From my group's private forum-MONARCH'S HQ Guide
Not all inclusive, but good to know! BTW, some of this information can help your other game play as well! Like Domination!
Contents Quick Summary:
01 – Game Description
02 – UAV (radar) Use
03 – Class / Team Setup Consideration
04 – Communication (Mic Users)
05 – Controlling (capturing) the HQ
06 – Holding the HQ
07 – Destroying the HQ
08 – Air Strike/Copter Use
09 – HQ Tips n Tricks
10 – Disclaimer
01 – Game Description
HQ is an team objective type game; the server will randomly select a pre-designated capture point (the HQ) and then the race begins. Each team (if they are smart) will start to run as fast as they can to gain control of the HQ position. There is a fixed amount of time that delays the actual capture. Once it changes from “Target” to “HQ”, a progress bar will show the necessary time needed to secure the HQ provided you are on the capture point. Then, once captured at every 5 second interval, points are awarded. However, it cannot be captured by both teams at the same time. So, whenever an enemy is in the “capture zone” of the HQ, the progress bar will stop progressing. If you leave (or die), the progress will be lost and the capture will have to start over.
For those that don’t know it, you get far more experience for capturing the HQ then getting kills. I always encourage to assist in capturing the HQ, then turn around (as a matter of speaking) and defend – this is your chance to rack up kills as the enemy run in over and over to destroy the HQ established. I can’t emphasize this enough, as I have beat numerous teams with 2x the kills of me or my own team; in HQ, capturing is worth more experience than kills. For example, I had a team mate camping the outer edges and getting a-lot of kills, I am sure his effort helped, however he had 32 kills and I only had 18, but I still had more Experience points because I helped capture most of the HQ’s. This is not the game to work on KDR (Kill – Death – Ratio).
In addition, those responsible for the capture (good on you) there is a bonus that gives you even more experience. The whole team gets points, but the individual(s) responsible get more than those not present at the time of capture.
02 – UAV (radar) Use
Watch your UAV (radar) for friendly (team mates) location. The radar is always up (except Hard Core) and will show enemy firing weapons (no suppressor) and when a “UAV” is called it will show the enemies location, provided they are not running with “Cold Blooded” perk. But don’t lose sight of the fact, it shows friendly location, which is valuable in an objective type game.
On one rare occasion, I glanced at the radar just in time to see a friendly (team mate) die and see it disappear on the radar, telling me where the enemy is approximately. I spun around and went a short distance in that direction and was able to kill the enemy. This was key as the enemy had intentionally ran all the way around to get behind us.
Note when a team mate is in the process of capturing the HQ; this is indicated by “flashing HQ symbol”. If it isn’t flashing, then the player may be under (two story building) or simply outside of the “capture zone”.
Always assume an enemy is on the capture point unless you know it is clear YOURSELF, (even then be weary). Even from a distance as I run up to the HQ, I will cook a nade and throw it in. Can’t tell you how many times it saved the capture as no one knew the enemy was there and not showing up with UAV (Cold Blooded perk used).
This is key… let me re-emphasize this, “ALWAYS ASSUME THE ENEMY IS ON THE CAPTURE POINT”!!! If the symbol isn’t flashing, (flashing means a team mate is on the capture point) then throw a nade or flash/stun on the HQ.
*also see “UAV Tip” in section 09
03 – Class / Team Setup Consideration
This can be a broad subject, the forum is filled with suggested builds, so I will not go into specifics (don’t want to open this can of worms). However, I will list a couple suggestions, not just from me, but feedback I have received.
(Individual) These are only suggestions, but the main focus is to have a variety in case one or the other setup isn’t working out. i.e. I start with an “Aggressor Setup” and if the enemy is effective at using UAV and I start getting killed even before I get to them or the HQ, then I switch to something with Cold Blooded Perk and/or Martyrdom.
- Aggressor Setup, Fav Weapon w/ red dot sight, Second Weapon – Shotgun (or Akimbo), Flash or Stun, any Nade, Bling, Stopping Power, and Commando Pro.
