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Old 05-14-2008, 01:00 AM   #46 (permalink)
 
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Re: Support Kit Guide

But beaware I believe this is the ammo of their currently selected weopon and they are probably not holding the empty gun out.
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Old 05-14-2008, 08:51 AM   #47 (permalink)
 
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Re: Support Kit Guide

it should be total amo, like when you bring your hub to someone and the little circle drops to wherever, should be the same deal.
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Old 05-15-2008, 12:45 AM   #48 (permalink)
 
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Re: Support Kit Guide

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Originally Posted by Azura View Post
Anyways, now we all know Supports duty is to provide ammo, but what else can we add to the Support Kit Guide?
Support's job is to kill people. I will argue that tooth and nail. They do not carry the biggest, baddest weapon in the hand-held arsenal just to run around with an ammo crate. To say that ammo is the primary reason to bring them bespeaks of ignorance. That's like saying the primary reason to bring an Engineer is to repair vehicles. Both are extremely useful things that each class can do, but I wouldn't tell an Engineer to stop shooting the tank and repair my APC, nor would I tell the support gunner to stop mowing down squads and give me a grenade.

Distributing ammo is an incentive to bring them, but the primary reason, no. By using the word 'duty', to me it says you're suggesting a Support player who isn't running around topping everyone off every 30 seconds is a crappy player, which couldn't be farther from the truth. They are there to kill people, and do so better than any other class.

Neutralizing vehicles, resupplying ammo, setting up sensors, and area denial are all things a support player could and should do. But a support player doesn't run into battle with EMP grenades out only looking for vehicles, if you get what I mean. He spends it with his gun. When he's not killing people, he should be doing these other things, but he shouldn't sacrifice killing power to resupply someone who can't manage their own ammo. The bottom line is, you shouldn't rely on your support player as a source of infinite ammo, and as a result, begin wasting it. Unless you're setting up a grenade line, don't just throw your grenades at the first guy you see and then go cry to your support player. Don't use more RDX than necessary. Don't spray a magazine full auto trying to peg one dude who's 200 meters away. Remember that the support guy isn't responsible for you running out of ammo, YOU are. If my APC got blown up because I drove into a minefield, it's not the fault of the engineer for not having thrown bait at it.
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Old 05-15-2008, 08:55 AM   #49 (permalink)


 
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Re: Support Kit Guide

In my opinion, part of the support kit's primary job is in fact to resupply your squad and teammates when or before they need it.

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Originally Posted by Uranium - 235 View Post
Support's job is to kill people. I will argue that tooth and nail. They do not carry the biggest, baddest weapon in the hand-held arsenal just to run around with an ammo crate. To say that ammo is the primary reason to bring them bespeaks of ignorance. That's like saying the primary reason to bring an Engineer is to repair vehicles. Both are extremely useful things that each class can do, but I wouldn't tell an Engineer to stop shooting the tank and repair my APC, nor would I tell the support gunner to stop mowing down squads and give me a grenade.
Actually, many times that is the only reason why I have an engineer in my squad. If we have a piece of armor that is in dire need of repairs and my engineer can repair it, then I most certainly will call him or her back to do so. That piece of armor can often be more beneficial to the team in the long run than taking down the hostile armor. Obviously this isn't always the case, it's a judgment call each and every time.

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Originally Posted by Uranium - 235 View Post
Distributing ammo is an incentive to bring them, but the primary reason, no. By using the word 'duty', to me it says you're suggesting a Support player who isn't running around topping everyone off every 30 seconds is a crappy player, which couldn't be farther from the truth. They are there to kill people, and do so better than any other class.

