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General Discussion Anything and Everything Socom 2 that isn't specific to Online/Offline.


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Old 08-17-2005   #21
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I still say I like to call the air strikes as fast as possible once the round starts. It stops anyone from rushing the right because that right balcony will blow before anyone can jump down.... at the same time it will delay snipers from getting up on the left (and you know they are deadly at the start of a round).... and I think they are a lot less likely to hear the jets in the beginning of a round when theres nades exploding everywhere and tons of stuff going on.

Anyone experienced whose chilling at an airstrike 2 minutes in will definately hear the jets and just move out of the way. The only guys you'd get are noobs and they aren't much threat anyway. By doing it in the beginning of a round, you can at least mess up their initial game plan (gives your Seals the initiative) and it stops or delays guys rushing from the right... and if you get one on the right, they are usually good.. as sucky people don't rush.
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Old 08-17-2005   #22
 


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but i talking about deeper into the game around 5, 7, 9, but round 1 you should call them immediately. and you gotta be a idiot not to hear them coming in. 10 grenades can go off one after another and you should still hear those loud, low flying jets cruisin in.
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Old 08-19-2005   #23
 


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I say u should run up and blow all of the breaches first left then right then middle then left center and after that u should run through the right
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Old 08-21-2005   #24
 


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well in sujo (ONLY WORKS THE FIRST AND SECOND ROUND) i like to get 2 other people with you so theres 3 of you. OK so one person gets the satchel and RUSH right throu the middle (i like to go left and dive under the wood thing (faster) then go a blow the C4 wall and the guy with the satchel is in the middle of the 2 guys. The satchel guy will rush ASAP to the plant the other 2 will cover him at all costs. This works best if there not rushing hard.
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Old 09-21-2005   #25
 


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Very helpful this......
Do not call the airstrikes for a while. Front right spawn by the Hum-Vee should jump first gate and throw 1 grenade down the middle. Then rush right, go under the fence and immediately jump up and hide between the dumpster and the airstrike breach. Stand and toss a grenade in the alley by the right breach. And crouch behind that same dumpster. Wait for the jumpers that eventually favor that right side, and gather a couple of nice juicy headshots. Then drop one more grenade down that right alley. With around 3 minutes left, have your teammate call those airstrikes and you rush the middle breach, and unload a couple more grenades. One in the middle by the water, and bounce one off the middle hut so it lands in the street. Plant c-4 and toss your final grenade from the crouch behind the jump dumpster by the middle breach and fall back to the middle building and wait. Everyone rushes the middle breach 2 at a time. That should eventually make life easier as far as being a seal in a Terrorist friendly map. I average at least 15 kills that way.
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Old 09-21-2005   #26
 


Join Date: Sep 2005
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Very important in SUJO.
Take smoke with you. It disables direct vieuw from snipers or draws their attention to it. And further we like to do this.

Respawn. Wait. Wait. Wait. Wait out the rain of steel. (nades)
All that falls now, will not fall later.

Let people move up to their starting line into their LUP (Lying Up Position). #1 SEAL watches the Seal spawn point wooden fence. #2 SEAL Call in airstrikes(after he got confirmation that everyone is in their LUP), everyone else has to move from starting line positions during the incoming of the figthers. TIMING is important here.
We tend to breach only one gate, since breaching all gates means opening Pandora's box as well.
(Seal #1 & #2 will provide rear security and act as BFR (Battle Field Reserve) upon discretion of the teamleader.)
Terror's normally come jumping out of the woodwork if you open all gates. I prefer the Left breach, the wooden fence.

Watch out for mines. Do not hope for the best. Not always is it neccesary to lob grenades in. A sniper lying on the gorund can see them in his Thermal scope. Take care of the sniper on their rooftops, and make sure the rooftop on the right-hand-side near the wooden fence is empty. Or emptied.

From this moment on, it is up to circomstances and casualties. You are in the compound. Spread out, or spearpoint in through the middle. When doing the latter, make sure you throw smoke around. And while you are at it, throw smoke into the secondfloor windows. Always makes Tango's nervous. Perhaps followed by a nade or, upon entering, a flash.

*This attack format is usable on most breaches and all maps.
*Smoke is most effective on darp maps and during MOUT.
*Timing is everything, teamwork more so.

Good luck.
Vilkas.
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