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| Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions. |
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#16 (permalink) |
![]() ![]() ![]() Join Date: Feb 2007
Location: Cincinnati, OH
Age: 30
Posts: 1,594
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Re: Squad balance
Don't even get Damonte started on how many times he needs to remove snipers from the monorail on Belgrade.
Difib + PK Rockets > Sniper Rifle
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|TG-Irr| Damonte
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#17 (permalink) | |
![]() ![]() ![]() Join Date: Apr 2007
Location: Gone for the weekend folks!
Age: 32
Posts: 2,589
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Re: Squad balance
Quote:
A while ago I saw a video by Silver.7 set on Camp Gib that made a strong argument for the SL to be recon. Advanced stealth makes for a LONG stealth time. Plenty of time for multiple squad respawns, and with all the confusion on a contested flag, the SL can hunker down almost right in the middle of the action and go completely unnoticed unless the enemy trips over him. All he has to do is call for a hold spawn, and wait for timers to tick down. Then squad bomb. The video I saw was of his squad having some trouble clearing the flag, but because Silver doesn't move, his guys are able to spawn on him several times and finally take the point- seemingly spawning out of nowhere. The netbat enhancements were almost as good as an ids, and the lambert is perfect for a quick takedown of the last soldier from behind. Maybe the ghost SL has a place after all. Watch the tactic from about 1:25 on. Also, watch silver bait a knifer at about 2:55!
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#18 (permalink) |
![]() Join Date: Jan 2007
Location: Germany
Posts: 1,042
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Re: Squad balance
There are 2 Styles of playing Sniper. One if efficient on TG the other isn´t.
Classic Sniper - elevated point - camps - goes for headshots - Weapon use: Sniper Rifle 90% APMs to secure himself 10% Squad Sniper - On the ground - Moves around his Squad - goes for save body shots instead of risky headshots - Weapon use: 40% Sniper Rifle 10% Pistol 20% APM to secure his SL 30% RDX traps The classic sniper is the usual rocket bait we all love. Sitting somewhere and just asking to be killed while wasting a spot on the server. The squad sniper is how I like to play it when I want to use a sniper rifle. You have the ability to quickly wound targets with a body shot over very long range. Wounded guys will usually jump for cover and try to heal up - just the time your fellow Squad mates need to adjust their rocket range to clear out. Plant APMs around your SLs position to help your Squad stay alive. Plant RDX traps on well known points like on stairs to take the steam out of an enemy push. If your Squads Support guy has EMP grenades even Armor can be taken care off easily. And whatever happens - don´t be too proud of your sniper work to pick up other kits when needed to revive fallen team members!
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#19 (permalink) | |
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Join Date: Nov 2006
Posts: 1,946
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Re: Squad balance
Quote:
I am going to offer a counterpoint and say that Squad Leaders should use the Assault kit as often as possible. In fact, I’ll take it to the other extreme and say that any Squad Leader laying on the ground without a defibrillator in their rucksack isn’t worth the bullet that killed them. They are leaders, not support personnel, and the best way to do so is from the front. Saddle up, make sure your squad is attached to your hip, and hit your objective like a steamroller. You need to use a little common sense and not get yourself caught with your pants down, but there is no reason to sit back cowering in the corner watching the NetBat and map. Let someone much more expendable lunk ammo, provide covering fire, or work to flank armor. You need to be with your troops in the thick of it, where you can get a much better sense of what is really happening and can make quick and decisive decisions based on first-hand knowledge. It certainly takes some time to develop the necessary skills to effectively lead from the front, but nobody said being a good leader was going to be a walk in the park. You need to have superb situational awareness, must be able to multi-task, and cannot feel timid about delegating authority. This doesn’t mean you need to always be the first one charging the line, but you better be close enough to hear your enemy scream. Commanders command squads from afar and Squad Leaders lead soldiers from the front. Follow Me! |
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#20 (permalink) | |
![]() Join Date: Apr 2007
Location: Pittsburgh
Age: 21
Posts: 1,028
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Re: Squad balance
Quote:
Pfeil: With the new Clark, there's no reason the SL can't be support and still take point. I think there's something to be said for getting every defib available to the squad members, rather than the leader. It takes a good second to switch kits, so if the SL goes down and the support SM is the only one up, that's less time to revive and more time that the SM has to be in danger while reviving. If the SL was the support, the SM can revive at a run, rather than having to stop or make two passes.
