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FuSs
Tuesday, 14th June 2005, 14:42
the following stuff is my personal view how we should run it.

BF2 Officer positions to fill:
Game/League Manager
2 Recruitment Officers
2 Training Officers
(input for additional roles)


Ingame: (this is indipendent from officer positions)
We should run 4 squads of 4 guys each.
Squad role dependant on the map and the commander.
The ingame Commander is also the leader of the match (its a lot easier to coordinate the troops if you have access to UVS and Scan).

e.g.
************ USMC **************
********* Gulf of Omen (?) *********
Squad 1: Tank Squad
Member 1: engineer
Member 2: engineer
Member 3: engineer
Member 4: engineer (commander)
Deployment: these guys spawn at the beach bases. everyone at a specific tank. they probably dont change spawns during the match.

Squad 2: Air Squad
Member 1: pilot copter
Member 2: gun copter (alternative commander)
Member 3: pilot fighter 1
Member 4: gun fighter 2
Deployment: whole squad spawns at the carrier. probably doesnt change during the whole match match.

Squad 3: Infantry Squad
Member 1: Anti Tank
Member 2: Spec Ops
Member 3: Medic
Member 4: Medic (might be replaced by other class for specific task)
Deployment: at the carrier. they gonna use the blackhawk. spawnpoint might change during match (probably to squad leader).

Squad 4: Infantry Squad
Member 1: Anti Tank
Member 2: Spec Ops
Member 3: Medic
Member 4: Medic (might be replaced by other class for specific task)
Deployment: at the western beach base. they gonna borrow the apc from the tank squad to bring them to the hotel.
spawnpoint might change during battle (probably to squad leader).

Explanation:
The Tanks gather as fast as possible and stick together to overwhelm the enemies. They can auto repair each other.
Infantry squads might hitch a ride in a tank for some time.
The infantry squad leaders shouldnt be the medics cause if the medics die they can still spawn at the squad leader (he is more or less an additional medic).

... (more coming soon)

have to work now. will finish it this evening.

knaggsy
Tuesday, 14th June 2005, 15:03
ill be a copter pilot :D.. member 1 :D ftw!

knaggsy
Tuesday, 14th June 2005, 15:04
thinkgin about it.. the copter pilot should be the one fliyng the infantry in the black hawk... with the one gunner :d

Pegasus
Tuesday, 14th June 2005, 16:09
Coba pilot with GA/hince/vasq as guner!

Or Su-34 gunner/pilot :)

or tho im happy just to blow shit up :)

Flufball
Tuesday, 14th June 2005, 16:11
If/when I play, I shall be whoring the medic and making sure I get it before others :P

Nyana
Tuesday, 14th June 2005, 17:09
Heli pilot and support class at your service :)

GuardianAnge1
Tuesday, 14th June 2005, 17:47
I think, for this map, the setup is too restrictive. having a whole team dedicated to repairing is useless. 70% of the time your vehicle gets destroyed or is too damaged to fix it in battle.

I think that this is a better setup:

Squad 1: Tank Squad 1
Member 1: Medic
Member 2: Anti-Tank
Member 3: Engineer
Member 4: Support (SL)
Deployment: these guys spawn at the same beach base. Engineer and Medic in tank and Support and AT either next to or in an APC. They are ready for orders.

Squad 2: Tank Squad 2
Member 1: Medic
Member 2: Anti-Tank
Member 3: Engineer
Member 4: Support (SL)
Deployment: these guys spawn at the same beach base. Engineer and Medic in tank and Support and AT either next to or in an APC. They are ready for orders.

Squad 2: Air Squad
Member 1: pilot copter
Member 2: gun copter (commander)
Member 3: pilot fighter 1
Member 4: pilot fighter 2
Deployment: whole squad spawns at the carrier. probably doesnt change during the whole match match.

Squad 3: Infantry Squad
Member 1: Anti Tank
Member 2: Spec Ops
Member 3: Medic
Member 4: Support (SL)
(might be replaced by other class for specific task)
Deployment: at the carrier. they gonna use the blackhawk. spawnpoint might change during match (probably to squad leader).

_____

Now we have more attack and still can repair.

FuSs
Tuesday, 14th June 2005, 19:26
you need 2 infantry squads on that map.
and with 4 vehicles working together,
every car acting as a repair silo,
im pretty sure you can keep it alive longer.

but that was just an example how i would run the map.

GuardianAnge1
Tuesday, 14th June 2005, 21:18
the thing is, i like the idea of all these repair silos, but if and when the engis are on foot, they don't do any damage, and thus are redundant.

