Post: Headquarters Guide
05-06-2009, 09:17 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Here is a guide I put together on playing headquarters (HQ); I wrote a “HQ Brief Guide” once already and received some good reviews and suggested additions. So, here is an updated attempt at providing some insight on playing a HQ game, which will include the feedback I received.

Contents Quick Summary:

01 – Game Description
02 – Recon (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 – Artillery/Dog Use
09 – HQ Tips n Tricks
10 – Kudos n Declaimer

01 – Game Description


HQ is an 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. Once you arrive, a progress bar will show the necessary time needed to secure the HQ and then 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.

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 team; in HQ, capturing is worth more experience than kills.

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 – Recon (radar) Use


Watch your recon (radar) for friendly (team mates) location. Keeping in mind that sometimes you will spawn on the enemy side (it is random); use this to your advantage. The radar is always up and will show enemy firing weapons (no suppressor or flash hider) and when a “Recon Plane” is called it will show the enemies location. But don’t lose sight of the fact, it shows friendly location, which is valuable in an objective type game.

Note when a team mate is in the process of capturing; this is also 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 Recon (Camo perk used).

*also see “Recon 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 efficient at using Recon and I start getting killed even before I get to them, then I switch to something with Camo Perk.

- Aggressor Setup, Fav Weapon, gas or flare, satchels, stopping power, extreme or steady aim or martyrdom
- Stealth Setup, Fav Weapon w/ silencer, gas or flare, bettys, Camo, extreme or steady aim or martyrdom
- Defender Setup, Heavy MG w/ bipod, gas or flare, bandolier, stopping power, deep impact
- Sniper or Camper, Fav Weapon w/ scope, gas or flare, bettys, stopping power or Camo, iron lungs 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.

- Bomb Detector, player to clear bettys and satchels along the way or in and around capture point.
- Sprinter, a player with extreme condition to run further and get to HQ faster.
- Sniper or Camper or Defender guarding access point or path to the HQ.
- Flamer, the Flame Thrower is one of the best HQ defenders.
- Stealth, a player (or two) that can get into HQ and not be detected by Recon Plane.

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, most good players watch for this, so they back off until after the boom. 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 bettys 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, but in any objective type game (like HQ) it 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 Camo 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 Artillery or Dogs are on the way. This “heads up” is really helpful to the team, especially when the artillery is yours. Then the capture can take place under the cover fire of artillery.

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 artillery/dogs several times.

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, slightly apart from each other doing the capture; the others defending the HQ outer edges.

It is best to set Bouncing Bettys outside or just before the capture point. You don’t want to create a chain of explosions from an enemy grenade. Your satchel/bettys 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 betty 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. 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, 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 artillery n dogs). Throw everything you got, Smoke, Flares, Gas, 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. 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 – Artillery/Dog 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.

(Artillery) 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 artillery 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 artillery will arrive with no one there.

(Dogs) 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 Artillery and/or Dogs real quick if these puppies do their job and you stay alive.

(Defense on Dogs) If the enemy call in dogs, here are a couple tips: 1) Crouch before they get to you, the knife doesn’t miss as much. 2) If you are at the right entry point, you can shoot the dogs as they approach the map (Dome map is a good example). 3) Going up a ladder, or into deeper water, the dogs can’t follow. 4) Use the “Awesome faceog Repellant” Perk …. J/K.

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.

(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.

(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. 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 Camo perk) your team will soon spawn near you.

(Force Spawn) Place bettys in your previous spawn point, this will help prevent you or your team from spawning at the same place over and over AND it may just cap a few enemies if they spawn near it or go thru the area.

(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.

(Recon Tip) At some point in the game (in only takes a couple seconds), I will hit “UP” on the D-pad to see the whole map when friendly Recon 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 Camo. I will also announce this to the rest of the team.

(Artillery/Dog Trick) Once you get artillery (and use it wisely), hopefully you get dogs. It is best to call the dogs right away, but another step is to kill yourself (nade, betty, satchel, etc) then call the dogs. 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.

This is not my guide, i asked a person on callofduty.com if i could use it for this site so all credit goes to Monarch40 of callofduty.com
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The following user thanked Fletcher for this useful post:

Hazel
05-08-2009, 03:53 PM #2
Hazel
Problem rule #16?
Sweet thanks for this xD
05-20-2009, 03:35 PM #3
Wow, this is a really great guide.
05-24-2009, 06:47 PM #4
TRchamp12
I iz pro drupshut?
Thanks, helped alot


-Champ
06-14-2009, 10:03 PM #5
Holdsy10
I am error
Thanks, helps me a lot now.
06-24-2009, 09:41 PM #6
Thanks. This helped alot.
07-08-2009, 08:35 PM #7
nice guide

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