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DiAzzurri

Armory Member
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Everything posted by DiAzzurri

  1. DiAzzurri replied to DiAzzurri's topic in Gaming
    Good post Falcon...I like those ideas.
  2. Ooooh!!.....this is gonna leave a mark!
  3. Ooooh!!.....this is gonna leave a mark!
  4. DiAzzurri replied to DiAzzurri's topic in Gaming
    I really like the idea of using tactics in game. To me, it makes the game more fun. I did a lot browsing on the subject and this was one of the best posts. If we could really work on this in our server that would be great. I think it would be great practice and a hell of a good time!
  5. DiAzzurri replied to DiAzzurri's topic in Gaming
    I really like the idea of using tactics in game. To me, it makes the game more fun. I did a lot browsing on the subject and this was one of the best posts. If we could really work on this in our server that would be great. I think it would be great practice and a hell of a good time!
  6. DiAzzurri replied to DiAzzurri's topic in Gaming
    I was just browsing around at tactics and squad play and I found this info on a thread. I thought it was interesting. I was wondering what you guys thought of the best squad make-up for particular maps and how to be successful in the game as a squad. Taken from Tacticalgamer.com There are 4 goals to squadding... 1. Magnify firepower (Firepower is like Xmas...it's better to give than receive and 2 shooters beat 1 shooter) 2. Complement firepower (no, not compliment...don't show us the guns you're strappin'. It means putting anti-armor and anti-personnel players together so each can do what they are good at while having their weakness masked by their buddy's strengths. 3. Cover each other's "six" (it's a 360 degree world and you can only see 25% of it. Buddies can cover the remaining). 4. Ease logistics. (this is a gaming/BF2 specific one...spawn at your leader rather than way back in the rear) * I would start with 2 medics minimum. This way one medic could revive the other. The optimum is 50% medics. This is a hard-won lesson from Joint Operations (JOTR). The medics in BF2 are the same as JOTR...in fact, the same as DF:BHD as well. * I would not use the engineer class unless there is a specific need for landmines. Since my experience comes from tourneys with 20 to 40 players split into 4 to 6 companies, I would put the armor into a dedicated armor company who should all be engineers. Tanks need to be at the front, not sitting around guarding a base. The tank squad needs no medics since they should die in their vehicles (theft, repair, and return-to-sender-ammo-first is a big issue in the tourneys I play in). * I have rarely seen a use for snipers. If anyone in my company spawned as one I would TK them to give them an opportunity to select again. * If your squad is tasked with flag defense, have one of the non-medics switch to spec-ops. Ring the flag radius with C4 and hide in overwatch. If the flag goes white, a bunch of enemy roll in, or if any of your squad yell "blow blow blow" then detonate. We call this last resort. This guy makes for a good spawnable person. * I would continue to use TS or Vent instead of the VoIP embedded into BF2. Each side can have up to 9 squads so your side can have up to 9 additional spawnpoints. If you continue to use TS/Vent, you can group two players that are "spawnable" on the same TS channel. That way half of the squad can continue to respawn if one "SL" goes down. I still have decided if the coverman-medic should also be the spawnable leader or someone else. I am leaning towards someone else since no one squad member should be that important. 2-man elements -------------- Medic + Medic. * Second medic (coverman) is the spawnable player 3-man elements -------------- Anti-tank + Medic + Medic Support + Medic + Medic Spec-ops + Medic + Medic Assault + Medic + Medic (if you really want to but why not just do 3 medics) * Either non-medic or second medic is the spawnable player 4-man squad -------------- (Element #1) & (Element #2) (Anti-tank + Medic) & (Anti-tank + Medic) (Anti-tank + Medic) & (Spec-ops + Medic) (Anti-tank + Medic) & (Support + Medic) (Medic + Medic) & (Medic + Medic) * Now I would start using 2 spawnable players...both in the non-medic or coverman slots 5-man squad -------------- (Element #1) & (Element #2) (Support + Anti-tank + Medic) & (Anti-tank + Medic) (Spec-ops + Anti-tank + Medic) & (Anti-tank + Medic) * 2 spawnable players...both in the non-medic slots 6-man squad -------------- (Element #1) & (Element #2) (Support + Anti-tank + Medic) & (Spec-ops + Anti-tank + Medic) (Support + Anti-tank + Medic) & (Spec-ops + Medic + Medic) (etc.) * 2 spawnable players...both in the non-medic slots I would always put the most powerful infantry weapon first since the most likely contact would be what is called a "bump" --two sides unaware of each other bumping into each other. If one side is prepared (like defending) or is aware of the other then it's an ambush. As far as formations, I would concentrate on 2...the wedge and the column. They both look the same from the coverman's point of view since BF gives a 90-degree field of view. Simply put your pointman on the side of your screen. Strafe to be in a column formation and don't strafe to be in a wedge formation. More complicated formations seem to break down under fire. I would break larger squads into multiple groups of 2 to 3. Teamwork is simple at that level as in "buddy them up, go where your buddy goes and shoot what your buddy shoots." The third guy becomes the "kill the enemy that start shooting at your buddies because they opened up on someone else." Again, more complicated stuff seems to break down under fire.
  7. DiAzzurri posted a topic in Gaming
    I was just browsing around at tactics and squad play and I found this info on a thread. I thought it was interesting. I was wondering what you guys thought of the best squad make-up for particular maps and how to be successful in the game as a squad. Taken from Tacticalgamer.com There are 4 goals to squadding... 1. Magnify firepower (Firepower is like Xmas...it's better to give than receive and 2 shooters beat 1 shooter) 2. Complement firepower (no, not compliment...don't show us the guns you're strappin'. It means putting anti-armor and anti-personnel players together so each can do what they are good at while having their weakness masked by their buddy's strengths. 3. Cover each other's "six" (it's a 360 degree world and you can only see 25% of it. Buddies can cover the remaining). 4. Ease logistics. (this is a gaming/BF2 specific one...spawn at your leader rather than way back in the rear) * I would start with 2 medics minimum. This way one medic could revive the other. The optimum is 50% medics. This is a hard-won lesson from Joint Operations (JOTR). The medics in BF2 are the same as JOTR...in fact, the same as DF:BHD as well. * I would not use the engineer class unless there is a specific need for landmines. Since my experience comes from tourneys with 20 to 40 players split into 4 to 6 companies, I would put the armor into a dedicated armor company who should all be engineers. Tanks need to be at the front, not sitting around guarding a base. The tank squad needs no medics since they should die in their vehicles (theft, repair, and return-to-sender-ammo-first is a big issue in the tourneys I play in). * I have rarely seen a use for snipers. If anyone in my company spawned as one I would TK them to give them an opportunity to select again. * If your squad is tasked with flag defense, have one of the non-medics switch to spec-ops. Ring the flag radius with C4 and hide in overwatch. If the flag goes white, a bunch of enemy roll in, or if any of your squad yell "blow blow blow" then detonate. We call this last resort. This guy makes for a good spawnable person. * I would continue to use TS or Vent instead of the VoIP embedded into BF2. Each side can have up to 9 squads so your side can have up to 9 additional spawnpoints. If you continue to use TS/Vent, you can group two players that are "spawnable" on the same TS channel. That way half of the squad can continue to respawn if one "SL" goes down. I still have decided if the coverman-medic should also be the spawnable leader or someone else. I am leaning towards someone else since no one squad member should be that important. 2-man elements -------------- Medic + Medic. * Second medic (coverman) is the spawnable player 3-man elements -------------- Anti-tank + Medic + Medic Support + Medic + Medic Spec-ops + Medic + Medic Assault + Medic + Medic (if you really want to but why not just do 3 medics) * Either non-medic or second medic is the spawnable player 4-man squad -------------- (Element #1) & (Element #2) (Anti-tank + Medic) & (Anti-tank + Medic) (Anti-tank + Medic) & (Spec-ops + Medic) (Anti-tank + Medic) & (Support + Medic) (Medic + Medic) & (Medic + Medic) * Now I would start using 2 spawnable players...both in the non-medic or coverman slots 5-man squad -------------- (Element #1) & (Element #2) (Support + Anti-tank + Medic) & (Anti-tank + Medic) (Spec-ops + Anti-tank + Medic) & (Anti-tank + Medic) * 2 spawnable players...both in the non-medic slots 6-man squad -------------- (Element #1) & (Element #2) (Support + Anti-tank + Medic) & (Spec-ops + Anti-tank + Medic) (Support + Anti-tank + Medic) & (Spec-ops + Medic + Medic) (etc.) * 2 spawnable players...both in the non-medic slots I would always put the most powerful infantry weapon first since the most likely contact would be what is called a "bump" --two sides unaware of each other bumping into each other. If one side is prepared (like defending) or is aware of the other then it's an ambush. As far as formations, I would concentrate on 2...the wedge and the column. They both look the same from the coverman's point of view since BF gives a 90-degree field of view. Simply put your pointman on the side of your screen. Strafe to be in a column formation and don't strafe to be in a wedge formation. More complicated formations seem to break down under fire. I would break larger squads into multiple groups of 2 to 3. Teamwork is simple at that level as in "buddy them up, go where your buddy goes and shoot what your buddy shoots." The third guy becomes the "kill the enemy that start shooting at your buddies because they opened up on someone else." Again, more complicated stuff seems to break down under fire.
  8. Hi

