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07-07-2007, 01:32 PM #16
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- Nov 2006
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- Virginia, USA
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Re: Ganz in your squad
Ah, you're talking about the guys who one minute are next to you, and the next are halfway across the map point-whoring instead of with the squad. Gotcha.
playing off the TG server feels like we're playing 2142 on easy mode~Fehmart
I'm going to close my eyes until it's over~Experiment, commenting on my driving
"Get it up quickly and beat it hard."~Jonan
I don't get a bonus DVD? My life has lost all meaning.~Zoopy_T

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07-09-2007, 01:19 AM #17
Re: Ganz in your squad
I'm kind of new around these parts and I'd love to play with some of you Ganz supporters. I've used the gun myself (in fact, it was the first weapon I've unlocked in the game) and I still hold it to be one of the weakest. If I absolutely need a support machine gun, I'll take Shuko over the Ganz on any day. ('Course, I'll take the Clark over either of them.)
I just can't see the appeal of this weapon. A lot of you mention this "suppressive fire" business and I got some thoughts on that.
A lone Ganz fella giving "suppressive fire" against my squad is going to get eight rockets and six grenades his way before a medic even earns a heal point for my squad. It's just not viable or halfway intelligent for a single support man to hold off even a single skilled medic, much less a squad or a team -- even in a choke point.
The chief element of advantage any soldier can have is suprise and mobility. The moment you declare that you're not letting anyone past that hill because you've got "suppressive fire" is the moment you give up your element of surprise -- they all know you're there -- and your mobility -- you need to be crouched or prone with the Ganz, if I recall correctly.
What am I missing here? How does a Ganz provide better suppressive fire than, say, assault rockets? Or a sentry gun?
Furthermore, I was under the impression that "suppressive fire" is a squad action - not a whim of someone who doesn't feel like sticking with the squad. Point in case of what I think suppressive fire ought to be: entire squad sits above the Church in Cerbere, gives supressive fire with Rockets, grenades, etc, and the other squads rush in for the flag below. Now that sounds a lot more sane and guaranteed to keep people alive than a single fellow screaming to the world "Hey, I got this hill and ya'll ain't gettin' past me no matter what!"
Can ya'll walk me through a specific instance of masterful Ganz tactics? I feel like I'm missing out something here. It's not that I think it's a terrible weapon - it's just that strategically, it has no edge over any of the other equipment.Fight!
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07-09-2007, 04:05 AM #18
Re: Ganz in your squad
Someone else mentioned this, and I'd like to second it.
Ganz + Zeller is a beautiful thing.
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07-09-2007, 08:58 AM #19
Re: Ganz in your squad
In the real world this would be true, more squads to do more work. In the game, we ahve limited resources and sometimes you only have one squad moving toward a particular location. If you are trying to rocket someone that is laying done a ton of lead on your position, then you must reveal yourself for at least a moment. the steady stream of bullets allows the other suqad members to move around to a better position on you as you keep your heads down. The proper support with suppressive fire will continually move to avoid the vollye of grenades and rockets.
A good example would be:
Squad A is in the north buildings of Com Center defending, squad B approaches from the south. Recognizing that the opposing squad is in the buidlings, support lays down fire on the building while one SM moves west and covers with rockets. Support moves to a different angle and lays down fire, the squad moves in, while the enemy has thier heads down, and enters the building from the bottom. Without and IDS the squad in the building is soon destroyed while the support SM moves forward to resupply his squad mates.
Granted this would be a one-on-one squad situation and most of us would see what is about to happen. Bommando would definetly be screaming for someone to watch your backs. But essentially that is whare one Support can be very effective, you only need a few seconds to position the squad. The enemy will try to return fire in the direction that the suppressing fire is coming from, revealing thier positions to the rest of the squad.
Just my 1.5 cents.
Fubar
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07-09-2007, 02:58 PM #20
Re: Ganz in your squad
WARNING: The lunatical ravings of a dementedly psychotic madman to follow.Can ya'll walk me through a specific instance of masterful Ganz tactics? I feel like I'm missing out something here. It's not that I think it's a terrible weapon - it's just that strategically, it has no edge over any of the other equipment.
This post is not to encourage anyone to adopt/attempt this style of play. Please do not argue that it is not what one is supposed to do, this is already known.
I mentioned earlier in this thread that I use the Ganz in a different manner then most people who hunker down and camp a ridge waiting for the unsuspecting people to wander into their sights. Now that someone has brought up the different uses of the Ganz, I'll take a few lines to expound a bit more on how I use it.