Vasquez
Tuesday, 14th June 2005, 21:44
Er...neither of those layouts work for this map.

At the left hand beack base you have 1 tank. In the middle you have one APC. On the right you have one tank. That means you need 3 people to drive all the armoured vehicles that the US start with, and 6 to drive all of the armoured vehicles the US can get (an APC at the construction site and an APC nad a tank at the hotel). If you want an extra guy in each APC you'd need 9 guys.

So if you have 8-9 guys you have half of them doing nothing until vehicles are captured...or they act as infantry but then they have to get possibly from one end of the map to the other to get in a vehicle. Or you have 4 guys and then you potentially have 3 unused armoured vehicles.

I'd just say have 'basic squads' that use whatever ground vehicles are available, when appropriate and go on foot when appropriate or when ground vehicles are unavailable. Armoured vehicle are not highly skilled toold, they're fairly simple. More so than infantry combat.

Having the in game commander as the real commander would make things so much easier but I think it needs to be tested a lot to see if everyone is up to the task. Anyone who isn't needs to make sure they don't apply for commander in matches.

Engineers are useless on foot as GA says and don't do much good in a fight. It's usually quicker to destroy your own tank and go get another or easier to go on foot or steal an enemy one.

Tank crews should be AT soldiers. This usually give you one extra shot (often more if there's cover about). Tanks die in 3 shots from a rocket or tank. If you get hit you first, you hit them, they hit you, you hit them...you know you're gonna die in a moment. You can bail out and stuff a rocket up his ass. However, as I've said above, having dedicated tank crews won't work IMHO. But if you know you will be driving next respawn, spawn as an AT soldier would be my advice.

Pegasus
Tuesday, 14th June 2005, 23:49
Way i see it no one should be assult. This role fills 1 purpose and thats to fight and thats it.

Medic and Spec ops are far more useful that someone with a gun and grenades imho.

2 medics per squad would be better, incase 1 gets shot, he can be resed by the other.

We should practise moving through the maps whilse on foot, getting to know cover.

and a support heli is great for mowing down helpless infantry :) and chewing up tanks.

Would also be good if the caommander had an 'airstrike' ability, like UAV and Arti but 2 plyers nman the fighter-bomber and the commander places a waypoint to bomb.

Also troops should be able to call for the heli/bomber

Endangerment
Wednesday, 15th June 2005, 00:15
and i guess us snipers are just frelance, though there isnt much call for sniper on this map, i like spec ops, setting traps with c4 is fun :)

FuSs
Wednesday, 15th June 2005, 09:10
seriously how often do you leave a tank once you have it ?
also its highly annoying to see enemies poach your tanks because none of us spawned there.
also engineers can mine the choke points where enemy tanks allways drive over.

but what i tried to say with that example is that the squads task is dependant on the map and so we shouldnt have dedicated players but versatile troops
who can respond to every call of their commander.

i think the 16 player map is a good way to learn teamplay and how to use cover.
there are less vehicles and more infantry fight which is harder to learn.

possibly the only specialists we need are some pilots cause thats harder to learn.

PS:
yesterday it bothered me a bit that it takes so long till people join the team they are in the TS channel... or dont use TS at all.
really hard to play training sessions that way.
thats why:

********** IMPORTANT ***************
we need 4 TS channels per side (in case of RL vs RL training matches).
everyone should have key bindings to switch to channel so we can arrange squads faster.
usual key to talk to squad,
additional key to talk to whole team,
additional key to talk to own team and enemy team (in case of RL vs RL fights).

GuardianAnge1
Wednesday, 15th June 2005, 09:40
but what i tried to say with that example is that the squads task is dependant on the map and so we shouldnt have dedicated players but versatile troops
who can respond to every call of their commander.

Then a group of engineers will be useless. They are not versatile. 1 or 2 engis is fine, but a full squad would end up not helping.
_____

Yes, we need to get our TS stuff running. We don't need to get 2 seperate channels for each team though, we can start doing that later on. 1 channel per team for now is good. Maybe a few of us can start to figure out how the VoIP stuff works ingame?

leanmeankillingmachine
Wednesday, 15th June 2005, 09:58
yesterday it bothered me a bit that it takes so long till people join the team they are in the TS channel... or dont use TS at all.
really hard to play training sessions that way.


Normally Id be bothered by this too, problem is the team auto balance feature. The other day I was playing MEC quite happily and I was in the correct TS channel. Then Paradine gets called out and muggins here gets switched over to USA, I tried alt-tab to get out and my mouse cursor dissapears and I cant get TS to show up to change channels, by the time I managed to switch channels on TS and get the BF2 window back up Id been switched teams again back to MEC. At this point I got pissed off with it and just logged off.

