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'11 HogOff Winner - Gunner
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DOMINION: The Basics

Fri Jan 25, 2013 1:59 pm

Basics:
Score to win: 400
Initial Capture Points: 10
Fortification Points: 20
Resupply Points: 30

The goal of Dominion is to ensure that your team achieves more resupplies than the other team. The simplest way to do this is to hold two bases and wait out the other team. Alternatively, you can win by holding one base and constantly disrupting the resupplies for the opposing team.

Starting Strategies:

These will explained further in the map-specific threads, but the basic start is:
-Send 3 players to B
-Send 2 players to the easiest to secure cold base
-Send 1 ninja to the hardest to secure cold base

Key Terms:

Spoiler: show
  • Resupply: A resupply gives your team 30 points of score and also provides new weapon drops at designated points inside the resupplied base.
  • Fortify: Before a base can resupply, it has to fortify first. After the initial capture, the base will fortify. After fortifying, the base spawns two defense turrets and players from that team can use the vehicles for that base.
  • Linear Maps: maps where all three bases form a straight line. These maps are typically played as neutral objective maps where two teams fight from their “home base” to take and control Bravo. All current dominion maps with the exception of Longbow are linear maps
  • Non-Linear Maps: Maps where Alpha, Charlie, and Bravo do not form a line. This layout can provide some minor differences in strategy, and I will hopefully be able to address these in the guide. Longbow is currently the only non-linear map.
  • 2-1 scenario: your team controls 2 of the three bases
  • 1-2 scenario: your team only controls 1 base
  • Hot base: In a 2-1 scenario, this is the base receiving or about to receive the brunt of the enemy offensive pressure. On linear maps, this base is very frequently Bravo.
  • Cold Base: this base is the base receiving the least focus in a 2-1 scenario.

Additional Terms:

  • Spawn Base: This is the base where the enemy team is currently spawning. Call-out spawn bases when you see them. There is one important thing to remember about a spawn base: They are near impossible to take without any combination of two of the three following points:
    -Heavy manpower
    -heavy vehicle support
    -Heavy ordinance
    If you manage to begin taking a spawn base from an enemy, they will spawn at their other bases, or if they have no bases, they will spawn at neutral points, and if you committed too much manpower to taking a spawn base, they are gonna spawn behind you and take your shit.
    -Identifying spawn bases is most important on longbow, but is also important enough to warrant a quick callout in any 1-2 situations.
  • Bungie Cap: An extremely important strategy in Dominion. When an enemy overcommits to a push; that is they send 4 or more men at a single base and your team is not in a strong position to fight them off, a Bungie Cap is the act of sending a single man behind the enemy team and taking their “home” base from them. A few notes about this strategy:
    -Metaphorically, teams are tethered to their home base by a bungie cord, and the farther away from their base they pull, the worse the whiplash when you take it from them. Also, I miss Bungie.
    -The bungie cap ideally accomplishes one thing, even if it fails: forcing the enemy team to fall back off of the hot base to secure their cold base, leaving the hot base vulnerable.
  • Flips: In the event that a bungie cap works extremely well, either intentionally or unintentionally, and the bungie capped base becomes your spawn base, the map will flip. After a flip, take the neutral base quickly, because bases without line of sight are difficult to hold simultaneously


Roles:

  • Commander:The single play-caller on a team. The commander should be your most experienced or aware player in the party. This person should provide objectives for the other members of the party to keep control of the map or orchestrate pushes.
  • Ninja: The most offensive player on the team, usually the person initiating caps on target bases. The ninja assists the assault on the target base, or s/he is defending the hot base until the commander calls for a flip or bungie cap. Unless otherwise directed in game, the ninja is the ONLY one who needs to respond to this callout. A few quick tips:
    -walk, don’t take vehicles; they give you away every time
    -bring power weapons; they help
    -crouch walk. A lot.
    -active camo is your best friend and worst enemy. Don’t give yourself away with the radar jammer.
  • Sniper: Typically positioned somewhere with a sightline on approaches to both the cold and hot bases. Both offensive and defensive, snipers are the cold base defender in 2-1 scenarios especially when your team has a vehicle up. Snipers do not always need to have snipers, a DMR can work just fine until you get the right ordinance.
  • Vehicles: Fast responders. Vehicles react to callouts and ensure control of the hot base. Try to pick off/debilitate enemy movement towards the hot base, lightening the load on the defenders inside.
    -Wraiths and Mantises are not as mobile and can play more of a pseudo-defensive roll
If you think we're a rolling double kill.. come get it.
 
Yardbird92
Passenger Wheelman
Passenger Wheelman
Posts: 32
Joined: Sun Mar 27, 2011 7:48 am
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Re: DOMINION: The Basics

Wed Jan 30, 2013 6:03 pm

Nice to see things picking up again! Ill be looking to join some wheelman lobbies when im on!
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