isn’t anyone there.
Clearers: Gravity spike, War machine, scythe, purifier,
Defenders: combat focus (defensive), H.I.V.E, Heatwave,
Flanker: Any

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Combine: Tight combat recommend you run a fast firerate weapon like an SMG or high damage weapons like a shotgun. The first hardpoint is extremely important be careful of people camping prone behind the car gravity spikes should mainly be used in the desert area of the map and the car area while war machine on both of the rooms flanker should focus vision pulse making it easy to go in and clear a room.
Clearer: Scythe/gravity spike/ripper/war machine/annihilator/purifier
Defender: Any
Flanker: Vision pulse/active camo/rejack/psychosis/combat focus (offensive)/Glitch

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Evac: Close to mid-range with some long range watch the middle platform that people can use to jump up to the hardpoint also people love head glitching here so flankers are very important. Watch the water on the left side hardpoint people camp there and also flank there a lot watch for sniper on the left side near the pool. When the hardpoint is on their spawn camp them and prevent them from coming outside watch for flankers from behind.
Clearer: Gravity spike/war machine/annihilator
Defender: Sparrow/Tempest/Combat focus (defensive)/H.I.V.E (only use tempest in long range engagements)
Flanker: Vision pulse/glitch/Combat focus (offensive)/Rejack/Psychosis/Active camo

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Exodus: mid-close range engagements lots of opportunities to flank on this map but beware of prone campers flankers should focus on killing as many as they can as soon as possible without dying the first hardpoint is the hardest to cap and leads to a major engagement I cannot stress how much focus should be put on watching for flankers cover your backs as well. Don’t die on this map because it’ll just feed into their killstreaks and run close by to someone.
Clearer: Any (although be cautious when using the annihilator at close range you will lose to smg/shotgunners)
Defenders: Any (use your tempest in long engagements only and watch your back if using sparrow)
Flankers: Vision pulse/Combat focus (offensive)/Rejack/Psychosis/Active camo/ Glitch (vision pulse before going into a room and glitch to get out of a tight spot to stay alive also don’t be a hero with rejack be sure to get the drop on people with it)

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Fringe: All kinds of engagements run something you are very confident with LMG/AR works best. Not many flanking options so just go the path least taken and surprise the enemy flankers should be extremely aggressive to confirm those kills watch for prone campers especially in the warehouse area they like to do that also beware of people in the windows looking down the middle they will kill you let the flankers take care of them remember to call out who you want dead so the flankers can do their jobs (that applies to all maps)
Clearer: Gravity spike/scythe (only in enclosed areas)/annihilator (mainly in outdoor areas)/War machine (decimate all the prone campers in the warehouse)
Defender: Any (tempest/sparrow for long, H.I.V.E/Heatwave for close)
Flanker: Combat focus (offensive)/Rejack/Psychosis/Vision pulse/glitch

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Havoc: mainly close-mid engagements with some long mass amounts of campers all entrances will be camped focus those tactical grenades run it if you can even if you have to give up some attachments for it. Always be ready for a flank when you’re either on point 1, 2 or 3 cover those doors. Flankers cover the water area to prevent people from sneaking up on the defenders.
Clearers: Gravity spike/War machine/scythe/purifier
Defenders: Any (be careful when using tempest or sparrow stay behind cover)
Flankers: Overdrive/vision pulse/Combat focus (offensive)/Psychosis (highly recommended)/Active camo (highly recommended)

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Hunted: All kinds of engagements. Crazy map for hardpoint always be sure to have the hotel before the middle hardpoint have a tempest/sparrow ready watching the hardpoint and the waterfall on the middle part of the map flankers should coordinate attacks from the side and behind for the waterfall part of the hardpoint while also keeping an eye for flankers from the water. Watch all the doors when defending the hard point and be ready to give/get gravity spikes.
Clearers: Gravity spike/Annihilator/Scythe/War machine/ripper (very situational)
Defenders: Sparrow (needed)/Tempest (needed)/Combat focus (defensive)/H.I.V.E (pick either sparrow or tempest depending on your preference we don’t need both)
Flankers: Any

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Infection: All kinds of engagements but use AR/LMG the most the floating rock will be easiest to defend hardest to obtain tempest and sparrow on either side will dominate the field while everyone else kills watch the high points for snipers use tempest/ sparrow when you’re up there. Watch for flanks especially from the houses they can turn the tables. Just don’t lose the hardpoint and defend like mad.
Clearer: Any
Defender: Any (at least one sparrow/tempest)
Flankers: Any

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Metro: Mainly close to mid-range engagements. Use the water to flank and also watch for enemy flankers use the trains to your advantage camp under them they’ll never notice you but be careful one false move and you’re done. 3 is going to be the hardest to cover use your traps here and also in other closed areas (applies to all hardpoint maps). Head glitching and prone camping near doors is rampant on this map.
Clearers: Gravity spikes/ war machine/scythe
Defenders: H.I.V.E/Heatwave/Combat focus (defensive)
Flankers: Vision pulse/Glitch/Combat focus (offensive)/Rejack/Psychosis/Active camo

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Redwood: Mainly mid-long range recommend AR/LMG don’t go rushing headlong into fights it’ll only get you killed pick the enemy off one by one especially in hardpoint 3 keep a tempest as overwatch when it comes to this hardpoint at the double trees watch both sides and call out when someone gets through. Flankers need to do their jobs here otherwise the other team will dominate.
Clearer: Anything except purifier
Defender: Any (sparrow/tempest recommended)
Flanker: Anything

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Stronghold: Mainly mid-close engagements. Watch for flankers and headglitchers stay behind cover when you’re on the hardpoint and flankers need to keep people away from the hardpoint. Set trip mines, H.I.V.E’s around doors and just camp it especially when inside the house. Use the outer edges of the map and get around the enemy. Speed is key on this map quickdraw recommended.
Clearer: Anything but purifier
Defender: Anything
Flanker: Anything
If you have any questions let me know if you want to figure your playstyle out I can help its difficult at first finding it out.

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Mon Nov 09, 2015 12:10 am
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Post Re: BO3 TacOps - HARDPOINT
Great work GodFlare!!!

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Mon Nov 09, 2015 12:17 am
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Post Re: BO3 TacOps - HARDPOINT
Yeah great stuff Godflare! ill give this a good read before i can join you guys again over the weekend!


Mon Nov 09, 2015 10:45 am
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Post Re: BO3 TacOps - HARDPOINT
Nice work indeed, where you find them map layouts?

Toon

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Mon Nov 09, 2015 11:26 am
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Post Re: BO3 TacOps - HARDPOINT
http://www.theblackopsiii.com
This is the site I used for most of my weapon recommendations and the grouping of specialists.

http://codifornia.com/black-ops-3-hardp ... ps-covered

^^^^I used that one for the maps

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Mon Nov 09, 2015 3:08 pm
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