My point being Im not going to bother with TS unless we turn off the team auto balance coz its just too much hassle to change channels in game.

GuardianAnge1
Wednesday, 15th June 2005, 10:25
you know you can have a command like alt+pageup which will make you change channel in TS while still playing. Much easier.

Solid
Thursday, 16th June 2005, 05:09
2 Things.

1. If you get stuck on the other team, see it as an opportunity. All armies play 'red vs. blue' or 'opfor' games in which the army takes itself on (and navy and airforce, for that matter). When you find yourself on the other team and can't easily change back, HUNT RL members. Find out where we are weak. if possible, take notes or at least try to remember ideas. This is a good way to figure out where the holes in our tactics/strategies are so that we can plug em before some other fookin outfit makes us look sloppy.

2. We're getting a lot of chatter regarding which classes should be with which, etc etc. The rule of this game is MOVE IN AT LEAST A PAIR. No matter what you are doing, sniping, spec-oping, piloting, even DRIVING AN APC, move in a pair. This is vital to survival AND to community within this clan. If you're going to 'lone wolf' it, you can... in a PAIR. It doesn't defeat the purpose, it just means that you are 100% more effective as a soldier. So do it.

JMO,

Solid

Endangerment
Thursday, 16th June 2005, 12:31
we as the usa were using a 'jihad humvw' as it got called last night. on the 16 player map, it charges with c4 strapped to its front straight for either the nme tank or their artil. 2 players go to ensure fo the kill, both spec ops. 2 other players went off in the tank, and the rest took the other buggy to cap the village, with this we gained a very significant stronghold, and as everyone had at least 1 buddy they stayed alive for longer. For me in the tank i like to see a spec ops driving with AT in top. this means if nme tank gets first hit in, AT jumps out and hits them with missile turning it back i nyour favour. if they sat at a point fighting out commander needs to drop supply on them asap to ensure the tank wins.

Vasquez
Thursday, 16th June 2005, 19:16
After seeing things last night, I think I agree that the proper commander actually should be the ingame commander. We can choose who our commander is by having only the guy we want to be commander to elect to be commander.

The juhad buggy was great at first but they catch on and mine the area. So two buggies would be great - one goes over the mines a few moments before the second one turns up. We'd need to time it just right so that the destroyed buggy blows up completely before the second one turns up. The guy driving the first buggy should be support so he can ressuply the spec ops in the second buggy and pin down anyone trying to lay more mines.

This brings me on to my second point: experiment night.

I'd like to run a day/night of experimenting. Things like:

Where is the best place to shoot x vehicle?

Does range affect the ammonut of damage done by x weapon?

Where exactly am I aiming when I look down the sights?

How long does it take for vehicles to respawn?

What is the elbow length when fighting x plane in x plane?

How far do you have to be from x missile to avoid it?

How big is x blast radius?

How much do grenades bounce?

Stuff like that.

I'd like a few players to come help me run some experiments so we can get all the information we need to work out our tactics. For instance, if the biggest explosion in the game is 5 meters wide, then we know an infantry formation should keep more than 5 meters apart whenever possible. If grenades don't bounce, we know not to bother trying it in a match. If we know the effective range of missiles, pilots can avoid them when possible. And so on.

So I'd need 4 players at least to come and take part plus admin rights/someone with admin rights so we can lock the server, turn off auto balance and so on. Think this can happen?

Vasquez
Thursday, 16th June 2005, 19:19
And on a completely seperate note, here's a lil tactic I'd like to try in a public game:

GRAND THEFT AUTO! i.e. nick all their vehicles and hoard them :P

We steal all the enemy APCs and the helo and bring them back to the carrier and stuff them in the back. Then drive all their tanks and jeeps to the 'out of area' zone and leave them there. Becuase they won't be destroyed, they won't respawn and they'll be vehicle-less! Well...apart from planes.

It's completely stupid because while we're doing this they'll just cap all our bases and kill us but it's be a good laugh :D

Endangerment
Thursday, 16th June 2005, 19:53
coul;d be a job for just one lone guy, wouldn't take too long. if they have a player who is really good at x then maybe takign that way would be an idea.

Pegasus
Thursday, 16th June 2005, 20:59
they respawn if you drive them out of zone

GuardianAnge1
Thursday, 16th June 2005, 22:49
i'm up for helping out for experiments