Seriously, I guess I like to place demo traps on neutral buildings and blow them when enemies walk past or when they get in. A demo trap will always kill every man inside the target building. Guaranteed squad kill. (That's engineer/sapper/partisan demos btw, not commandos).
Stupid note: "Why you can't defuse demo charges?"
Na if you attack somewhere else you might be able to defuse it and demo teams are cheap .
Quote from: walki1 on July 18, 2011, 01:43:49 PMNa if you attack somewhere else you might be able to defuse it and demo teams are cheap .Its funny how we think defusing = cutting cables. Real Sappers defuse explosives by blowing them up... at a safe place. Things dont explode twice.
Move to the point. Begin capturing. Immediately give a move order to the other side of the point. Continue capturing. This can be countered a little by the PE player by laying wire (requires roadblocks) in an X or across the SP. He must move backward or retreat rather than just move across the point and continue capping. Either way it delays the cap a little more. Booby trap SPs aren't that useful in high level play. Building booby traps are a little more useful since they're far more difficult to avoid. The ketty trap is completely useless.