To take your last question/statement first, the one thing that the Ganz can do strategically that other support weapons can't (at least with any reliability) is gun down buggies which adds a minimal AV role to the weapon. There is nothing more fun the watching someone trying to zip past your squad's position at a middle flag going for a back flag and taking the Ganz to the side of buggy with the resulting explosion to ensue. Generally, if you're accurate (or lucky and the driver bumped a few things on the way) you can take down a FAV in one cooldown cycle of the Ganz. This is one example of where the heavier hitting rounds shine. Everytime I do this, it fills me with child-like glee. On the fun scale I put this above even EMP-locking a walker.
When I play support, my largest emphasis is making sure that my squaddies are topped off, and that I get battlefield information to them via IDS/Dystek. This means that I need to be inside the squad at all times (or try to be at least.) Which is why I run and gun the Ganz like I do. Most people might choose a different weapon for a situation such as this, and the Clark is gaining popularity (soon to be a Clark explosion after the patch.) But, I find that the Clark, while extremely good at what it does, lacks flexibility that the Ganz has, and I accept a slightly reduced capability at shorter ranges for a much greater capability at non-short ranges.
Many of the same arguments between the Voss and the Baur are the same for the LMGs and the Ganz. The Ganz will hit harder per round and over longer distances, but operates slower per round and overheats faster then the LMGs. I find that in CQC the Ganz has an edge (for me) in spike damage, and at longer ranges is more accurate and heavier hitting then the LMGs. The cost of the heavier rounds is a cost in player accuracy. You're going to have to get your rounds on target more accurately with the Ganz then the LMGs becuase you have fewer to play with. Also, like the Baur, the Ganz has a shorter clip then the LMGs and you will be reloading more often.
Trying to out gun an Assault or shotgunner in CQC with a Ganz is a tricky proposition, and against extremely skilled players (Hidus, Crux, sc1ence, Ultrablue, etc. level assault skill) most of the time they are going to take your lunch money and beat you up on the playground. There are some things you can do to help even out the proposition, however:
Stick like glue. When you spot a target close in, you've got to stop moving before you fire. Quite often you're caught out in the open with no cover, and it sucks to be you. Try and avoid that, and if you can get to cover to look for a different point of attack, that would be a good course of action, but if you are not close enough where you'll survive getting cover you are forced to do your best.
Zoom. You absolutely need to zoom in to guarantee your rounds land on target even against targets fairly close in. Crouch-zooming needs to be a spinal reflex that you work on and has to pretty much happen like clock work for this tactic to be effective. The good thing is that you have to wait for your reticle to settle, and by the time you've crouch-zoomed it's pretty much going to be at or near the lowest point without firing.
Don't Prone. When you prone your reticle expands to its maximum, and you're going to need several seconds for it to shrink back down. The difference in deviation between crouching and proning with the Ganz is extremely minimal. If you're not camping in a specific location for a while with the Ganz you should avoid going prone. The long wait of the reticle settling is not worth the extremely slight benefit in deviation at close ranges. This, of course, is completely different if you are attempting to make longer range shots where every bit of deviation counts.
Long widly uncontrolled bursts. All of the MGs act unlike most of the weapons in the game, where when you constantly fire your reticle shrinks to it's smallest point. So, after about three rounds your reticle is about as small as it's going to get. You need to sustain your bursts long enough to maintain minimum deviation. This is easy with a single target, you simply fire them up until they are dead or you overheat. The difficulty comes in when you have multiple contacts at close range. You then have to feather your fire to balance maintaining mimimum deviation keeping your heat meter low enough to be able to fire enough rounds to take them both/all out while mainting a high enough rate of fire to kill them before they kill you. You can also use the first few rounds to assist in shrinking the reticle if you don't start at a minimal position, but the disadvantage in doing this is two things. First, you are more likely to miss with your first rounds and giving your opponent more time uncontested. And, second, by spending a few rounds with lower probabilty of hits it removes those rounds from your overheat cycle as effective damage. This reduces the overall damage possible sustained during an overheat cycle. If you are dealing with a single target the second point isn't as much of a difficulty, but against multiple targets it is a pretty severe drawback.
Practice, practice, practice. Obviously the more time you spend on something the better you get a feel for how it is done, but using this style of play with the Ganz you're going to need an edge becuase you are literally starting in the hole with almost every encounter you get in all things being equal.
Manufacture an edge. I find that even a half second jump on your target can make the difference between life and death. You have to do pretty much everything you can to get that half second head start. This is the hardest area to explain because of the fluid nature of encounter starts, but keep it in mind that your chances of negating your disavantages rise exponentially if you can manage to get this. Not that this doesn't apply to all situations with pretty much any weapon, but it goes double for trying to beat Assaults at their game. And IDS placed at the beginning of an assault will help with this. If you're running ammo a lot you shouldn't have to worry about this, but you always want to have an IDS ready to drop at a moment's notice in your inventory. Once you've dropped one, make sure to resupply it as soon as you can so that you can place the next one when needed.