Neutralizing vehicles, resupplying ammo, setting up sensors, and area denial are all things a support player could and should do. But a support player doesn't run into battle with EMP grenades out only looking for vehicles, if you get what I mean. He spends it with his gun. When he's not killing people, he should be doing these other things, but he shouldn't sacrifice killing power to resupply someone who can't manage their own ammo. The bottom line is, you shouldn't rely on your support player as a source of infinite ammo, and as a result, begin wasting it. Unless you're setting up a grenade line, don't just throw your grenades at the first guy you see and then go cry to your support player. Don't use more RDX than necessary. Don't spray a magazine full auto trying to peg one dude who's 200 meters away. Remember that the support guy isn't responsible for you running out of ammo, YOU are. If my APC got blown up because I drove into a minefield, it's not the fault of the engineer for not having thrown bait at it.
You can apply this same logic to the assault kit and say the assault player shouldn't be responsible for reviving or healing teammates, after all, they aren't responsible for the damage incurred.

If you have an engineer in your squad and you have a piece of armor, then the engineers primary role should be to support that piece of armor and secondary would be AT. If the APC, for instance, rolls up to some motion mines and my engineer is focused on something else, then I am going to be rather upset.

Each role is there in support of the others and it's a beautiful thing when they all work together.
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Old 05-15-2008, 03:10 PM   #50 (permalink)
 
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Re: Support Kit Guide

Quote:
Originally Posted by Uranium - 235 View Post
Support's job is to kill people. I will argue that tooth and nail. They do not carry the biggest, baddest weapon in the hand-held arsenal just to run around with an ammo crate. To say that ammo is the primary reason to bring them bespeaks of ignorance. That's like saying the primary reason to bring an Engineer is to repair vehicles. Both are extremely useful things that each class can do, but I wouldn't tell an Engineer to stop shooting the tank and repair my APC, nor would I tell the support gunner to stop mowing down squads and give me a grenade.

Distributing ammo is an incentive to bring them, but the primary reason, no. By using the word 'duty', to me it says you're suggesting a Support player who isn't running around topping everyone off every 30 seconds is a crappy player, which couldn't be farther from the truth. They are there to kill people, and do so better than any other class.

Neutralizing vehicles, resupplying ammo, setting up sensors, and area denial are all things a support player could and should do. But a support player doesn't run into battle with EMP grenades out only looking for vehicles, if you get what I mean. He spends it with his gun. When he's not killing people, he should be doing these other things, but he shouldn't sacrifice killing power to resupply someone who can't manage their own ammo. The bottom line is, you shouldn't rely on your support player as a source of infinite ammo, and as a result, begin wasting it. Unless you're setting up a grenade line, don't just throw your grenades at the first guy you see and then go cry to your support player. Don't use more RDX than necessary. Don't spray a magazine full auto trying to peg one dude who's 200 meters away. Remember that the support guy isn't responsible for you running out of ammo, YOU are. If my APC got blown up because I drove into a minefield, it's not the fault of the engineer for not having thrown bait at it.
All right, I understand the point you made, and that's the way you play the game. Before I show the error you just made, I'll elaborate a little bit on a squad:

A Squad is a unit that acts as one single entity, they shoot together and they move together. A Squad has four responsibilities and that's it:
1) Accomplish the Objective(s)
2) Neutralize Any Hostiles
3) Take Care of Their Own
4) Provide Support to Target Squads

At TacticalGamer, the Squad is the most important asset to the Battlefield, and all a Squad needs to run effeicently is great "Team Members." And in the end, the best squads are the squads with the most T E A M W O R K, there is no "One Man" in teamwork, it takes all six!

Therefore, basically you are saying hell with your Squad Members, why should you have to throw an ammo/MedHub down, because in the end it's all about your survival. Well, on the battlefield sometimes you need to think of the Long Term, perhaps if the Medics are able to defend themselves, you and your massive weapon will be able to shoot a lot longer.

