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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 02-19-2007, 06:38 PM   #16 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

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Originally Posted by Elite_Master View Post
I've often thought about an idea that I have not tried yet which I think should be a good one --> A lone-wolf has the advantage that he takes the road less traveled and if he does not engage and instead just sneaks around eventually to the enemy's rear then he has a fantastic opportunity to THEN join an existing squad and request that he be made the SL temporarily just to allow the squad to spawn on him and then once the whole squad spawns in behind enemy lines he can leave the squad and the previous SL can continue and booyah, he just became a huge asset to the team because seldom can an entire squad sneak around to the rear; just an idea - I've tried it before, had a great infiltration but then the SL wouldn't give up his spot and let the squad spawn on me.
As far as I can tell this is specifically against the TG server rules. Click the quote for the full server rules.

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Old 02-19-2007, 10:04 PM   #17 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

What I have found works, and someone was SL, and I can't remember who. Splitting the team up into 2-3 Fireteams. I took FT Bravo to defend the PAC from decending the east side of Cebere after the capped Command, and FT Alpha took the west side.
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Old 02-20-2007, 04:16 PM   #18 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

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As far as I can tell this is specifically against the TG server rules. Click the quote for the full server rules.

Oh, didn't know that; anyways, I think that 'rule' is really dumb because this would be a great tactic to use in the game. I see nothing wrong with it. Squad 'cohension' is good to have BUT what about team cohesion; getting the lone wolves and squads to work together to creat a 'swappable spawn point' would lead help cohesion.. but oh yea, you can't even play for more than 90 seconds if you are not in a squad on TG which is also really annoying - I probably will not be playing on this anal server much anymore.
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Old 02-20-2007, 04:37 PM   #19 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

TG is not for everyone. I understand how it can seem overly regulated to some, but to others, that regulation makes the game far more enjoyable. I would include myself in the latter catagory. I hope you find a server you enjoy. best of luck.
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Old 02-20-2007, 04:45 PM   #20 (permalink)


 
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Re: Lone Wolf Tactic to benefit your Team

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TG is not for everyone. I understand how it can seem overly regulated to some, but to others, that regulation makes the game far more enjoyable. I would include myself in the latter catagory. I hope you find a server you enjoy. best of luck.
Exactly!
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Old 02-21-2007, 01:01 PM   #21 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

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Originally Posted by Jaykay View Post
Every day, I see the same TG people in 1 or 2 man locked sniper squads. This is nothing new. I'm pretty sure that the ONE guy in a locked squad knows what he's doing, and I could not care less if it seems out of place.

I appreciate properly applied talent.

You gonna tell James Bond that he is required to have a tag-along team of supply clerks? I don't think so, Rodney.
If you see a player in a one man locked squad, please report it on teamspeak or if there are none available, send a PM to one of the admins. Especially if it's a TG tagged player.
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Old 02-21-2007, 02:38 PM   #22 (permalink)

 
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Re: Lone Wolf Tactic to benefit your Team

Wow,
What a post, although the "lone wolf' may seem to be better for others, I prefer the squad approach. I agree with Chaf3d, breaking the squad into fire teams is much better. I often join and become an SL immediately. I usually play recon, depending on the map, and send the squad in while providing recon and cover fire. Many times I will direct someone to advance to another objective while finishing off one, they get a head start and can relay imperative information.
I have also found that if you send the sqaud on a mission supporting another squad and then airlift yourself to another location, drop a beacon and have your squad spawn on you as they die.
A lone wolf often takes resources and ties up communication while trying to accomplish an objective that is not as important as they may think, hence the chain of command. If I break from the orders given to me by either a CO or Sl, I always explain the reason why and will abort if told. In some cases an order is given and I or you may see a threat that has not been noticed yet.
All for the teamwork, one of the many reasons I became a supporting member.
Great job people!
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Old 02-21-2007, 03:54 PM   #23 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

"Holding Spawn: It's not just for vehicle races anymore"

Seriously, instead of that headache of swapping SLs and HOPING you get the original back, have the SL sneak around while the squad holds. This happens often enough, usually on Cerbere Meatgrinder, but how about a more regular use. SL goes sneaky-sneaky, reaches the rear (hopefully), squad spawns, SL plants beacon in a good hiding spot for backup spawn point in case he gets wasted and can't be rezzed, squad assualts. Wham, bam, thank-you-ma'am.
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Old 02-22-2007, 07:22 AM   #24 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

Wow this topic sure evolved like a little mutant baby.


