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| Battlefield 2142 - General Discussion General discussion for Battlefield 2142 |
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#1 (permalink) |
![]() Join Date: Sep 2005
Location: Hamilton, NJ
Age: 26
Posts: 2,030
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New squad tactics...(theory)
Ok, since im bored and cant wait for this game, might as well guesstimate what new and interesting squad tactics will be available to us. Most of this is all hypothetical since we really dont know for sure how things are going to work, but instead im just thinking of the stuff we DO know.
First of all i really think this game is going to offer up a lot more flexibilty in terms of kits. Say, as a SL, you tell your guys to go anti infantry. You could have 4 assaults. You might think this is too much in BF2 but here, they all have the health node (which must be thrown down and has a healing radius...very nice), defibs, rockets, shotgun attachment, and smoke. And, who knows there could very well be more than just those. Much more variety. So lets look at an example squad - As SL i say - "ok guys, were going to be attacking X flag and i want anti infantry kits." Im gonna go with 2 different "toys" you can bring for each kits as thats what it seems to be in the vids so far SL (me) - Assault (smoke, shotgun attachment....also, the sentry drone for more firepower, or perhaps the beacon if the flag is far away from one of our bases in case i get kill so the squad doesnt have to hoof it back) - Assault (Rocket attachment, smoke) - Assault (Defibs, smoke) - Assault (Shotgun attachment, Defibs) * all assaults bring extra nades if they have them - Support (Portable shield, sentry gun....no need for EMPs if no vehicles) - Recon (Lambert Carbine, Active Camo, C7) As you can see, theres 4 assaults, but 2 of them are true "medics" with the defibs, one has the rocket in case of snipers, and as SL i brought the shotgun attatchment so i can handle threats far away and up close. With this layout going up against infantry, youd be unstoppable if you work together. Now lets look at a squad going up against vehicles as well as infantry - SL - Assault (Smoke, Rockets, beacon) - Engineer (Motion mines, Vehicle detector) - Engineer (EMP nades, EMP mines) - Support (Shield, EMP nades) - Assault (Defibs, Smoke) - Recon (Active Camo, C7) Witht his layout, youll have the 2 engineers take point and take out any armor tey encounter with either their anit-tank weapon or motions mines. Theres also the vehicle detector that the engy gets so that should be useful in spotting any armor. Support and the one engineer will throw out their EMP nades at any armor to disable it, allowing the recon dude to stealth himself, get right up to it and slap some C7 on it. And the two assaults can handle any infantry. Thats just 2 different options. Plus, im sure there might very well be more "toys" to use so the options dont stop there. Plus just think of the different combos to use on defense with sentry guns, motion mines and everything else...any other speculative ideas? |
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#5 (permalink) | |
![]() Join Date: Feb 2006
Location: Vancouver, BC
Age: 40
Posts: 2,287
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Re: New squad tactics...(theory)
You just drove my interest in BF2142 through the roof!!
The second thought that comes to mind (after "Oh man, that's too cool!!") is that so many choices will very quickly turn into chaos. Keeping the right mix of kits is tough enough in BF2, let alone with all these choices. I think the 1stMIPs MO of having set kits for particular FTs may be the way to go here...and you've started identifying those ![]() Quote:
Anyway...this is good stuff and I must learn more about BF2142. Cheers. |
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#6 (permalink) |
![]() Join Date: Dec 2005
Location: Wonder Woman's wardrobe
Posts: 4,090
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Re: New squad tactics...(theory)
Imagine you're a squad leader, you are the stealth class,
you have the advanced cloak unlock, you are attacking a missile silo there is a stiff defence you have set a spawn point becon to the north you are to the south, cloaked and protected by your own claymores & C7 trap, your squad could all spawn from the becon to the north, suck their defences to the north, then they could all respawn on you to the south, then switch to the north again, they will feel like they are surrounded, yet there would be only one squad attacking them ! I am just going to use unlocks in stealth class, as a squad leader, to concurr with Snail, I must get that advanced unlock cloaking device That is just going to be awesome when squad leading The cloak device also cloaks the vehicle you are in ! You could move your whole squad around in a cloaked jeep ! EDIT The cloak (active camo) will be excellent for staying alive, and thereby respawn, I imagine there will be a lot of calling for respawn of specific toy or anti-tank toys etc
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#7 (permalink) |
![]() Join Date: Aug 2005
Location: Vienna, Austria
Age: 29
Posts: 810
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Re: New squad tactics...(theory)
I just tried out the spawn beacon. Once deployed your squad can not spawn on your position any more, only on the beacon.
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#8 (permalink) | |
![]() Join Date: Dec 2005
Location: Wonder Woman's wardrobe
Posts: 4,090
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Re: New squad tactics...(theory)
Quote:
2 good uses I've found are 1) when board titan roof and go down one of the holes, thats a good spot, away from enemies, a few seconds faster than drop pods onto the roof 2) put the beacon down on a flag then move out, you can take another flag (er silo) and spawn back on the beacon if it was taken by the enemy in the meantime
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#9 (permalink) | |
![]() Join Date: Feb 2006
Location: Vancouver, BC
Age: 40
Posts: 2,287
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Re: New squad tactics...(theory)
Quote:
I've only messed around with the Beta a little bit, but it seems to me the pace of this game will be furious...and with brilliant tactics like you've mentioned above we are going to see some crazy fast flag flipping. Fast-cap and quick-response squads are going to be the order of the day for the CO. Cheers. |
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#10 (permalink) |
![]() Join Date: Jun 2005
Location: Santa Monica, CA
Age: 39
Posts: 2,526
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Re: New squad tactics...(theory)
Yeah, there is going to be alot of possibilites for squad play. I like the variety of the game, especially the Titan mode.
Here's one: Have the squad/leader swing wide for a silo (flag) capture in an APC. The APC is parked behind some cover, building, trees, rocks, etc. All but one squad member gets outside of the APC. One man covers the machine gun and EMP turret in the APC for a bit of heavy return fire and providing enough time to get away or immobilize any armour that spots the squad. The other five squad members will spread out. Two will follow the squad leader to find a safe deployment of the beacon, to guarantee a respawn. One squad member should deploy a stationary gun to cover the beacon if the enemy gets a visual on a respawn. The other two members find cover to the left or right of the squad leader and far enough away to draw attention if spotted. The APC is the first to move in on the silo (flag). The driver gets closes to the silo/flag, jumps out and liberally spreads some EMP mines at the obvious vehicle entry points then jumps back in to the APC for cover. The two members, who are not with the squad leader, move in and cover a direction (the direction the APC is not covering). The silo (flag) should be half way down at this point with three members in the vicinty. If it's clear, the last three members move in and take the silo (flag) and spread out covering NSEW. If the silo (flag) is counterattacked than the squad has the option of respawing on the beacon which is covered by the stationary gun. Victory! |
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