Now, don't take this the wrong way, you have to try really hard to not be a team player. I mean, the first reaction to enemy contacts that my SQUAD engages is "Throw down a Hub!" From there I proceed to engage the enemy and constantly sweep the mini-map to make sure no one is down. Look, you don't have to run around to bring ammo or health to someone, but stop being an asshat and at least drop one at your feet. Gosh, I know those ammo things are heavy to haul around... If you did not know, you get a point for resupplying/healing someone at least 40% of the way!
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Old 05-15-2008, 09:41 PM   #51 (permalink)
 
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Re: Support Kit Guide

Yes TG is all "yay teamwork", to sum it up. I respect that, and I really get quite irritated with the ridiculous number of people here who assume I'm a lone-wolfing son-of-a-bitch. Anyone who's played with me knows that's not true. However, the way I see it, the posts I make that give people this impression are both honest, AND realistic. I could read the Army's Counterinsurgency Guide and maybe learn some interesting stuff, but chances are I'd learn NOTHING that I either didn't already know, or anything that has any application whatsoever to the game. I could talk about how it COULD apply, but the cold, hard truth is that there's nothing remotely useful in there.

There's always exceptions, such as requiring RDX or engineer supplies, and of course, defense, but under most circumstances, you're not going to go through all 6 magazines for your Voss in a single advance, unless you're a really lousy-ass shot and have a sticky trigger finger. I shouldn't HAVE to throw ammo boxes all the time, and I certainly shouldn't have to go find you to give you ammo. Again, there's exceptions, but let's talk general, everyday situations. As I pointed out, Support can do many things. EMPing that walker that's blowing up your buddies is FAR more important than giving ammo. Planting that IDS on a vital chokepoint or back flag is far more important than trying to throw EMPs at that FAV.

All of them are equally important in situations, but the bottom line is, 90% of the game you're going to be under fire by hostile infantry, and in that 90%, is Support's best role, which to me makes it the PRIMARY RESPONSIBILITY. They are the best at handling that situation, therefore they're the most well-suited to being used to respond to it. Killing enemies might be a single-minded task for a Support gunner that doesn't require his team, but if you're going to tell me that because of that, I'm a bad team player, well, I could say about what I think about that. Just because TG encourages teamwork doesn't make something that doesn't require it a 'bad strategy'. You want to find a ridiculously stupid, overcomplicated way to integrate 6 people and your commander into a plan to wipe out three guys, go for it. I'm just going to Mouse1. I think my method wins for efficiency.

If Support isn't the best anti-infantry class, what do you consider *IS*?
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Old 05-15-2008, 10:53 PM   #52 (permalink)

 
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Re: Support Kit Guide

I don't think anyone is calling you stupid nor a bad team player. That said, everyone's opinion counts on what they feel is best. Although the HMG is a good weapon, I find it fairly inaccurate. I think it is better as a support weapon laying down cover fire. I tend to run support alot as an SL so that I can hang back and resupply, set up the ids and better support my squad. Although, I don't hang back all that much..lol.

As far as running out of ammo, it does happen at times. If you have not had the opportunity to play in a BFCL match or clan mod, you would probably like it. That is where your ammo really makes a difference and you really need your support guy there for ya. It only takes a second to drop an ammo crate. I will often do that as I am running by a group of soldiers just so they can reload.
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Old 05-15-2008, 11:19 PM   #53 (permalink)
 
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Re: Support Kit Guide

I have to agree with Uranium. I always want one or two Support's in my squad. Normally I take one, because IDSing the Otus is alot easier when it's my own Otus and my own IDS. When I call for another Support it's for two reasons. I expect them to EMP enemy Armor, and I expect them to mow down enemies with whatever gun they go with. I've been using the Ganz more and more myself, and I've noticed how insanely effective it can be at taking out enemies if you use short bursts instead of full auto. I feel the Ganz actually has more killing power at medium-long range than the Baur does. The recoil isn't too much to deal with. My only gripe with it is the horrible zoom thing... Why does it have to be so narrow, so unnatural... We have widescreen instead of tallscreen monitors for a reason, humans prefer horizontal!
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Old 05-16-2008, 02:07 AM   #54 (permalink)
 
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Re: Support Kit Guide

I'm just arguing that Support's 'primary purpose' isn't to be the squad's ammo bitch. Their primary purpose is lethality. The Clark and Ganz are testament to that fact. It might be a small point, but I think insofar as a "Support Guide" goes, it simply dramatically understates the lethality a Support player brings to the squad, and instead suggests that their primary strength is elsewhere.