    DiAzzurri replied to DingChavez's topic in Main Hall
    Yo! Thanks for hangin' out!
  9. Hi

    DiAzzurri replied to DingChavez's topic in Main Hall
    Yo! Thanks for hangin' out!
  10. I was just wondering how many of you ever get the chance to access The Armory website from work.....guilty as charged here.
  11. I was just wondering how many of you ever get the chance to access The Armory website from work.....guilty as charged here.
  12. not on subject---I like the sig Cmeat!
  13. not on subject---I like the sig Cmeat!
  14. he said "poop".....
  15. :thumbsup: he said "poop".....
  16. I'd like that...
  17. I'd like that...
  18. Is it just me, or does BF:V seem way less problematic than BF:2 and for the time it was made, was well done. I played it for a while yesterday and had a very good time. I did miss the squads and such, but I enjoyed it. Did a different group of programmers make this one as compared to BF2?
  19. Is it just me, or does BF:V seem way less problematic than BF:2 and for the time it was made, was well done. I played it for a while yesterday and had a very good time. I did miss the squads and such, but I enjoyed it. Did a different group of programmers make this one as compared to BF2?
  20. Dude....thats how I feel when I play you!!!! LOL J/K We all have those nights! I wouldn't even sweat it. Good luck in your class.
  21. Dude....thats how I feel when I play you!!!! LOL J/K We all have those nights! I wouldn't even sweat it. Good luck in your class.
  22. awwww good times....
  23. awwww good times....

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