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Battlefield Hardline eGuide
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Contents

  • Introduction
    • Whats New?
  • The Academy
    • Basics
    • Police Training
  • Walkthrough
    • Prologue
    • Episode 1: Back to School
    • Episode 2: Checking Out
    • Episode 3: Gator Bait
    • Episode 4: Case Closed
    • Episode 5: Gauntlet
    • Episode 6: Out of Business
    • Episode 7: Glass Houses
    • Episode 8: Sovereign Land
    • Episode 9: Independence Day
    • Episode 10: Legacy
    • Unlocking Weapons & Gadgets
  • Case Files & Warrants
    • Case Files
      • Overview
      • The Hot Shot File
      • Hot Shot Supply Chain
      • The Elmore Hotel
      • Internal Affairs
      • Power Play
      • The Boomer Connection
      • Preferred Outcomes
    • Suspects With Warrants
      • Overview
      • Suspect List
  • Classes and Weapons
    • Overview
    • Operator
    • Mechanic
    • Enforcer
    • Professional
    • Weapon Customization
    • Special Weapons
    • Universal Gadgets
    • Grenades
    • Melee Weapons
    • Battle Pickups
  • Multiplayer: Getting Started
    • Overview
    • Combat Basics
    • Squad Play
    • Progression and Economy
    • Multiplayer Tactics
    • Game Modes
    • Extended Play
  • Multiplayer Maps
    • Bank Job
      • Overview
      • Heist
      • Blood Money
      • Conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
    • The Block
      • Overview
      • Heist
      • Blood Money
      • Conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
    • Derailed
      • Overview
      • Heist
      • Hotwire
      • Blood Money
      • Conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
    • Downtown
      • Overview
      • Heist
      • Hotwire
      • Blood Money
      • conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
    • Dust Bowl
      • Overview
      • Heist
      • Hotwire
      • Blood Money
      • Conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
    • Everglades
      • Overview
      • Heist
      • Hotwire
      • Blood Money
      • Conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
    • Growhouse
      • Overview
      • Heist
      • Blood Money
      • Conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
    • Hollywood Heights
      • Overview
      • Heist
      • Blood Money
      • Conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
    • Riptide
      • Overview
      • Heist
      • Hotwire
      • Blood Money
      • Conquest
      • Team Deathmatch
      • Crosshair
      • Rescue
  • Appendix
    • Multiplayer Scoring
    • Multiplayer Awards
    • Game Mode Assignments
    • Weapon Assignments
    • Melee Assignments
    • Vehicle Assignments
    • Class Assignments
    • Syndicate Assignments
    • Squad Assignments
    • Hacker
    • Single Player Achievements / Trophies

Battlefield Hardline Guide › Multiplayer Maps › Derailed

Team Deathmatch

LEGEND
Police Deployment
Criminal Deployment
Spawn Area
Extraction Point
BATTLE PICKUPS
Ammo
Defibrillator
Grappling Hook
Health
LMG
Rocket Launcher
Stinger
Zipline
  • The setting in which Team Deathmatch takes place on Derailed is in the extended area of the Construction Site. This area lacks the giant buildings and grand strongholds that most TDM maps have, but contains smaller construction portables, equipment, and materials spread out all over the site. Use anything and everything you can find as cover, but stay on the move because cover won’t keep you alive forever here.
  • There aren’t many proper strongholds on Derailed due to the Construction Site being in the process of building new buildings and structures, but there are a couple of areas that can be well-guarded. The dumpsters on the far southwest part of the map are tall enough to provide good cover for a single squad. Use the dumpsters as sightlines and the pathways through the dumpster area as entrances and exits. These can serve as the pieces that need to be covered by your squad to hold it and keep your backs to the outside of the map. The dumpsters can only be held for so long because the area is vulnerable to lobbed grenades and grenade launchers. Set your satellite phone down and use it for as long as you can, but if it falls, move on to any one of the corners on the map as they are all formidable areas that you can hole up in for longer than the average player on this map.
  • Unlike most other modes on Derailed, Team Deathmatch calls for a closer ranged class loadout. Shotguns do fine here because there are a lot of corners that you should be using to surprise your enemies and covering to watch your squad’s back, but carbines and SMGs are the weapons that serve best. These short- to medium-ranged weapons work best on Derailed because most of the sightlines are rather long. Even though they do not stretch across the entire map, they stretch long enough for a shotgun to do very minimal damage. However if you’re held up in the dumpsters or in the portable buildings, the shotgun does its job exactly how you want it to. This map is great for decoys and security cameras as well. There are so many corners in the areas around the west side of the map that a well-placed security camera gives you the notice that you need when you just can’t cover every approach to your position.
  • Derailed is a high risk, fast-paced map on Team Deathmatch. There is no reason you shouldn’t be worried about running into someone every few seconds or someone running into you, especially when you and your squad are on the move. There are lots of small pieces of cover here, so move from each piece to another and don’t stay at a single one for very long. You will be found unless you move to a new area as quickly as you can. On Derailed it is a good tactic to use the leap frog method, just like SWAT would perform in a real life situation. With the use and communication of your entire squad, the man farthest away from the objective or point of interest that you are attempting to get to should move through the squad to the front of the squad toward the objective. Once the farthest member is at the front and has made some advancement he should stop and the next farthest member should copy the previous squad member’s movement and then move past him to advance even further. Repeating this method advances your squad further and the moving squad member always has four players covering them while they are most vulnerable.

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