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Discussion: Battlefield 2142 / Battlefield 2142 - Tactics and Missions Discussion - Thoughts about maps for Infantry Only - Originally Posted by The Picric Hamster In infantry maps with lots of wide-open spaces like
  1. #16

    Zoraster's Avatar

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    Re: Thoughts about maps for Infantry Only

    Quote Originally Posted by The Picric Hamster View Post
    In infantry maps with lots of wide-open spaces like Verdun, the upgraded squad beacon is your friend. It's mine, at least. :P
    No it's not. Your friend is staying alive as SL and letting people spawn on you. Spawn beacons are bad for a plethora of reasons, but in this case I'll mention just a few: (1) it gives the enemy a good location of where you are each time (those pod trails are so easy to see and hear) (2) the advanced beacon creates heavier ticket loss and prevents possible revives (3) beacons spread out your squad (4) if they decide to camp your beacon (which happens a lot), you're stuck being unable to have your squad members spawn in on you or anywhere else.

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  3. #17

    The Picric Hamster's Avatar

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    Re: Thoughts about maps for Infantry Only

    All of your points are true, Zora. However, I won't throw the beacon down mindlessly.

    There are times when a beacon is warranted. As a squad leader, I'm typically the spawn point for my team. I keep my head low and engage only when it's prudent. Sometimes, I can gauge the intensity of a battle, and my participation may change the tide of battle. For those rare situations, I'll throw a beacon down in a safe location and head into the fray.

    I won't throw a beacon down when it's too dangerous.
    |TG|picric_hamster

    I am the picRic hamster, not picNic. Say my name with an R.

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  5. #18

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    Re: Thoughts about maps for Infantry Only

    I wouln't think of any time when a beacon is important. An alive SL is what's important. Also doesn't the upgraded squad beacon decrease spawn time which in turn translates into less time for your teammates to revive you? Yeah looks like so, judging from Zoraster's post in regards to heavier ticket loss.

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  7. #19

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    Re: Thoughts about maps for Infantry Only

    Quote Originally Posted by The Picric Hamster View Post
    All of your points are true, Zora. However, I won't throw the beacon down mindlessly.

    There are times when a beacon is warranted. As a squad leader, I'm typically the spawn point for my team. I keep my head low and engage only when it's prudent. Sometimes, I can gauge the intensity of a battle, and my participation may change the tide of battle. For those rare situations, I'll throw a beacon down in a safe location and head into the fray.

    I won't throw a beacon down when it's too dangerous.
    well, another question is whether the number of times the beacon is useful there outweigh the times whether the otus would be useful.

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    Re: Thoughts about maps for Infantry Only

    The advanced beacon only decreases the respawn time for KILLED SM's, if you are critically injured you still have the full time (15 seconds I think!?)

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  11. #21

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    Re: Thoughts about maps for Infantry Only

    Quote Originally Posted by jazy2 View Post
    The advanced beacon only decreases the respawn time for KILLED SM's, if you are critically injured you still have the full time (15 seconds I think!?)
    Is this actually true or is this just a hopeful thought? Given how infrequently someone is killed before the 15 seconds is up (perhaps 10-20% of the time unless you like to get snuggly with APCs), it seems that this wouldn't be operating that often.

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  13. #22

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    Re: Thoughts about maps for Infantry Only

    Quote Originally Posted by jazy2 View Post
    The advanced beacon only decreases the respawn time for KILLED SM's, if you are critically injured you still have the full time (15 seconds I think!?)
    Actually that's the way it was suppose to work, however; in fact it does actually reduce your man-down time (according to testing done by Lyra and Reaper)

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