I didnt intend to golrify lone wolves - just trying to make an approach to draw out some strats for teamplay from some love wolf actions.
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Old 02-22-2007, 12:58 PM   #25 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

Lyramion - I think that I accidently duplicated your efforts with the "sniper vs squad' thread - but I dont want to assume but I feel we both want to answer the same question concerning the recon/sniper kit which I play mostly - and basically wanted to contribute more the the efforts of my squad / team- I play all kits (engi i complete suck at)
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Old 02-23-2007, 03:06 PM   #26 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

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Originally Posted by sc1ence View Post
TG is not for everyone. I understand how it can seem overly regulated to some, but to others, that regulation makes the game far more enjoyable. I would include myself in the latter catagory. I hope you find a server you enjoy. best of luck.
I do enjoy playing on TG server because the games are always crazy so the application of the rules must be doing something right by creating fun gameplay - but I must be in the middle ground then because there are just a few 'rules' that I think are overly rigid and actually serve to limit the complexity of the game play rather than increasing it and making it more fun for all.
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Old 02-23-2007, 04:10 PM   #27 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

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I must be in the middle ground then because there are just a few 'rules' that I think are overly rigid and actually serve to limit the complexity of the game play rather than increasing it and making it more fun for all.
I actually love rule #9, and think that it adds to the complexity of the game in this situation instead of detracts from it. I'll explain in a few paragraphs after some general expounding.

From a "simulation of reality" standpoint it only makes sense. High command would never let a squad rotate the leader willy nilly as the squad sees fit let alone someone from outside the squad's chain of command simply take over. They assign someone to lead the squad, and it is thier job to perform that mission and no one else's. But, then again it's just a game you say. Okay.

Looking at it from a game standpoint, it is fairly obvious from the code where you can't change squads when you are waiting to spawn that the developers do not intend for anyone to be able to cycle through a squad to use a lone person as a mobile spawn point for many individuals. They have done thier best to eliminate that possiblity with the functionality about waiting to spawn at the same time to allow for honest squad changes during the map. Using the game mechanics to circumvent the intentions of the devlopers is the textbook definition of an exploit.

That all said... "Spawn Bombing" as you describe is a perfectly legal, valid, and potentially useful tactic. It's *only* the changing squad leader part that is against the rules. This is where I think that rule #9 adds to the complexity of the game.

In the scenario you describe, a lone recon who is unsquadded infiltrates to an advantageous position, and then takes over a squad for the express purpose of having them spawn on them. You get a trick for free here. There is no penalty at all. If you get caught, try again in 15 seconds with absolutely no loss. Huge potential for gain, minimal/no potential for loss. However, if you are the permanent SL, and have your guys hold spawn for you to infiltrate for a spawn bomb, now we have balance. You are trading the field time of 5 people while you are infiltrating (and the distinct possiblity you may have to start over) against placing a full squad where they can wreak some serious havok. There is now balance to this You still have the huge potential for gain, but along with that you have the huge potential for loss along with it, making this scenario less like a trick that you can perform at will to a risky tactical gamble that can pay off quite nicely if you are sucessful.

At least that's how I look at rule #9.
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Old 02-26-2007, 11:55 AM   #28 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

Yea, good point; I see what you mean now.. I actually hardly cared about the particular soldier who happens to be the SL and was mainly focused on the main tactic of using a recon who had infiltrated as a 'spawn bomb' as you say for the whole team.. however if that can be accomplished and remain within the rule set seems fine by me.. I was just thinking that this is a good tactic sometimes on maps with iron-clad choke point defenses and I've seen it work brilliantly once before.. I was not a part of a squad and I infiltrated to the back base but before I attempted to cap the flag I created a new squad and got a few people in, they spawned on me and then while they were getting the flag neutral I kicked them from the squad and brought on another group of 5, they spawned on me and by that time we had captured the back base.. then I just left the squad entirely and went back to lone wolf.
I still do not see though how rule 9 causes more gameplay possibilities than if it did not exist.. it seems to me there would be a host of new tactics that would open up with SL swapping and I'm not so sure that the developers really care about people switching around soldiers in the squad.
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Old 02-26-2007, 12:23 PM   #29 (permalink)
 
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Re: Lone Wolf Tactic to benefit your Team

The developers might not care, but TG does. I think you'll find very few TGers who would disagree with the rule. It's antithetical to what TacticalGamer stands for.
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Old 02-26-2007, 07:15 PM   #30 (permalink)
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Re: Lone Wolf Tactic to benefit your Team

In BF2 you could switch squads while dead and the developers changed that to what it is now so they do actually think it is at least somewhat of an exploit.

TG has done squad switching before and we've scrimmed teams that used it. It's not that deep of a strategy; as long as you keep your forces moving you win without squad switching but it's just a game of whack-a-flag. The game play and tactics are no different then telling everyone on a pubbie server to attack one flag minus the running.
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