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|TG-3rd|Razcsak ![]() Proud to have been an Irregular!
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#21 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 41
Posts: 1,969
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Re: Squad balance
I have to say that lately, I have tended to lead from the front and quite often hear "Fubar, wait...let us go in first". At which I do. Although I agree with leading fromt he front, but only to a point. You are a spawn point and must stay alive, I do like to get out there and help take the enemy down. Not to mention being aware of the situation and making better decisions based on my personal knowledge of the ensuing battle.
With a mostly TG squad, I tend to rely on data from them......it is most efficient and I tend to "try" to stay back and give direction. I have been trying to utilize the Support as an SL, and it has become quite effective. You don't put yourself at great risk resupplying.......but you do trying to revive. The squad load-outs are important depending on the map andf what you want to accomplish. The ones described above are great and can always be tweaked a little depending on the situation. An exampple would be: Taking Statue at Belgrade - intitial load out - 2 Engy's, 2 Support, and 2 Assualt Defending Statue in the begining - 3 Engy's, 2 Support, and 1 Assualt Once the Armor is tired of getting beat, the infantry come in, change load-outs to 1 Engy, 2 Support, 3 Assault. It seems to work fairly well and the changes are on the fly as the situation dictates.
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|TG-Irr| MDFubar "No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." - General George Patton Jr ![]() ![]() ![]() ![]() ![]() ![]() Acknowledge your teammates' Outstanding and Distinguished efforts: Submit a nomination |
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#22 (permalink) | |
![]() ![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 26
Posts: 2,715
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Re: Squad balance
Quote:
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#23 (permalink) | |
![]() ![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 26
Posts: 2,715
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Re: Squad balance
Quote:
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#24 (permalink) |
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Join Date: Apr 2007
Location: Richmond
Age: 21
Posts: 190
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Re: Squad balance
Actaully Razscak, its more like three to five seconds for a kit to switch to defib ready assualt. Remember it takes a good second or two just for the kit to drop (or an eternity if you're is an Engineer) and then you have to get the defib out. So I would have to say its best to leave the SL without the defibs to have as many out there as possible when the SL goes down, but the SL better make sure to get out of there when up and reevaluate the situation or the revive would be for naught.
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#25 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Bucks County, PA
Age: 28
Posts: 3,472
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Re: Squad balance
Quote:
Every style is different and some SL's lead better at the front. This also isn't a SOP so this is all suggestion for those who think I saying otherwise You play the way your comfortable with so long as it helps the team.
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#26 (permalink) |
![]() Join Date: Mar 2005
Age: 34
Posts: 626
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Re: Squad balance
I have a few cents to raise about Recon in a squad.
First, moving in a squad can be very handy with Netbat. Recons get an upgrade that allows them to track enemies for longer, and that info transfers to the Netbat system. Also, because the enemy can be tracked longer, it gives the rest of the squad more time to get in a position to clear them out. Second, RDx can be used as choke point control, placing a large spread of it on the ground at the choke point then, let the enemy rush in, boom. Rinse and repeat with your support. This can also be used against areas where vehicles can rush flags. Place the RDx in an area where the vehicle usually stops or pauses to scan the area. Third, with active camo, vanilla or extended, a SL/Recon can get his squad deeper into enemy territory and force the enemy to divert resources to deal with the breach. Finally, I agree with Lyramion, a Recon needs to be with his squad. I'm always moving with my squad when on the offensive. But on the defensive, I tend to set up a nest and spread the squad out to maximize fields of fire. If I have medic and a support available I setup a recovery area near my position. Otherwise, I call in for a supply drop. I've never understood the aversion to Recon on TG, they are part of the game and can be very useful tactically. I understand that it's the lone wolves that have ruined it. But, there are very good Recon players that seem to get shunned from squads just because they use the kit. I think it's up to the SL to find a use for them. Having 5 assaults and 1 support, doesn't save tickets, if the assaults all die trying to revive the first guy that get's shot IMO, 2x Recon, 2x Assualt, 1x engineer, and 1x support, is probablely the best well balanced squad. SL could be any