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Delta Force Black Hawk Down Multiplayer Game Types
Version 1.0
By Blueberry Buttface
===============================================================================
Section 1: Introduction
Section 2: Basic Overview
Section 3: Attack/Defend
Section 4: Capture the Flag
Section 5: Deathmatch
Section 6: Flagball
Section 7: Search & Destroy
Section 8: Team Deathmatch
Section 9: Team King of the Hill
Section 10: Future Installments
Section 11: Contact Information
Section 12: Legal Information
Section 13: Credits
===============================================================================
Section 1: Introduction
===============================================================================
Well, as I seem to be one of the few people making FAQ's or Guides for this game, I ask myself, "Why not do a broad range of FAQ's/Guides?". So, this logic has brought me to create yet another FAQ/Guide for this game; this time on the Multiplayer Game Types. Provided information in this FAQ/Guide will cover descriptions, goals, strategies, and other areas for each type of game. I hope you find it useful.
===============================================================================
Section 2: Basic Overview
===============================================================================
As many players discover, the multiplayer feature of Delta Force: Black Hawk
Down offers several types of games for the players to enjoy. Each of these games has its goals, strengths, weaknesses, and many other aspects that attract some players, and keep others away. The following are brief descriptions of the game types, with games of the same category paired together.
Category:[Base War Games]
Types:[Attack/Defend] [Search & Destroy]
Goals:[Blow up enemy Targets via Satchel Charges, while defending teams'
Targets.]
Category:[Deathmatch Games]
Types:[Deathmatch] [Team Deathmatch]
Goals:[Kill enemy players, while competing for best score/most kills.]
Category:[Flag Games]
Types:[Capture the Flag] [Flagball]
Goals:[Take enemy/neutral Flag and return to teams' Flag Bay, while trying to prevent enemy from doing so with teams'/neutral Flag.]
Category:[King of the Hill Games]
Types:[Team King of the Hill]
Goals:[Hold the designated area, known as Zone, for the set amount of time, while prventing enemy from access to Zone.]
===============================================================================
Section 3: Attack/Defend
===============================================================================
Overview: [Teams alternate roles in attacking and defending the set targets of each level. To attack a target is to set and detonate a Satchel
Charge within range to destroy one of the enemy targets.]
Goals: [The Attacking Team's goal is to destroy all enemy targets within the specified time. Attacking through cooperation of your team is vital in the success of your goal. The only way to destroy a target is to use a Satchel Charge; this means that all members of the Attack Team that wish to destroy targets, must be of the CQB character class. Those players of the Attack Team that do not wish to destroy targets may be of any class.]
[The Defending Team's goal is to prevent the Attacking Team from destroying the targets. This is accomplished through simply repeatedly killing the members of the Attacking Team. This means that members of the Defending Team can be of any character class to complete the goal.]
Strategies: [The Attacking Team should have more CQBs than any other class, maybe two or three Medics, one or two Snipers, and one or two
Gunners. The CQBs' goals are to destroy the targets. The Medics' goals are to stay near the CQBs so that they may revive them when they die. The Snipers and Gunners should just kill as many
Defenders as possible, and make the CQBs a clear path to the targets.]
[The Defending Team should have at least three Medics, as, in most of the levels, the spawn point for the Defending Team is closer to the targets than that of the Attacking Team, but at just the precise distance so that, if a player is killed, during their return journey to the targets area, the Attacking Team has just enough time to infiltrate and destroy the remaining targets.]
Difficulty: [The Attacking Team has the greater chance of winning, as they usually have about thirty minutes to destroy the targets, which is accomplished quite quickly with skilled players.]
[The Defending Team has a great disadvantage from the start of the round, due to the insane amount of time given to the Attacking
Team to destroy all the targets. However, skilled players can easily defend the targets.]
Popularity: [***--]
===============================================================================
Section 4: Capture the Flag
===============================================================================
Overview: [Each team tries to capture the enemy team's flags by picking up the enemy's flags, which are found usually either in enemy territory or in the middle of the level, and then bringing the picked up flags to the corresponding team's flag bay, which is usually located in enemy or ally territory. Possible points depend on the number of flags in the level; one point is awarded for each successful capture.]
Goals: [Each team must capture all of the enemy team's flags and prevent the enemy team from capturing all of the team's flags.]