- Stealth Setup, Fav Weapon w/ silencer, Second Weapon – G18 w/ FMJ, smoke, claymore (optional), Cold Blooded, Ninja Pro.
- Defender Setup, Light MG (or Fav Weapon), Second Weapon – Sparrow/Javalin, stun or flash, Scavenger Pro, Stopping Power, Commando.
- Sniper or Camper, Fav Weapon w/ scope, shotgun, smoke, claymores, stopping power or Cold Blooded, last stand or martyrdom
(Team) Again these are just suggestions, but you can tell from the list, if you are an organized clan/team, you can see how the setups will benefit each other.
The main note here is; have more than one setup that you like and gives you some flexibility. Have “smoke” on some setups and others stun/flash or what ever you prefer. The key is being able to change if you (or the team) is not doing well.
KillStreak Setup, as well. If the team were organized and discussed in advance who is using what Kill-Streaks.... for example, 2 players UAV, UAV Jammer, Pred missile, 1 (or two) with Care package, harrier strike or copter, and Pavelow and the last few teammates (perhaps the better players) with harrier strike, emergency airdrop, etc.. THE KEY, is to have a variety that the whole team will benefit from.
NOTE: I use “Martyrdom” on most of my HQ builds because it serves as a few purposes. 1) It may kill the person that got you. 2) It will slow their progress 3) If you are in the HQ, it will either kill the enemy or at the least make them step out for a sec and they may have to start their capture all over again. 4) You may clear away any satchels or claymores that were laid near or after your demise. 5) Final note – the Suicide run… I have gone up against a tough team and they were doing a good job of defending the HQ… well, with Martyrdom I run in do the most damage I can and expect them to cap me… the nade does the rest. Then of course I hope my fellow team mates capitalize on my suicide run and “Get in There”!
04 – Communication (Mic Users)
Obviously in Team DM and other games it isn’t as necessary to communicate, just play well and everyone will benefit; but in any objective type game (like HQ) “good communication” can really make a difference.
Announce (this one is obvious) the enemies location and especially if you see one (or more) entering the HQ. This is important, because some enemy will use Cold Blooded perk and start capture, while the rest of the team are a distraction, battling on the outer edges of the HQ.
Announce the progress on the capture; it sucks to be battling it out and just as a team mate dies the HQ is captured – now sitting it out spectating. (ref. 09 Capturing Tip w/ mic)
Announce when enemy Air Strike or Harrier or Copter are on the way. This “heads up” is really helpful to the team, especially when the Air Strike is yours. How many times have you heard... "Is that Friendly or Enemy??" Then the capture can take place under the cover fire of an Air Strike. NOTE: This is also key if you are in a Hard Core game and don’t want to hit friendlies, which would kill yourself (ricochet).
Identify enemy sniper/camper location. This happens to me all the time… there is an enemy sniper/camper racking up kills… you know who I mean… just look at the score from time to time. You should pin-point his/her location, maybe you or a fellow team mate can prevent or slow this person from getting Air Strike/Harrier or Copter several times. In other words, it doesn’t do you any good to complain about some “camper/sniper” killing you and you never identify the enemy location. Complaining just to hear yourself talk is not productive (I usually MUTE those players).
05 – Controlling (capturing) the HQ
I refer to it as “controlling”, when it hasn’t been captured yet but the battle rages on to “control” the capture zone. The “capture zone” is an area around the HQ position. Sometimes the zone is large and other times you could be right next to it but on the other side of a wall with no effect. The focus however, is to control the area long enough to capture and prevent the enemy from slowing the capture or capturing as well.
NOTE: The more team mates capturing, the faster it gets cap’ed. However, you also don’t want to set yourself up for epic failure, so it will depend on the map and situation. I at least recommend 2 (minimum) players, apart from each other (like opposite corners of the room) doing the capture; the others defending the HQ outer edges.
