Operation Métro
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Operation Métro is a multiplayer map featured in the multiplayer of Battlefield 3. It is set in Paris, France and is featured in Conquest, Rush, Team Deathmatch, Squad Rush and Squad Deathmatch modes. Operation Métro initially takes place in a park, but soon moves on the Paris underground metro system, followed by a Cafe surrounded by apartment buildings and the Paris Stock Exchange. The factions are United States Marine Corps against the Spetsnaz of the Russian Ground Forces.
Playing this map on the PC in a 64 player server is generally not recommended as the map is one of the smallest in multiplayer. Explosive standoffs are common. However, for those who want to unlock weapons and equipment, playing on this map would be the fastest way to do so. This map can create several immense battles which rack up points in rates that hardly match in other maps. This is because unlike open maps, Metro's corridors and choke points remain almost untouched by destruction and the narrow verticality of the map funnels attackers and defenders into several very specific lanes of fire. Straight halls and pockets of cover make it unusually excellent for snipers operating in CQB. Shotguns are extensively used along with rocket/grenade launchers, making this map perfect for the Engineer and Support class.
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Designer Thoughts
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Operation Métro is the map from E3 and the Open Beta, so some of you are familiar with it already. It is a map that perfectly illustrates that we want to take our players on a journey. Especially in Rush, you can see how Operation Métro is almost three maps within one: You start out in a lush park, then move into a bombed-out section of the subway tunnels, to finally emerge in a dense urban environment outside the Paris stock exchange. It's a map that asks you to constantly adapt your class and load out for the diverse situations you will find yourself in.
Description
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The attacking Marine platoon is supporting a French paratrooper force that will surprise the Russians by air-dropping behind enemy lines. Reports indicate the French Air Force is suffering heavy casualties due to a series of anti-air batteries around Chardonnay Park. With limited air support, the French are having a hard time mobilizing enough forces into the central districts of Paris. Heavy fighting is expected as US forces push to secure the financial district in central Paris. Russian Surface-to-Air missiles in the outskirts of the park are likely to be the first target as the US Marines attempt to gain control of the airspace ahead of the main ground assualt.
Rush
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Bases
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Stage 1
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Both M-COM's are in Generator sections powering Russian SAM Radar sites. A Common tactic would be to seize the middle concrete road block, which gives a great base of fire for both attackers and defenders and can pin most enemy teams in their place. As attackers, this Stage can be pretty difficult and it's suggested that you take A first or use B as a forward base to take A. Covering it from the concrete slab next to the circular plaza on the attackers' side can be difficult as there is a concrete wall in the way and its best to defend it from around the radar and area around B. This map is usually ripe with snipers, machine gunners, and mortars, so do not charge any objective heavily and stay low and out of sight. A defense like the above can allow for defending closer range assault and engineer classes to push the attackers back as their deployment is within range of the defenders map. Also, there is an island on the right side of the map that could be used to flank the defenders, but it is rarely used for anything but sniping.
Stage 2
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The M-COM's are in the lower layer of the Subway Station, making them closer to each other. B is in a construction area while A is in a restroom. This part is possibly one of the hardest stages for the attackers to take, as the central rooms should and will be heavily defended by Machine Guns, so don't stack up in this part. Hand and 40mm grenades are very effective here, as well as weapons with high rates of fire such as the AEK, F2000, and PDW's. The key to this stage is for the Attackers to not let their squads get wiped, as such at this stage will mean a big loss of ground and tickets. Once up to the actual platforms, push along the sides and, again, strike B first, giving easier control of the area above A, which is ideal to flank any Defenders around the Defender Deployment.
As a Defender, shotguns with flashlights and buckshot are really effective, having the enemy blinded at close quarters, as with the buckshot spread give you a deadly combination. Try and push the Attackers back in this stage, and it is always a good idea to use claymores, as most attackers stack and attack solely through one way, having claymores leading to triple or even multikills on a common occurence. If Defenders do get pushed back to the M-COM's, the trains are great bases of fire. Just watch out as the Attackers also use the sides to flank around you in such situations.The area upstairs is also critical to defend. Often a recon class will sneak up and place a beacon allowing squadmates to spawn and flank the team. Checking this area occaisionally should do the trick.