Strategies: [Each team should have at least two Meds. All other players of the team may be of whatever character class they wish. It is recommended, however, that there be at least one experienced
Sniper on each team, for flagcarriers can, and will, travel far distances. The majority of the team should be CQBs, if the team's goal is to capture all flags. If the goal is of a different type, then the players should be of whatever suits the purpose.]
Difficulty: [The difficulty factor of Capture the Flag depends largely on the level the round is set in. Different levels have different positions of the flags and flag bays, and therefore offer a great variety of potentiality in each team's winning. The longer games seem to be the ones whose levels are set in city or close-combat levels. This is due to the position of enemy and ally flags and flag bays being set much closer to one another than if the level were wide and open.]
Popularity: [****-]
===============================================================================
Section 5: Deathmatch
===============================================================================
Overview: [Each player is a Lone Wolf in this mode of game, and must defend him or herself from all other players in the game. Points are given for kills, with one point awarded for each kill, no matter how difficult the kill.]
Goals: [The goal of every player in this game type is to kill as many other players in the game, while dying as little an amount as possible.]
Strategies: [There are really no strategies for this type of game, except to be wise during combat. Using cover, leaning, rolling, and conserving ammo are essential, as combat can ensue at anytime.
Medics are useless in this mode, unless for the use of speed.]
Difficulty: [This game mode is usually reserved for players who do not wish to cooperate with teams, and players who have acquired enough skill to act effectively without the support of a team. For this reason, this game mode is best to be avoided by new and inexperienced players.]
Popularity: [*****]
===============================================================================
Section 6: Flagball
===============================================================================
Overview: [This is basically Capture the Flag, except with a neutral flag that both teams can capture, and it is generally much harder than Capture the Flag.]
Goals: [Each team's main goal is to capture the green flag usually located equidistant from each team's spawn. Doing so is usually difficult, for there is only one green flag.]
Strategies: [Teams need to cooperate most of the time to capture the flag, for once a player picks up the flag, she or he is most likely the sole target of all players ont he opposite team. Each team should have a few Meds, two or three, at least one affective Sniper, more CQBs than any other class, three to five, and a few Gunners for some heavy support, perhaps two to four. The Medics should be divided among the defense and spearhead of the team. Likewise, the
CQBs and Gunners should also be divided among the defense and spearhead, with more of both being the spearhead. The Snipers should stick with defense, or go solo.]
Difficulty: [This is one of the most difficult game modes, as there are often unbalances of skill and players among the teams. If the team does not cooperate, the members will most likely get their asses handed to them. Players should use any advantages possible when playing, as the tide of victory and defeat can change quickly and is often unexpected.]
Popularity: [*****]
===============================================================================
Section 7: Search & Destroy
===============================================================================
Overview: [This is basically Attack/Defend, except both teams have targets.]
Goals: [Each team must destroy all of the opposing team's targets, while defending the team's targets from destruction by the enemy.]
Strategies: [Each team should have at least two Medics, so that one may stay with the spearhead,a nd one may stay with the defense. Most of the team should be consisted of characters of the Close Quarters
Battle class. About six, if possible, would be a decent amount of
CQBs for a team. Two or three Gunners are recommended also, to provide heavy support for the spearhead, and deal massive damage as the defense. One or two Snipers are recommended for the defense or as Lone Wolves.]
Difficulty: [Search & Destroy seems to end much quicker than Attack/Defend, mostly due to the factor of both teams attacking and defending, unlike the case in Attack/Defend. Experienced players will probably find this mode of game a little too easy, and may leave for Attack/Defend. Therefore, this mode of game is usually reserved for low-ranked or inexperienced players.]
Popularity: [****-]
===============================================================================
Section 8: Team Deathmatch
===============================================================================
Overview: [Each team's points vary directly to the number of kills the team has. One kill is worth one point. This mode of game is similar to
Deathmatch, except that there are the additions of teams and PSPs.]
Goals: [Each team kills as many members of the opposing team as possible. The team with the most kills at the end of the specified time limit wins.]