It is best to set Claymores outside or just before the capture point. You don’t want to create a chain of explosions from an enemy grenade. Your satchel/claymore could wipe out your own team mates from a well placed enemy nade… and believe me, the nades will be coming. However, it doesn’t hurt to set a well placed claymore or satchel AFTER it has been captured and on your way out to defend the area.
During and immediately after capturing the HQ, also pay attention to the radar, your friendlies location, enemy location and all the openings/entrances. Doesn’t do any good to have the whole team watching the same door, only to have someone come in from behind. The little green “carrot” on the radar also shows the direction your team mates are looking.
*see “Capturing Tip w/ mic” below in section 09
06 – Holding the HQ
After it has been captured, this is your bread n butter, your earning points and you can now focus on getting kills and defending the HQ. The only drawback, once you die, you are spectating until the time runs out and/or the HQ is destroyed.
Check your radar once again, see how many “friendlies” and enemy you have to work with. Pick your “kill zone” and defend it. Remember to watch your back or team mates back.
07 – Destroying the HQ
Once the enemy has captured the HQ, all focus should be on destroying the HQ ASAP. The team that captured the HQ will not re-spawn once killed, so make every effort to kill the enemy and destroy their HQ. Remember, HQ is about points (and Exp points) don’t give the enemy any more than you have to. Get in there and destroy the HQ.
(Enemy Count) Another good action, is to occasionally check the player menu to see how many enemy are still alive. Nothing worse than standing in a circle with team mates (singing koom-by-ya) waiting for the destroy progress bar for the enemy HQ, then suddenly the last enemy throws a nade in and clears the room.
Don’t make it easy for them to build up kills (then Air Strike n Harrier or Copter). Throw everything you got, Smoke, Flares, Stun, Nades… they don’t do you any good dying with them still on your body. Also, spread out if you must, some teams (or players) are good at defense and rack up a lot of kills as the team rushes in over and over trying to get in and destroy the HQ. They will have their “kill zone” covered and as a team member runs in, BOOM, dead. And of course the worse thing you can do is run right back into it again. Sometimes, it is very handy to watch the “kill cam” and see the enemy location, don’t be in a rush to hit “X” and get back into the game.
(Spread Out) You only need 1 or 2 players to help destroy the HQ. Once this process has started (and you did your “enemy count”; see above) announce to the team to “spread out”. This can make a big difference in the time to get to and capture the next HQ.
08 – Air Strike/Copter Use
These are great at slowing the enemy, getting more kills, even making game changing events to the over-all score. But they need to be applied correctly.
(Air Strike) Is very handy to help capture the HQ under their cover. However, understand they can kill the person that called them in, they can really shake up the screen (very annoying) to the team, and some buildings they cannot penetrate. With this in mind, sometimes it is better to place the attack at the entrance or in path the enemy is using to the HQ. Also, DO NOT call in Air Strike if the HQ is already captured and there is less than 20 seconds on the counter and/or the enemy is about to destroy the HQ… the Air Strike will arrive with no one there. Save it for the next round/HQ.
(Harrier or Copter) Are very handy, and best used immediately in nearly every situation. Of course, if the HQ is about to change, then save it for a few seconds then call them in. If you get lucky, you may be able to work up Air Strike and/or Harrier or Copter real quick if these puppies do their job and you stay alive.
(Defense on Harrier or Copter) If the enemy call in Harrier or Copter, here are a couple tips: 1) Switch to a build that has the Sparrow Missile or similar to bring it down 2) Open fire with your weapon, this will take longer but it still works. 3) Hide, stay in-doors, why help the enemy get more kills. 4) Switch to a class build with “Cold Blooded” to reduce your visibility to them.