Stage 3
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The B M-COM is located near a locker room while A is located in a kiosk. As an Attacker, you will realise pretty quickly that enemies camp effectively at the escalators and the hallway leading to B, having an attempt to strike from these areas can result in a heavy loss of tickets. Before trying any offensive action, try to send in a MAV drone to detect and spot enemy troops defending as this will give you more situational awareness. Try to push up to the often lightly guarded second escalators (though a single defending machine gunner can render this tactic useless). If you choose to push right you may face a barrage of grenades so be sure to keep a medic at hand for revives and heals. The corridor to the right of this path leads to the locker room and is almost always defended by a Defender (usually support with claymores along the corridor. Push up and go for B first, and strike to take full control of the ticket booth. Who ever holds it can view most of the area and down most targets from there, making it a key position for this stage. It is common for attackers to set up next to the escalators, where med kits, defibrillators, and ammo boxes can be used to a great extent for easy points. This is where the match is usually lost and won (although you do have one more set after) so fight strategically and don't charge anywhere, it is usually a death sentence.
Stage 4
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The A M-COM is located in the left building in the outside, while B is located between buses in the road overlooked by the Euronext Paris exchange. This stage is perhaps the easiest for the Attackers. There are 3 exits to the metro; straight ahead, to the right and to the left. The left is almost always the emptiest, and should be a first choice if the main entrance has a heavy firefight. Defenders will usually stream in through to try to force attackers back via the attackers main and right entrances (also, snipers may watch over the right entrance). If the defenders force themselves back into the metro while the attackers have not yet reached the buildings, substantial ticket loss can occur as often the attacker will forget the objectives and focus on clearing the metro. If the attackers get through though watch your flanks and try and destory A while capturing the two buildings, as they are key to give cover for your team to plant B. If your team doesn't go plant it, having the building secured, you may have an easier path to plant it yourself. Defenders can, if they are quick, place C4 in one of the apartment buildings when the stage changes, wait for a group of enemies to set up inside it, and then detonate it to not only kill anyone caught in the explosion, but also expose other enemies that may hide inside. The office building can also prove to be an effective sniping position. Snipers can lie down behind the glass windows and fire at enemies in the apartment buildings as well as towards the attackers deployment when striking B, as they will be rather hard to spot from there. Controlling or destroying the buildings are the key to defeating your opponents.
Squad Rush
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Stage 1
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Stage 1 takes place at the Ticket Hall. The first M-COM is placed in the exact same spot as the B M-COM in Stage 3 of the Rush variant.
Stage 2
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Stage 2 takes place at the Cafe area. The second and last M-COM is placed in the exact same spot as the A M-COM in Stage 4 of the Rush variant.
Conquest
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Bases
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Like Damavand Peak, Operation Métro in Conquest mode is a very linear map. There are three flags in this mode. Since Conquest and Conquest 64 have the same map with no changes a lot of these strategies can apply to both.
US Deployment
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The US team will start near the park in the subway tunnels. There are two subway tunnels running parallel to each other. As well there are service tunnels running in between both tunnels. All of these tunnels lead to Platform. In case the enemy takes Platform these tunnels lead straight there providing flanking routes. Also, if the Russians do take Platform, watch the tunnel that is under construction, as the other tunnels are usually the focus on any spawn attack.
C: Platform
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As mentioned above, there are many tunnels that lead to Platform, so it will usually be under control of the US for a large part of the match. If the Russians push the US back, the various subway cars can act as cover or for denfensive purposes. There is also a large tunnel that can be reached by the first set of escalators. This area is a great defensive post, but can be flanked by the area under construction on the other side of the tracks. The same is true when approaching Ticket Hall.
This objective is generally well defended as the cover favors the US deployment. If pushing, the US attackers should man each escalator and the side stairs fairly evenly (though the side stairs are dominant). The recon gadgets are usefull for spotting movement upstairs and a beacon should be placed in the tunnel beyond the last escalator for quick access to the stairs.
If defending, the US should set up Machine Gunners and some other troops on each escalator to quickly take down anyone brave enough to charge at the player. The side stairs though are crucial, as a breach there will spill over quickly and take out the defenders guarding the escalators. If all escalators are breached and the Russians control all other points, a good push by the Russians will easily take C. After all are lost, the match is all but over. A decent team of Russian attackers need only hold the key paths with assault and support, and spawn kills will finish the US team.
In the case of a flank by the Russians, this objective is normally easily retaken, unlike A.
B: Ticket Hall
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This flag will see the most action as it is in the middle of the map and can be used to turn the tide of the battle.The Russian side has a significant advantage capturing this flag, as it is easier to access the flag on shorter time from their spawn. Most contests typically devolve into bouts at the three staircases if the Russians have the advantage, or towards the street entrances if the Americans have the advantage. It is possible to break the deadlock should a skilled squad overwhelm one of the defended areas, or if the flag defenders neglect one of the choke points. Both sides should keep a close eye on the long service hallway that runs parallel for most of the hall, as either side can use it to outflank the defending side or use it to sneak to one of the other flags.