/|\
/ | \
/ | \
/ | \
| | |
| | |
| | |
| | |
| /|| |
|/ || |
/ || |
/ || / \
/ /| / \
/ / |/ \
/ / / /\ \
/ / / /_|\ \
/ /| -----/ \ \
/ / | | //| \ \
/ / | | / | \ \
/ / | |/ | \ \
/ / | | | \ \
/ / | | | \ \
/ / | | | \ \
/ ------------------------ \
/_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _\
{{{{{|}}}}}
{{{{{|}}}}}
{{{{{|}}}}}
{{{{{|}}}}}
{{{{{|}}}}}
===============================================================================
Delta Force Black Hawk Down Multiplayer Game Types
Version 1.0
By Blueberry Buttface
===============================================================================
Section 1: Introduction
Section 2: Basic Overview
Section 3: Attack/Defend
Section 4: Capture the Flag
Section 5: Deathmatch
Section 6: Flagball
Section 7: Search & Destroy
Section 8: Team Deathmatch
Section 9: Team King of the Hill
Section 10: Future Installments
Section 11: Contact Information
Section 12: Legal Information
Section 13: Credits
===============================================================================
Section 1: Introduction
===============================================================================
Well, as I seem to be one of the few people making FAQ's or Guides for this game, I ask myself, "Why not do a broad range of FAQ's/Guides?". So, this logic has brought me to create yet another FAQ/Guide for this game; this time on the Multiplayer Game Types. Provided information in this FAQ/Guide will cover descriptions, goals, strategies, and other areas for each type of game. I hope you find it useful.
===============================================================================
Section 2: Basic Overview
===============================================================================
As many players discover, the multiplayer feature of Delta Force: Black Hawk
Down offers several types of games for the players to enjoy. Each of these games has its goals, strengths, weaknesses, and many other aspects that attract some players, and keep others away. The following are brief descriptions of the game types, with games of the same category paired together.
Category:[Base War Games]
Types:[Attack/Defend] [Search & Destroy]
Goals:[Blow up enemy Targets via Satchel Charges, while defending teams'
Targets.]
Category:[Deathmatch Games]
Types:[Deathmatch] [Team Deathmatch]
Goals:[Kill enemy players, while competing for best score/most kills.]
Category:[Flag Games]
Types:[Capture the Flag] [Flagball]
Goals:[Take enemy/neutral Flag and return to teams' Flag Bay, while trying to prevent enemy from doing so with teams'/neutral Flag.]
Category:[King of the Hill Games]
Types:[Team King of the Hill]
Goals:[Hold the designated area, known as Zone, for the set amount of time, while prventing enemy from access to Zone.]
===============================================================================
Section 3: Attack/Defend
===============================================================================
Overview: [Teams alternate roles in attacking and defending the set targets of each level. To attack a target is to set and detonate a Satchel
Charge within range to destroy one of the enemy targets.]
Goals: [The Attacking Team's goal is to destroy all enemy targets within the specified time. Attacking through cooperation of your team is vital in the success of your goal. The only way to destroy a target is to use a Satchel Charge; this means that all members of the Attack Team that wish to destroy targets, must be of the CQB character class. Those players of the Attack Team that do not wish to destroy targets may be of any class.]
[The Defending Team's goal is to prevent the Attacking Team from destroying the targets. This is accomplished through simply repeatedly killing the members of the Attacking Team. This means that members of the Defending Team can be of any character class to complete the goal.]
Strategies: [The Attacking Team should have more CQBs than any other class, maybe two or three Medics, one or two Snipers, and one or two
Gunners. The CQBs' goals are to destroy the targets. The Medics' goals are to stay near the CQBs so that they may revive them when they die. The Snipers and Gunners should just kill as many
Defenders as possible, and make the CQBs a clear path to the targets.]
[The Defending Team should have at least three Medics, as, in most of the levels, the spawn point for the Defending Team is closer to the targets than that of the Attacking Team, but at just the precise distance so that, if a player is killed, during their return journey to the targets area, the Attacking Team has just enough time to infiltrate and destroy the remaining targets.]
Difficulty: [The Attacking Team has the greater chance of winning, as they usually have about thirty minutes to destroy the targets, which is accomplished quite quickly with skilled players.]
[The Defending Team has a great disadvantage from the start of the round, due to the insane amount of time given to the Attacking
Team to destroy all the targets. However, skilled players can easily defend the targets.]
Popularity: [***--]
===============================================================================
Section 4: Capture the Flag
===============================================================================
Overview: [Each team tries to capture the enemy team's flags by picking up the enemy's flags, which are found usually either in enemy territory or in the middle of the level, and then bringing the picked up flags to the corresponding team's flag bay, which is usually located in enemy or ally territory. Possible points depend on the number of flags in the level; one point is awarded for each successful capture.]