of the supporting role classes, as I do agree that having the SL a medic is just asking for atleast 2 deaths instead of one. Recon using APM on flag captures setting up a box coverage around the flag will help when the enemy tries to take it. If a pesky vehicle shows up, the Assaults and Recons cover while the Engy and the support take down the vehicle. Load out for squad. Recon: Sniper Rifle of choice. APM - To be an early warning device that enemy is coming from an unexpected area, RDx - To be used to control choke points, or vehicle approaches. In Vietnam, the Marines would C4 their own emplacements, this was in case the position was overrun. Assault: Rifle of choice. Rockets - To hit long distance enemies that are under cover or cover the Engy and support while they deal with vehicle. Defib - Odviously to Revive people that die. But, done when it's safe not in the heat of battle. Engineer: Anti tank of choice. Motion Mines - help in vehicle approach coverage. Defuser - Deal with enemy mines of all kinds. Something that is very under used. Support: Gun of choice. IDS - To help maintain areas of coverage. Emp Grenades - To help the Engy take out armor or confuse and blind infantry. On a Sidenote: Having 4 people die running out to revive one, even if it's the SL, never made sense tactically. You just lost 4 tickets, instead of one. I don't know how many times I've been revived just to drop again and again, then watch as more and more Assualts pile up trying to revive the guy that just came out to revive me and so on and so on. I think this comes from people getting hounded about the revive score or ticket saving. So, they forget they need to clear the area or check that it's safe to revive. Smart revives FTW people.
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#27 (permalink) | |
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Join Date: Aug 2007
Location: East London, England, UK
Age: 19
Posts: 1,531
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Re: Squad balance
Quote:
) (the only thing I have a slight issue with, is I think that maybe two supports may be better than two recons (unless you have one with a Lambert, because you're limiting yourself in a close range battle with another squad, and if you're going to have motion mines and other explosives in youur squad, you want more than just one resupply.Also, I think it is great that you've highlighted the whole revive the squad leader as soon as he's down, doesn't matter what the situation is attitude, which I don't agree with. And yes, the difuser is very under used. I mean, a motion mine stopping the walker's progress through Toll on CamG or a cluster APMs that is forcing everyone to crouch or crawl through a chokepoint that they need to rush quickly.
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Anger is a gift - Malcolm X ![]() ...If you can dream--and not make dreams your master, If you can think--and not make thoughts your aim; If you can meet with Triumph and Disaster And treat those two impostors just the same...
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#28 (permalink) |
![]() ![]() Join Date: Feb 2007
Location: New Castle, DE
Age: 41
Posts: 1,969
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Re: Squad balance
With the increased effectivness of the sentry, I think that you need to look at that as an additional load-out on the support. I typically ask for 1 support with IDS and EMP and the one with a Sentry and EMP. Using the sentry in the right place can be effective now that it is more accurate.
I know that many people do not like the Gun-drone floating over the SL, but when being an SL as support it can help. If something is gonna float over my head, it may as well be able to shoot. Playing SL as Support I tend to go with the IDS and Sentry and the gun drone. This gives me the maximum amount of fire power while I do my job. Besides, it is funny to wathc the drone try and keep up with the FAV and it will help you if you are in an APC. As for the recon, I believe that the recon class has not been under fire as much as being a sniper. Recon is very effective in a squad, as pointed out, if used properly. I do believe that you only need one, and with the camo it should be the SL. And yes, Please clear the area before trying to revive. I know that on Camp G, I try to revive while running over the downed player.
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|TG-Irr| MDFubar "No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." - General George Patton Jr ![]() ![]() ![]() ![]() ![]() ![]() Acknowledge your teammates' Outstanding and Distinguished efforts: Submit a nomination |
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#29 (permalink) | |
![]() ![]() Join Date: Jun 2007
Location: North Port, Florida
Age: 26
Posts: 2,715
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Re: Squad balance
Quote:
Thanks for the good thoughts on recons in a squad, guys! I might try to incorporate some of them into my squad leading in the next week or two.As for opinions on a be-all, end-all kit balance for a squad...honestly, I think it's all a matter of situation. It depends on a combination of the map, the objective, and the squad leader's overall style.
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![]() my tank is burning not an enemy in sight Arithea lurks -Spiff913 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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