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Basic Terms

 

Callouts : Callouts are short words used to pinpoint the location of your opponent. It could be a location you saw him on or he killed you.

Eg. Roof (Chapelle), Van (Urban War) etc.

 

Choke : This refers to missing a shot during a serious situation leading to undesired repurcussions. 

 

Clutch : When a specific person is able to lead his team to victory, usually in Elims, despite a lot of enemies. 

 

Eg. Thor is the sole survivor on his team with 3 members on the opponents'. He camps at a spot and waits for his enemies to come, and eliminates them. Using this tactic, he is able to clutch the game into his favour. 

 

Crate-banging : This is a RT specific term I have created. I do not know what it is called on a more usual scale, but I call it crate banging. It refers to shooting through a wooden object using a sniper with penetration properties, such as LSR and AS50. This helps in taking down enemies with cover behind crates. It is especially useful in Dust and Stalemate. 

 

Cutoffs : This refers to a place my partner is heading to, so I can clear the path for him or prepare likewise. 

Eg. If Shree and I are playing Junkyard TFM. He takes a flag and gives me the cut off of the route he'll take i.e. "I'm going to take the right side". Then I'll try to cover that path for him and make sure he doesn't get killed before he captures the flag. 

 

Jiggle-peeking : Taking a wall as cover, and quickly moving to-and-forth for tackling your enemy as well as gaining a good shot on him. Just remember that do not use the same pattern or your opponent might crack your pattern and hardscope you as soon as you leave cover. This is also known as wall-banging. 

 

Line of sight : There are certain spots where you can view a wide landscape while allowing a little part of your body, possibly head to be visible. This is often used to headglitch and can be used in crucial conditions like cracking spawn traps. 

 

Eg. The stairs in T2 spawn give you a wide view to eliminate adversary while you remain a hard target in the process. 

 

Map Control : This is essential for gaining victory over the opponent. Whichever team has more part of the map will probably have an edge over the other and ultimately win the game. So it is important to create a strong and unpredictable strategy and get a good start over conquering the map

 

Power Positions : Vital positions on the map which are highly frequented by players and their capture plays an essential role in victory. 

Eg. Van in Urban War 

 

Rotating : Changing positions in an unpredictable manner to surprise your opponent and make him react it a hasteful manner. 

Eg. Shree and I were at Medic and Base respectively. The opponent was prepared that way. He came out and threw his nade at the Medic. But by that time, we had taken up the Van and Bench respectively. The opponents were ambushed and before they could realize, they were down once again. 

 

This tactic is useful to strengthen one's grip over the game and surprise your opponent likewise. 

 

Tap-fire/Burst : This is the best way to rifle, to be precise. Instead of spraying your rifle by pressing the left click continuously, it is better to shoot bullets at regular intervals. It gives a handful of advantages; such as ammo conservation, recoil management and accuracy increament. 

 

 

team Roles 

TDM

 

Slayer : This refers to a player who attacks the Opponent's Base and works towards the process of Map Control. They are also termed as Rushers and are the Offensive Party in the Team. 

 

Support : These players do not attack the enemy's base directly, but provide cover to the Slayers in doing so. If the Slayer is killed, then the Support players act as Backup by preventing the Opponents from forming a spawn trap over the team. 

 

Mediator : This role comes to play in a 3v3 or above. This player lies somewhere between a Slayer and Support. While spawn-trapping, he helps the slayers to get a harder grip on the game, while joining the Support Group when required. They'd throw flashbangs, smokes and red nades for providing Slayers with a better chance of getting a kill.

 

Even though all roles are important in one way or the other, players need to change their roles depending upon the condition.

Eg.

1) THOR and I are in a 2v2 while we have spawn trapped the other party. Thor is acting as the Slayer, while I'm providing Support. Then I need to leave my Defensive Power Position and go ahead to help me strenghten the Trap. This way, a Support group needs to go ahead with Slaying when it is required. 

 

2) In the course of the game, we get spawn trapped as well. I go into the headglitch while Thor goes below the stairs to keep an eye on incoming ambushers. I kill one person from the headglitch while Thor kills another guy who was trying to attack on me. This way, we work together to crack the spawn trap. 

 

 

TFM

 

Flagger : The only objective of this player is to get the flag at any costs. But before running for the flag, it is important to take down any enemies around who might act as obstruction later on. A flagger needs to be smart enough to act as per the situation. As soon as the sector is clear, he needs to make a run using a Knife or a Pistol to get back to his flag quickly. But if there are supposed enemies on the way, it is smarter to be tactical and not straightforward. 

 

Support : This player is actually more important than the flagger, because he makes it possible for the former to escape with the flag and capture it. The role of the Support Guy is pretty much similar, if not more crucial than the TDM counterpart. He needs to be with the Flagger and eliminate any opponents near the Opp. Flag. His only objective is to keep the Flagger safe, either by distrating the enemies, wasting them or even dying in the process. 

 

Saver : His main objective is saving the Home Flag. Even if the other two are able to bring the flag, it would be of no use if their own flag is missing. The Saver needs to find an appropriate camping spot and wait for the Offenders. If he choses a straightforward style, he might get killed because of being outnumbered by the opponents. The Saver needs to be smart and skillful altogether. 

 

Elimination

 

Slayer : The role is pretty much similar to the previously mentioned counterpart. The Slayers are those people in an Elim. game who either end up killing half the opponent team or die without getting a kill. Their main purpose is to Attack, and weaken the enemy side. This role is usually given to players who have enough confidence and capability to undertake this position. 

 

Clutcher : They are also called surivors, and are usually the last men left on their teams. Their role gets minimized if the Slaying Team is strong, but when everyone fails, the Clutcher needs to be tactical and manage Offensive and Defensive strategies for eliminating his opponents. 

 

Striker : They too are on the Offensive side, but one degree lesser than the Slayers. They attack the opponent team as well, but they try to survive and be more tactical. Sometimes they end up going alongside a Slayer, and at times they end up clutching the game. 

 

Camper : As the name suggests, they stay at one spot through the round and wait for approaching enemies for getting the kill. At times, a camper can end up being the clutcher. 

 

 

Bomb

 

 

Planter : They belong to the Terrorist team [1] and their job is obviously to activate the bomb. But the job doesn't end there, in fact it begins after planting the thing. The bomber has to shoulder the responsibility of protecting the bomb for 40 seconds until it detonates. He is supposed to remain in cover and be ready to take on multipled opponents.

 

Planter : They belong to the Terrorist team [1] and their job is obviously to activate the bomb. But the job doesn't end there, in fact it begins after planting the thing. The bomber has to shoulder the responsibility of protecting the bomb for 40 seconds until it detonates. He is supposed to remain in cover and be ready to take on multipled opponents.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Clan  Tactics

This Section is solely reserved for the members of Flow clan. All of you are requested not to share the password of this page. As soon as Rush Team 2 comes out with its new maps, I am going to create Map-wise Callouts, Formations and Tactics as well. 






...practise until you never

     get it wrong!

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Efforts by: Raymando

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