09 – HQ Tips n Tricks
(Capturing Tip w/ mic) Announce to team mates your progress on the capture. i.e. 50%, 75%, 90% - Don’t Die. This helps in several ways: 1. Your team mates know you are capturing and can focus on preventing the enemy from getting in there (smoke, stun, shooting enemy, etc..), 2. I always run into the gun fight over and over, this friendly warning, I slow it down some and get more defensive as the HQ is about to be captured, and finally, 3. If the whole team is coordinated, then 1 or 2 capture and the rest take up defensive positions to prevent the enemy from even getting to the HQ. Otherwise, if it isn’t announced, then there is greater confusion and more players trying to get on the HQ which leaves you and the team with no “real” defense as the enemy does the same and runs in with nades and noob-tubes being fired. Good communication is key to winning!
(Defending Tip w/ mic) Announce the number of enemy you see entering the capture point and from what direction. I mention “number” because obvious the more enemy, the more of a threat….and the faster they can capture or destroy. Another trick and for some unknown reason this seems to go un-noticed by a-lot of players, the HQ symbol will flash (or fade in and out) when a team mate is capturing the HQ; in the reverse, after you have captured the HQ, as soon as an enemy starts to destroy the HQ (now green), it will flash. A good trick is to get out and away from the HQ (not too far), and wait for the symbol to start flashing… that’s when you throw in a nade or rush in to clear the area.
(Trap it Up) Placing satchels in the corners or stick it to the roof is handy. Leave, guard a direction (kill zone) and when the HQ symbol starts to flash… double click “X” and BOOM… the HQ symbol should stop flashing.
(Don’t always fight) I have been in situations where the enemy is doing a good job of defending the capture point, but I was able to slip in past their defense. If I shoot someone in the back or open fire for any reason, it gives away the fact I am capturing the HQ without their knowledge. Sometimes I will just hide near the capture point as long as they are not capturing as well. Have you ever noticed after a few minutes of dying your team starts to spawn further away or near the person that has been alive the longest (usually that camper, or away from controller (AFC) in the game); well, if you stay alive long enough (I assume you have Cold Blooded perk) your team will soon spawn near you.
(Hiding in Captured HQ) There are only a few maps this can be done, but a good trick to get more points, you hide inside the “capture zone” and don’t leave (or die). When the enemy starts to destroy the HQ, their progress bar doesn’t move. Of course experienced players will know this and start a frantic hunt for you, but I have pulled this off several times with great success.
(UAV Tip) At some point in the game (in only takes a couple seconds), I will look at the whole map or when the friendly UAV Plane is up. I note the location of the enemy, but more importantly, HOW MANY I see. If there are only 4 or 5 enemy dots (versus 6 – whole team), then you know a player or two has Cold Blooded. I will also announce this to the rest of the team.
(Air Strike/Copter Trick) Once you get a care package, hopefully you will an Air Strike or other useful attack that may get you closer to the next package or “kill streak” reward. It is best to call the Harrier or Copter right away, but another step is to kill yourself (nade, claymore, satchel, etc) then call the Harrier or Copter. There is a good chance (with some skill) to build up another 5 or 7 kills again. HOWEVER, this of course does not work if your team captures the HQ, because death = spectating at this point.
(Kill Builder) A tactic (I don’t totally approve of) you will see from time to time, is the whole team capturing HQ after HQ as quickly as possible. Then, the last HQ they do their best to guard and NOT capture (of course this is assuming they have a healthy point lead). This is where they start to camp and build up kills. Watch out for this tactic. Not much you can do. I however, will switch to Stealth setup or a “noob tube” just to annoy them and maybe capture the HQ under their noses.
(Nuke Player) There are some players that are in the game for themselves and will camp the whole game trying to build up a Nuke. Watch out for these, from time to time check the game roster and keep track of kills. If you see a player with a high kill-death-ratio (KDR), warn the other players and go hunt that suka’ down. I have lost a few HQ games with a commanding lead, only to hear the enemy has launched a nuke.
10 –Disclaimer.
Hope you like the guide, I had fun putting it together and of course, feel free to provide input/feedback. Some of the views here are the culmination of several players and my own observations. Some will work and some won’t, but the main focus is to provide some insight to those less experienced players.
oops-forgot to give credit to the author!