Oh and the Ganz has ridiculously weak recoil. I go back to using the LMGs after using the Ganz for a while, and I find myself looking at the sky after ten rounds.
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Old 05-16-2008, 02:47 AM   #55 (permalink)

 
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Re: Support Kit Guide

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Originally Posted by Uranium - 235 View Post
Support's 'primary purpose' isn't to be the squad's ammo bitch. Their primary purpose is lethality. The Clark and Ganz are testament to that fact.
Assault's 'primary purpose' isn't to be the squad's medic bitch. Their primary purpose is lethality. The Krylov and the Rockets are testament to that fact.

That's no way to reason about a class. I prefer all players in my squads, including myself, to be someone else's "bitch." Personally, I am damned proud to be the bandage and ammo "bitch" of five people around me.
I call this teamwork. If someone is more interested in "lethality," they're welcome to find a squad focused on "lethality."
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Old 05-16-2008, 05:59 AM   #56 (permalink)

 
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Re: Support Kit Guide

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Originally Posted by Uranium - 235 View Post
I'm just arguing that Support's 'primary purpose' isn't to be the squad's ammo bitch. Their primary purpose is lethality. The Clark and Ganz are testament to that fact. It might be a small point, but I think insofar as a "Support Guide" goes, it simply dramatically understates the lethality a Support player brings to the squad, and instead suggests that their primary strength is elsewhere.

Oh and the Ganz has ridiculously weak recoil. I go back to using the LMGs after using the Ganz for a while, and I find myself looking at the sky after ten rounds.

LOL, True. It is a very lethal kit. The recoil wasn't really the issue. Go to an empty server and fire each weapon at a wall from varying distances and watch the pattern of hits. The HMG's are all over the place, you can adjust for it, but I guess it really depends on the situation.
As with all kits, they are situation with thier load-outs.
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Old 05-16-2008, 01:45 PM   #57 (permalink)
 
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Re: Support Kit Guide

Uranium: With the Baur and stocks, I run through ammunition very quickly. Every spare opportunity, I'm reloading, since running out of ammunition gets you killed quickly. Considering that it takes about five body shots to drop someone and if I'm ever below half ammunition I am in trouble, I'm typically reloading every two kills. Rockets go even faster since I'm spraying those around at every opportunity, at everything, and at everyone. Last night I found myself with all of 18 rounds and two Herzog shots to my name, plus a pistol, and I'm not a terrible shot or an especially quick trigger. There's just not much you can do in CQC around Junkyard when an entire team keeps coming at you.

Yes, I'd prefer you to lay an IDS near a chokepoint or EMP a vehicle than resupply me. I don't like you killing things without taking the second it takes to drop a box so I can kill things too. Its the same reason I'll throw down a medhub so you can keep killing things longer as well. Lets all be happy and friendly and killy together, okay?
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Old 05-16-2008, 04:22 PM   #58 (permalink)
 
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Re: Support Kit Guide

Parenthesis: if someone asks for health, repairs or supplies, it's the concerned person's duty to actually provide an answer in some shape or form. If you can take the call, press PAGE UP and head for the guy. If you are unable to help him and you're close to the guy, press PAGE DOWN and if he's in your squad, quickly explain why (most often because I've dropped my hub elsewhere and it hasn't recharged yet.) Getting flat-out ignored is both insulting and confusing because the guy acts like he hasn't heard me. If I ask for a medic multiple times and said nearest medic actually runs away from me, then there's a high chance I'll help myself to his hub the hard way. Doesn't happen much on TG - but pub servers require me to shotgun my own teammates down if I ever want to resupply myself.

When I call for help, I glance at my mini-map, locate the nearest guy I need, and I head for him. I've had people calling a medic, I was the nearest medic, and the guy just dashed off. Sometimes, you just wonder.

I'm happy as long as I get an answer. If the guy says yes, we gather up and I pitstop. If he says no, I assume he's busy elsewhere. When the response is delivered quickly, I can then head for the next nearest person and keep it rolling.