Goals: [Each team must capture all of the enemy team's flags and prevent the enemy team from capturing all of the team's flags.]
Strategies: [Each team should have at least two Meds. All other players of the team may be of whatever character class they wish. It is recommended, however, that there be at least one experienced
Sniper on each team, for flagcarriers can, and will, travel far distances. The majority of the team should be CQBs, if the team's goal is to capture all flags. If the goal is of a different type, then the players should be of whatever suits the purpose.]
Difficulty: [The difficulty factor of Capture the Flag depends largely on the level the round is set in. Different levels have different positions of the flags and flag bays, and therefore offer a great variety of potentiality in each team's winning. The longer games seem to be the ones whose levels are set in city or close-combat levels. This is due to the position of enemy and ally flags and flag bays being set much closer to one another than if the level were wide and open.]
Popularity: [****-]
===============================================================================
Section 5: Deathmatch
===============================================================================
Overview: [Each player is a Lone Wolf in this mode of game, and must defend him or herself from all other players in the game. Points are given for kills, with one point awarded for each kill, no matter how difficult the kill.]
Goals: [The goal of every player in this game type is to kill as many other players in the game, while dying as little an amount as possible.]
Strategies: [There are really no strategies for this type of game, except to be wise during combat. Using cover, leaning, rolling, and conserving ammo are essential, as combat can ensue at anytime.
Medics are useless in this mode, unless for the use of speed.]
Difficulty: [This game mode is usually reserved for players who do not wish to cooperate with teams, and players who have acquired enough skill to act effectively without the support of a team. For this reason, this game mode is best to be avoided by new and inexperienced players.]
Popularity: [*****]
===============================================================================
Section 6: Flagball
===============================================================================
Overview: [This is basically Capture the Flag, except with a neutral flag that both teams can capture, and it is generally much harder than Capture the Flag.]
Goals: [Each team's main goal is to capture the green flag usually located equidistant from each team's spawn. Doing so is usually difficult, for there is only one green flag.]
Strategies: [Teams need to cooperate most of the time to capture the flag, for once a player picks up the flag, she or he is most likely the sole target of all players ont he opposite team. Each team should have a few Meds, two or three, at least one affective Sniper, more CQBs than any other class, three to five, and a few Gunners for some heavy support, perhaps two to four. The Medics should be divided among the defense and spearhead of the team. Likewise, the
CQBs and Gunners should also be divided among the defense and spearhead, with more of both being the spearhead. The Snipers should stick with defense, or go solo.]
Difficulty: [This is one of the most difficult game modes, as there are often unbalances of skill and players among the teams. If the team does not cooperate, the members will most likely get their asses handed to them. Players should use any advantages possible when playing, as the tide of victory and defeat can change quickly and is often unexpected.]
Popularity: [*****]
===============================================================================
Section 7: Search & Destroy
===============================================================================
Overview: [This is basically Attack/Defend, except both teams have targets.]
Goals: [Each team must destroy all of the opposing team's targets, while defending the team's targets from destruction by the enemy.]
Strategies: [Each team should have at least two Medics, so that one may stay with the spearhead,a nd one may stay with the defense. Most of the team should be consisted of characters of the Close Quarters
Battle class. About six, if possible, would be a decent amount of
CQBs for a team. Two or three Gunners are recommended also, to provide heavy support for the spearhead, and deal massive damage as the defense. One or two Snipers are recommended for the defense or as Lone Wolves.]
Difficulty: [Search & Destroy seems to end much quicker than Attack/Defend, mostly due to the factor of both teams attacking and defending, unlike the case in Attack/Defend. Experienced players will probably find this mode of game a little too easy, and may leave for Attack/Defend. Therefore, this mode of game is usually reserved for low-ranked or inexperienced players.]
Popularity: [****-]
===============================================================================
Section 8: Team Deathmatch
===============================================================================
Overview: [Each team's points vary directly to the number of kills the team has. One kill is worth one point. This mode of game is similar to
Deathmatch, except that there are the additions of teams and PSPs.]
Goals: [Each team kills as many members of the opposing team as possible. The team with the most kills at the end of the specified time limit wins.]
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