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| Battlefield 2 - Point of Existence Discussion General discussion for Point of Existence |
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#1 (permalink) |
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Join Date: Sep 2006
Age: 37
Posts: 11
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The Artillary Squad
Played last night in the artillary squad a few times on the Tactical Gamer server, and came to some conclusions over it.
First off I started as a spotter with the SL holding the gun on the arty piece. Think thats a mistake for a starter. The SL by holding the arty is miles away from the action and spawning on him leaves you normally on and out of the way piece of land, defunct of vehicles or near by capture points or kill zones. Secondlly if the SL is getting targets aquired he is concentrating on shooting and adjusting rather than co-ordinating troop movement. Third of multiple spotters in a squad isnt really much use, unless they are all communicating effectivelly and the SL giving the call who spots, as in any one moment only one artillary spot is allowed on the map. Later on I held the artillary piece, and was lucky enough to have a squad leader who was flag capping and spotting for me (12 kill assists he got for the bother), though later he went off, leaving me in a one man squad. I thenhad to ask the commander (lucky shot - good job last night mate) to ask the other squads to spot where possible and to direct me to places where i could defend with the arty piece, as I wasnt getting a lot of spots. A good solution to this, I'd say is not to have an arty squad! Rather have an assault/ spec ops/ sniper based squad, have one of there members to get the arty. SL then informs commander that arty is in his squad if he would like a target hit, then up to commander to request from any particuler squad for spots, or the arty piece backs up his squad in attack/defence through there called spots - as squads with spec ops/assault/sniper are normally in a position anyway to get good spots. Other alternative is simply having arty as a 1 man locked squad - communicating directlly with the commander for best arty placement and not needing to co ordinate troops. Your thoughts gents? |
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#2 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 27
Posts: 2,097
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Re: The Artillary Squad
The commander is honestly the best for Arty. reason being he should already be coordinating the assault where the Arty is. Arty can't capture a flag, so the commander can use his overhead view to easily target the arty and monitor the attacking squads in the area. If another squad needs arty they can use the spot method and the commander can use the spot sat view to help them out for the moment.
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#3 (permalink) | |
![]() Join Date: Feb 2006
Location: Fort Worth,Texas
Age: 22
Posts: 5,839
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Re: The Artillary Squad
Quote:
This will be changing in the next version, they did not intend for the commander to use the arty in this way. |
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#4 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 8,257
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Re: The Artillary Squad
hey guys, welcome!! I had a great round in a squad with some of your [101] brothers last night... all good communicators, tacticians, and just fun guys in general
I tend to agree w/ you about arty... it's pretty much a waste to have a spotter/gunner combo. I too was thinking the arty gunner should just be in a squad by himself (or with another if someone else wants a turn). The artillery would then be a commander asset. The CO would order an attacking squad to spot for the arty, and then wait for the barrage before attacking the CP. (this isn't too practical now as it takes a while for most people to zero-in on the target, but hopefully as things move forward it will be) |
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#5 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: The Artillary Squad
Hello.
This also is a thread regarding the PoE2 arty. Enjoy http://www.tacticalgamer.com/battlef...-arty-use.html
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#6 (permalink) |
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Join Date: May 2006
Location: NY, USA
Posts: 1,119
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Re: The Artillary Squad
I think the arti squad should only be one guy, he willl be responsible for driving and firing the arti. All the spotters (1 or 2) should be part of the Helo squad, so they can have high mobility and can be air dropped to high grounds or behind enemy lines. Their job should not only include spotting for for arti targets but bascially report any hostile movement to the CO and provide covering fire as a sniper.
Since they are in the helo squad, If they got killed, whoever thats in the gunners seat on the helo will became the next spotter and promptly air dropped to a new location, and the dead spotter can now spawn back on the chopper and became the gunner. I say this is the most efficient way to quickly position a spotter for targeting vs spending half of the game time traveling. I suggest the helo squad name themselves "Hli/Spot"
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Last edited by RocketPunch; 09-06-2006 at 11:23 AM. |
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#7 (permalink) |
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Join Date: Aug 2005
Location: NORTH ATLANTIC (offline)
Posts: 584
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Re: The Artillary Squad
I had the fortune of doing this once and it was by far the most successful. Much better than a dedicated arty squad. Especially if the SL is a forward observer. He can place the waypoint attack icon directly on the target. That way the gunner has range and direction info before he even receives a spot. Then if he does get the spot, in satellite view the attack icon shows up very clearly and can be adjusted toward very easily. As the shell flys you can see the waypoint's bearing and distance in realtime as it moves around the edge of the screen if you aree off. Cannot over-emphasize how effective it is for spotter SL's to rapidly reposition the attack waypoint directly on top of the terget area.
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Xbox Live Gamertag: TG ABRA live.xbox.com/member/TG ABRA Friend me! |
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#8 (permalink) |
![]() ![]() Join Date: Aug 2005
Posts: 3,800
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Re: The Artillary Squad
I'm planning to run SNIPE/ARTY squads in the immediate future. This will basically be like my snipe squads but you add in the arty man since snipers are the most logical arty spotters. We tend to hang around enemy flags or areas where the enemy continously flows through so it just seems the best fit to me. Abra got a taste of this when he joined my squad on a snow map but with refinement it could get much better.
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#9 (permalink) | |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: The Artillary Squad
Quote:
CO + ARTY is a bad bad thing. It is hard to CO and it requires full concentration to do it well.
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Peace through fear... since 1947! |
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#10 (permalink) |
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Join Date: Jul 2005
Posts: 4,494
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Re: The Artillary Squad
Yea, I read this thread in my RSS feed at work and was waiting to get home to suggest ARTY+SNIPERS in a squad. The SL should definitely be out sniping/spotting so that he can put down attack markers which makes it dead easy for the arty guy to aim...
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#11 (permalink) | |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 27
Posts: 2,097
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Re: The Artillary Squad
Quote:
Unrelated, Me and the rest of my [101] Clan members had a great time and enjoy your style of play here. |
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#12 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 8,257
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Re: The Artillary Squad
Quote:
Actually, what I've found is that it's helpful to be really far away from your target. Too close and the low trajectory makes it hard to adjust near/far.... Further away (like roughly the far opposite side of the map), you get a nice arch on the shots and can dial in distance much more precisely. (althoooooooooogh.... i haven't tried aiming way up at like 85*... maybe that would work for dropping [litterally] artillery on close range stuff) |
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#13 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: The Artillary Squad
Hey, the sniper/arty squad is gold mantis! The sniper can literally communicate to the arty operator what direction the next round needs to be fired in. "20 meters east", said the sniper.
Dude, the degree of elevation is like 50 degress. Maybe if your on a noll u can rainbow those close targets. Nice tip on having farther distance actually helps arc those shots into your targets.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#15 (permalink) |
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Join Date: Aug 2005
Location: NORTH ATLANTIC (offline)
Posts: 584
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Re: The Artillary Squad
First thing I tried to see if I could get a mortar effect. It really is the worst thing when a tree line occupied by friendlies intercepts an otherwise well-argeted shell. Anyway, no go, the shell went about 500m into the red zone on the far opposite side of the map. Saw some nice secenery.
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