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Old 09-06-2006, 08:38 AM   #1 (permalink)
 
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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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Old 09-06-2006, 09:24 AM   #2 (permalink)

 
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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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Old 09-06-2006, 09:33 AM   #3 (permalink)
 
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Re: The Artillary Squad

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Originally Posted by tHa_KhAn View Post
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.

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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Old 09-06-2006, 09:58 AM   #4 (permalink)



 
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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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Old 09-06-2006, 10:22 AM   #5 (permalink)
 
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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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Old 09-06-2006, 11:04 AM   #6 (permalink)
 
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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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Old 09-06-2006, 11:58 AM   #7 (permalink)
 
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Re: The Artillary Squad

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Originally Posted by sfcthebam View Post
Rather have an assault/ spec ops/ sniper based squad, have one of there members to get the arty.
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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Old 09-06-2006, 02:57 PM   #8 (permalink)

 
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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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Old 09-06-2006, 03:44 PM   #9 (permalink)
 
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Re: The Artillary Squad

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Originally Posted by FBmantis View Post
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.
I was about to answer the same thing. Sniper + ARTY is a perfect match.

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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Old 09-06-2006, 06:42 PM   #10 (permalink)
 
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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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Old 09-07-2006, 09:08 AM   #11 (permalink)

 
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Re: The Artillary Squad

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Originally Posted by perry View Post
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...
Very good points. I agree this would be the most logical use, since the snipers are already in position to switch to binos and not have it interfere with their usual routine as much as a normal ground pounder might.


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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Old 09-07-2006, 10:14 AM   #12 (permalink)



 
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Re: The Artillary Squad

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Originally Posted by perry View Post
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...
I paired up w/ mantis in a sniper squad last night... first time using arty really, and can vouch for this technique. Putting the waypoint on the map is critical. Using that, I was able to dial in on the target in 1-3 shots. Scored a few direct hit's on armor away from CP's, including a direct hit on the opfor arty piece that was shelling a CP on the other side of the map.


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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Old 09-07-2006, 10:21 AM   #13 (permalink)
 
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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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Old 09-07-2006, 12:01 PM   #14 (permalink)
 
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Re: The Artillary Squad

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Unrelated, Me and the rest of my [101] Clan members had a great time and enjoy your style of play here.
Nice to see that you guys made it over to our forums. Good time gaming last night :]
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Old 09-07-2006, 08:26 PM   #15 (permalink)
 
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Re: The Artillary Squad

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(althoooooooooogh.... i haven't tried aiming way up at like 85*... maybe that would work for dropping [litterally] artillery on close range stuff)
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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