Discussion: PR:BF2 - Tactics & SOPs / Battlefield 2 Project Reality Tactics Discussion - Squad Load outs. - When Im not filling my role as Super-Medic, I fill the roll as squad leader.
When Im not filling my role as Super-Medic, I fill the roll as squad leader. Over the last few days I have been wondering what the best load out for the squad might be.
Normaly I keep my squads with this set up.
Fire Team 1
Me: Officer
1: Medic
2: Rifleman
Fire Team 2
1: Medic
2: Grendier
3: Kit as needed( AT, Support or Sec Ops, depending on what we are trying to do)
This set up seems to work well, though I find it hard to keep find quality medics out there. Fire Team one supports fire team 2 and keeps the squad alive, while fire team 2 does the scouting. The only problme I have found is dealing with squads filled with Grendiers bombarding us to peices.
Any thoughts on better set ups, or alternate set up depending on the map?
I find squad loadout depends on the map, SL's intentions regarding respawn (APC, team spawn point, squad RP) and mission.
By far the most common role for my squad (dirtside) is flag cap. The loadout for that is officer, rifleman, 4 medics. I've been known to swap one of the medics out for AT sometimes. I'm heavy on medics because we get shot an awful lot going for the flags, and we can't afford to lose people (not to mention the team can't afford the ticket loss). Depending on my respawn intentions, I'll sometimes switch the officer kit for whatever kit fits the mission at the time.
I gotta agree with Root on this one. Having an abundance of medics is good in almost all situations.
If I don't know what I'm going to be getting into or going up against, I'll go Officer, 2 Medics, 2 Riflemen and a LightAT. I prefer having more medics, though.
Root especially needs an abundance of medics if I'm one of the medics. They spend more time reviving me than him, and that's saying something!
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell
I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
Feel free to quote me. ~ Skylark
Gotta disagree with a bunch of medics. They improved body armor substantially in PR compared to vanilla. You can get hit square in the chest several times without even incurring bleed. As a medic, that wont happen. This is why you so often shoot a guy 10 times point blank and he doesn't die.
So, at most i would suggest 2 medics. They stay behind while the other 3 with body armor assault the flag directly. If the body armor guys go down, medics can pop smoke and rush up to revive. The SL can find a nice spot and pick people off from the shadows, and since its PR you dont have to worry about keeping a spawn point as much because you should have a RP farther back.
I give all squad members kit orders and rally location at the start of the map. After that... Everything changes, kits, vehicals, teamkills (wait tks?), everything. The best squad is the most flexable one.
I just tell anyone who joins mine to pick what they feel. Doesn't work to bad when I am not being pummelled trying to advance the RP, usually just me because the skin on my guy must have the triple X head on it, and the rest of the squad merrily goes on it's way. And then there is the ralley hunt or APC destroy missions I bumble off on trying to protect my squad while taking a flag. I sure do wrack up the deaths but it either keeps them safe or gets them the info they need for where to look. To my surprise, and occassional delight, they even choose to go medic on occassion. Reviving me as I lay in the middle of the road or when my huge melon is the only thing hanging around the corner.
people have different tastes and practice with different things. whenever i lead i find it's best to ask for a Volunteer medic who can do the job well, and a Volunteer rifleman who can reload us. everyone else is free to kit up as they wish. as long as they stay on the goal and listen up when im talking i'm a happy camper, it also generally means we can work more efficiently as everyone is familiar with their kits. ever see stickyjeans69 as top squad leader?
I think the biggest thing is goals and the individuals you have with you. Me personally, Im not that big of a medic junkie. 1 Medic in my sqd seems to suite me well enough. Im more of a riflemen junkie. With the use of RPs i personaly dont see a need for 2 + medics, as long as the sqd stays armed, things usually seem to work out.
1: Officer
2: Medic
3: Revolving spot (support gunner, DM, or some form of AT)
Fire Team 2
1: Medic
2: Grenadier
3: Rifleman
Unless we come up against an APC, in which case if I have a light AT guy with me, I'll instruct the rifleman to sneak back to fireteam 1.
I usually have FT2 move ahead of FT1. This way, if they spot anything FT1 can maneuvre to support their engagement. I find that nothing clears an enemy infantry squad then a grenadier and rifleman from high ground.
Medics have no armor?! Hell no Root, I'm going rifleman next time. You tricked me, you bastard.
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell
I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
Feel free to quote me. ~ Skylark
One item I forgot to mention NO SNIPERS doin the lone patrol. If your gonna move on our perimeter and keep an eye on us or call out enemy just maybe it is OK.
< Sniper here ------------- Us here >
When suddendly...... BLAM - "Us" gets taken out by entire squad who walked directly in front of snipers field of vision (who doesnt say a word or call out a single enemy). Sniper then starts pickin off the bad guys at the flag who feel confident enough to stand up as they just wiped "Us" out.
Or
< Sniper here-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Us and the rest of the team here > 10 miles away
So do I. If you think about the time it takes, to rev, and then heal, you are almost to a full spawn time. Not to say medics are useless, but one or two is maximum I want in my squad. IMO the revives are just not happening enough to justify more. Think of all the tickets you lose when a grenade lands on a bunch of medics, and that happens all the time with the abundance of tubers.
Instead of having half my squad looking down at the ground, feeling up their medic bags, I like to have them aware and scanning the area.
You do need a medic, in case you lose a guy in relative safety, or if you can kill all the enemy, so you can proceed to revive safely.
Other then that, you need a riflemen.
So in summary I will have
1 to 2 medics,
1 riflemen,
1 at/support gunner (when he can get it)*
1 grenadier/hat/(sniper)*
They will get this kit if they can spawn close by on the rally point. If they spawn on the other side of the map for a sniper-kit, they get kicked, unless it was accidental.
I sometimes quite like a sniper in my squad - but it needs to be somebody who knows what they are doing, and who communicates a lot. It's also great on maps where you don't have a great team/commander - you can leave the sniper covering the flag while you move off, meaning you always get adequate warning if you've been bypassed.
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