My approach to BF:V was usually map-specific. In maps where there were choppers, my main priority was making sure we always had at least 2 spawn points, preferably some distance apart, but within AA range. That way, if someone was base raping with a chopper, you could just spawn at the other point and fire an AA rocket over the head of the chopper. Choppers were so powerful, that I felt compelled to counter them, which was a bummer cuz some of the other kits were awesome.
On crappy maps where the flags were so spread out that it turned into whackamole, I'd usually have an "area", usually consisting of 2-3 points that I would try to keep under our control.
On maps where the main spawn has many vehicles, I liked to try to pin the enemy in, using landmines or whatever I could. Containment was generally pretty hard in that game, but there were a few places that you could acheive it.
Some maps have a single point that was so important that I almost felt forced to capture and hold them. I wish I could remember the names of maps so I could give some examples. One of my favorites like this was the map where the US flew choppers over an island and the NVA had to defend. Most peeps thought the US had it easy on this map, but I focused my AA efforts, either with the vehicle on the beach, or the launcher in the huts on stilts. I could usually blunt the US advance. If you lost that square where the AA spawned, that map could get ugly in a hurry.
Unfortunately, teams often lacked players who went for objectives, instead trying to camp their way up to a good KDR. This would force me to continually assault, take and retake flags. A couple rounds like this in a row was usually enough for me to put the game down.
There were a lot of unique maps in the game, a few even had chokepoints or overlooks that, although not a flag themselves, were extremely important, depending on the flow of the battle. Often times, I'd find myself making a sort of homebase there (sometimes with the shovel), defending or conducting AA from it, and if it got quiet, advancing and then using it as a point to retreat to.
Hell, some maps were thin enough that an actual front line developed... now THAT was a treat, trying to break through on flanks, but most importantly, making sure no enemy snuck through.
I think this variance of maps and gameplay was what really enthralled me about the game.
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