I don't necessarily expect the guy to drop whatever he's doing on the spot and go drop me a supply box in the middle of an orbital strike while there are battlewalkers chasing him down. But all things considered, healing and resupplying your teammates, the act of placing a hub down, it takes less than three seconds. Compare that to the 20+ minuts you spend in a round finding people to kill. Surely you can spare those three seconds for a comrade.
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Old 05-16-2008, 05:40 PM   #59 (permalink)
 
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Re: Support Kit Guide

I think there's a miscommunication here between everyone involved.

I think Uranium's talking in the middle of a fire fight, and everyone else is talking more about in a general situation. If I'm support, and I got an enemy squad down the sights of my Ganz, and I'm shooting at them, I will not stop shooting to drop a supply box. Within those 3 seconds I spend switching to supplies, dropping it, then switching back lining up and continue shooting, my targets will be lost, and possible overrunning the squad.

Uranium, if that's the situation you're speaking, then I agree with you. If you're talking about a more general situation then I'd have to disagree with you. If you are not currently lining up your sights with an enemy squad then you should drop a Supply Box when someone asks for supplies.
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Old 05-16-2008, 07:57 PM   #60 (permalink)
 
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Re: Support Kit Guide

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I think there's a miscommunication here between everyone involved.

I think Uranium's talking in the middle of a fire fight, and everyone else is talking more about in a general situation. If I'm support, and I got an enemy squad down the sights of my Ganz, and I'm shooting at them, I will not stop shooting to drop a supply box. Within those 3 seconds I spend switching to supplies, dropping it, then switching back lining up and continue shooting, my targets will be lost, and possible overrunning the squad.

Uranium, if that's the situation you're speaking, then I agree with you. If you're talking about a more general situation then I'd have to disagree with you. If you are not currently lining up your sights with an enemy squad then you should drop a Supply Box when someone asks for supplies.
In a fire fight, anything you can do can make or break so much to it. I totally disagree that in a firefight it's difficult to do anything but kill the enemy. Why I say that is simple: If you get shot and killed, generally you are engaging an enemy and the players around you (if they are aware) will shoot back, but an Assault will revive you. That assault can do very well reviving you under fire, it goes the same with a medical hub, a support box, repairing, sometimes you need to duck your head down and get the job done.


Uranium, I utilize a Voss (4 Clips), a Herzog, Pistol, and three Grenades constantly. A good squad that revives keeps you alive, which means you DO NOT get your ammo back when you respawn. I can blow through rounds very quickly because after every firefight I reload regardless (Being Ready), if I get critically wounded, my Herzog is down ONE round, my Pistol down 3 or 6 depending on which side, which means upon being revived I reload again.

Now, on the Battlefield 2142 side of things, they generally supply you with a decent amount of ammo, but on the TG side of it, revives are so common, a death resupply isn't something to depend on. If I had twice the ammo in all of my guns, chances are I wouldn't pack a support in my squad. It'll be like packing an engineer, very situational, but a squad depends on an Support.

Quote:
Originally Posted by Uranium - 235 View Post
If Support isn't the best anti-infantry class, what do you consider *IS*?
I understand that on paper Battlefield it should be, but I really don't consider it the best. It's got useful tools, strong weapons, but it's dependant on a squad for health and revives. The Assault kit, a primary anti-infantry class has great tools to keep your buddies in the fight, but again it's dependant upon a support for ammo. Therefore, I think it takes both to be the best anti-infantry, oh man even anti-vehiclesm which boils down to a squad. I don't fear a HMG, a shotgun, a Voss, or rockets on the battlefield, I fear a squad that utilizes that, keeps each other going, because in the end they'll dominate.

An assault player can easily get away without doing revives or healing, because generally there is like five in a squad. But if there is one support, it all rests on your shoulders, and I don't think players forget the key soldier.

Support put's the delicious onto a cake, it's the frosting on a cake, if you are too busy hanging out in your "cool" tube, the cake just isn't that tasty. A tasty cake is a fail.
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