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Ludicrouse
Saturday, 11th June 2005, 17:48
Right here is where we discuss squads


My optimum squad layout after playing for quite a bit is:

Assualt
Medic
Support
Anti Tank


Now that is a very self sustainable Infantry squad. It can move very quickly across the battlefield and has the ability to heal itself, revive dying squaddies and rearm itself at any time.

You could swap out the Assualt class for a Spec Ops but then you would lose the wonderful M203. I would definatly recommend not changing the other three classes unless you have no choice.

Nyana
Saturday, 11th June 2005, 18:15
More important: are we fighting on land or with vehicles as well?

GuardianAnge1
Saturday, 11th June 2005, 18:40
what is good about this game is that the terrain is always chaning. One second you're in a town fighitng on foot, the next you're getting helo lifted out. Each map will have a different set up for squads, so we just have to go through each one and figure it out.

What about deciding good squads for the demo map?

kroma
Saturday, 11th June 2005, 18:42
well i think the spec ops works amazing in and around the buildings at close quarters

Ludicrouse
Saturday, 11th June 2005, 19:48
well i think the spec ops works amazing in and around the buildings at close quarters

Problem is the Assault and Spec Ops main weapon is the same bar the fact the missing grenade launcher.

So use Spec Ops if you cant get a Assault class.

JojoTheSlayer
Sunday, 12th June 2005, 05:57
well i think the spec ops works amazing in and around the buildings at close quarters

Well the thing about Spec ops isnt there weapon, but that they cant be seen on radar like everything else if the enemy team has a commander ( Think Cr5/Interlink in PS ) targeting that area whit see enemies.

Ludicrouse
Sunday, 12th June 2005, 10:34
well i think the spec ops works amazing in and around the buildings at close quarters

Well the thing about Spec ops isnt there weapon, but that they cant be seen on radar like everything else if the enemy team has a commander ( Think Cr5/Interlink in PS ) targeting that area whit see enemies.


Didnt know they where invisible JoJo... thanks for pointing that out.

But you would lose that advantage if you have a Spec Ops in a general squad. (The enemy can spot the other squaddies)


My recommendation for placing the spec ops would be in the same squad as the Snipers. i.e.

Sniper (Leader)
Sniper
Spec Ops
Spec Ops/Vehicle Pilot/Anything really



That way the Spec ops can spawn at the Sniper and move off quick cuz its no use being invisible to radar if you have 3 blokes behind you who aint.



Spec Ops = Lonewolf/Double Team imho

GuardianAnge1
Sunday, 12th June 2005, 11:03
lol.. we have 2 threads talking about the same thing... move this into my thread :)

Ludicrouse
Sunday, 12th June 2005, 11:06
But this is Squad organisation talk lol... Yours is GA's Thoughts. ;)

Flufball
Sunday, 12th June 2005, 14:42
I still don't like the idea of dedicated classes in a squad, as much as I don't like the idea of dedicated players to only one class, we get to fixed into one thing we get problems.

If we have a set squad limit on classes we gain problems if someone isn't about thats good at one specific class.

Besides, we don't know how the maps will play other than the demo one, and if we limit our numbers to specific infantry squads, then we run into the problem of not having enough people to do other tasks. Or we may play a map where having a sniper is useless, which makes one of the squads pointless...

If we have to go with these fancey military style fire-team squads then none of them should be set so that "Bob James robert and charlie" always play together, otherwise we limit our options or flexability, because Bob may be a brilliant piolt as well as a trooper and we don't have any other good pilots online, but he can't fly because hes not part of the flying squad etc etc.

By all means put people who play well together, but dont force it so it becomes a fixed system.

On the other hand the advantages to fixed squads and fixed classes is everyone knows what everone is doing, which can be quite uesfull, but it requires large numbers, more than we have at the moment.

Solid
Monday, 13th June 2005, 03:03
I think that the m4, the spec-ops weapon, has less recoil/more accuracy at close range than the M-16A2 does. At least it SHOULD do.

As for squads...
Ideally, we develop 'base units'. This is like the renegade commando set-up. These are units which are self-sufficient and can accomplish objectives without being changed. Everyone's core experience should be in playing as part of this 'base unit'.

Past the point of being able to integrate and perform in a 'base unit', people can create 'special missions units' (SMUs).. that's right, gents, it's said Smew :).. These things are created with one goal in mind. IE: An air-assault (that means out of a helicopter) base-seizure shock team would be tactically adept at dropping out of a helo and securing an objective. Probably have a lot of support and assault guys on that team. And a medic. ALWAYS a medic.

Another could be a sniping team. These can be smaller, with two/three people. (two snipers and.. yes, a MEDIC.)

Base-defense teams would consist of engineers and Anti-Tank guys.

One of the most important classes to create, however, are helicopter pilots. Those helos are NOT easy to steer, especially if we're talking about landing in tight spots which the enemy cannot predict. We need to cultivate helo pilots BIGTIME. However, this should be a second priority to making sure everyone can operate as part of a BASE UNIT. That way, if the pilot has to bail out, he can still function as a hard-killing guy.

So.. those are my opinions.

MEDICS ARE KEY.

Yep, I'm done.

Solid