When the US gets to the first escalators be prepared to hold out at he wall at the top as the Russians can come from all sides as the entrance for the hallway looks right behind the wall. If you are holding out behind this wall have Assaults through health kits down periodically as RPGs will be flying and Russians will constantly trying to push to the escalators. Same with Support troops as other players will need ammo. Be aware that (especially in 64 player maps) grenades and the M320 grenade launcher cause frenzy for both sides as it is often the best way to get through the choke points. The squad frag and squad flak specializations are useful in attack and defense situations. Smoke is usually an underated strategy but can often distract in order for other choke points to be freed up or for flankers. Both sides need to aim to clear this objective as quickly as possible as controlling this and carefully pushing, one side can quickly push as far back as either deployment. A sneaking flanker can cause havoc when the team is working together as a couple of beacons will confuse the defending team trying to recapture either A or C however a balance of pressing B and defending A and C must be met.
A: Cafe
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The Cafe will be the first point the Russians get to, as it is closest to the Russian deployment. There are two buildings that overlook the Cafe where snipers (US controlled) will likely try to hold out as it gives a view of the whole Cafe. There are three entrances to Cafe, either throught the main front entance, through the northern (to the left for US, the right for RU), or through the south (the right for US, the left RU). The Northern entrance makes the players go through an alley before reaching the street, while the southern entrance leads directly to the street, but it is hard to see as there is a car on fire and smoke is blowing into the area.
If a team is trying to take the Cafe, check both buildings. This is where the Russians will hold out in case the US takes Ticket Hall so keep an eye on the entrances as a good push can cause the Russians to lose the position. The buildings facade can be destoyed to deter any one in the buildings or to keep people away from them. If the Russians take Ticket Hall, this flag will be almost impossible to reach for the US as any entrances will be defended. in the rare case the US sneaks around to this flag and takes it, they should take cover in the buildings as being in the open will let snipers from the RU deployment kill you and any troops that pour out of the main entrance will see you first. Place as many beacons in sneaky positions as this will allow a quick recapture (with a good squad) if the objective is lost to a Russian surge. Russians should not rush recapturing and sweep the buildings and side streets for beacons.
When defending the Cafe, Supports equipped with the Claymore will likely place them behind the central pillar of the spiral staircases, one between every two floors facing downstairs. These claymores can be very hard to see when entering the building, and thus attackers should be wary when entering the two buildings surrounding the flag.
RU Deployment
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The Russian Deployment is in the Euronext Paris exchange building and overlooks an avenue and Cafe. There is plenty of cover for snipers and troops, in case the US takes C. The avenue also has a lot of cover too as there are destroyed cars and buses. The avenue has many ways up to the Cafe for flanking routes.
Team Deathmatch
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The Team Deathmatch variant takes place in the Cafe area and a little bit of the Ticket Hall and the Ministry building. The center of the Cafe is where the most action will happen is you must pass it to get to the side of the plaza area or down to the large avenue if you are trying to flank from the subway entrance.
The buildings facing Cafe are a good place to overlook the battle and help the team as well but watch your back as the enemy could come up and kill you easily. Destroying the building's facade can keep people away from the buildings or help kill any one dug into the building.
Squad Deathmatch
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The Squad Deathmatch variant takes place in the Park. One difference the map in this particular game mode has compared to other maps in the same game mode is that there is no Infantry Fighting Vehicle spawning, making combat similar to Team Deathmatch's.
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Trivia
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- In the park some newspaper stands say "Battlefield 3 Rocks" and also there is an "EA Post" newspaper. referring to Electronic Arts.
- In the third M-COM Stage there is a "runner bag" from Mirror's Edge in a blocked off area. There is also a interactive photobox next to the objective B.
- If you stand at the spot where the JDAM is supposed to blow a hole in the ground, the JDAM will kill you.
- The GPS data provided by the EOD Bot's display shows that Operation Métro corresponds to an area between the Paris Stock Exchange (Bourse du Commerce) and the Place du Louvre (east of the famous museum). However, the game map (attacking from west to east) does not correspond to the real-world map (path from north to south).
- Operation Métro was the map used during the Battlefield 3 Alpha and Beta, DICE later redesigned the map for balancing purposes, with the LAV-25 being removed from the Attackers Side.
- A sandcastle with a Swedish and Norweigan flag on top can be seen near the playground near M-COM Bravo in the first base of the map played in Rush.
Gallery
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