That all being said, using the Ganz in CQC does not detract in any way of its utility in other situations (such as overwatch,) but is simply one more thing you can add your bag of tricks. I just tend to find myself in situations where this skill is needed, and do not strive to be in situations where I use the gun in a more commonly used manner. The best thing about the Ganz is its flexibility in combat. It is hard hitting enough close-in that with some practice you can compete in that arena, it is accurate enough that at medium distances you can put enough rounds on target to be effective, and at long ranges the bullets start out with enough punch and maintain enough accuracy that you can be effective at removing targets even with the distance damage reduction. The Ganz does not truely excel in any one area, but with enough work it can be sufficient at most infantry removal tasks.





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07-17-2007, 05:20 PM #21RequitalGuest
Re: Ganz in your squad
I completely agree with you Wafflehouse. I recently picked up the support kit and have found the Ganz by far the more versitile of the guns. It reminds me more of the standard issued assault rifles. I played with the Voss for a while and the Baur but I went back to the standard because of the versitality.
The trick with the kneeling and scoping I agree with as an essential tool for most weapon use. If you score the first hit to the body that typically throws off the opponents deviation enough that when used properly the Ganz drops them quickly. The defense against the Support in cqc is movement and extreme close range. At that range I personally have increadibly difficult time getting kills. I am not sure if the weapon damage starts farther away or not, but it seems like the bullets bypass the opponent.
As a side note, I typically allow the upwards walk when using the Ganz. Start with center mass body shots then let the Ganz walk itself up to the head in cqc or medium range. Much like I do with the other kits, but it seems to be more effective with the Ganz.
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07-18-2007, 09:35 PM #22
Re: Ganz in your squad
I have been using the Ganz lately and it is much better than the LMG. It works well in suppressing the second story rocket attacks while your team caps a flag. And with good back up I feel pretty comfortable that I won't get knifed from behind...too much
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07-19-2007, 11:03 AM #23
Re: Ganz in your squad
Hi all...have been reading the forums for a while, but only just decided to start posting.
In my opinion, the ganz is the ideal MG to use when defending a position. It has a lower rate of fire than the LMG's meaning you waste less ammo, and can usually sustain fire for longer, which is good for supressing/pinning down hostiles (as has been stated before in this thread). However, it becomes wildly inaccurrate if you are moving, or have only just crouched (I am assuming the vast majority of people crouch or prone to shoot
). It has a huge stabilisation time compared to the LMG's.
The low RoF and "deployment" time make it great for defending, but if you want to attack, it is not the best combination. On the assault, you will be moving frequesntly, coverign a lot of ground and often engaging at closer ranges than you would choose. At these times, the higher Rate of fire and readiness times help a lot. Also, the PAC get the Shucko LMG which is (in my opinion) far superior to the bianchi, so if I play as support, I usally PAC=Shucko, EU=Ganz. This works out very nicely as on most/many conquest maps, EU have to dig in while PAC assault the position (Gib, Cerebre...).
The other trouble you have is engaging multiple targets. With the Shucko or Bianchi, you often use the majority of your heat bar for one kill (a moving target at 50 meters, not in a straight line, say). The Ganz is much better at engaging groups of people, as it has a negligible recoil, meaning more bullets on target, meaning more damage DEALT (not just fired) per heat cycle. However, in a close range (less than 50 meters) encounter where neither user is prepared a shucko/bianchi will probably beat a ganz user.
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07-19-2007, 02:06 PM #24
Re: Ganz in your squad
I aways use the Ganz H-MG, unless the SL is having kittens and demands the team be all yucky assaults. (or when I go counter sniping with the Zeller-H)
I love it. it's just like my baby, the PKM. Even has a lovley low chug chug like it. {my niebors hate me when I am gaming, bass is up along with the volume
}
Yes most times when I'm jumped I lose the draw because I am moving. set up I do dam good. Who do you think keeps you slobs from advancing easyly on the east side of toll booth?
I also aways travel in the light amour, granted I get taken out much faster then you who has on the heavy amour, but I can keep up with my squad mates better in lighs..{Once again, Fetterman wins "Grumpiest Pirate of the Week" award.} "Axis of Eeevil"
Proud Member of "TG-IRR" Since 14 Sept 2007.
Never give up, never give in. Fight until you die, or until you win. Failure does not come from a lack of knowledge or skill... It comes from a lack of will.
"Bittersweet Symphony"
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07-19-2007, 02:28 PM #25
Re: Ganz in your squad
Fair enough, but my play style (as someone who can aim quite quick, and likes assault
) is to charge in, of course in a tactical manner, so the shucko is better for the high mobility reflex encounters....
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03-24-2008, 10:23 PM #26
Re: Ganz in your squad
i like the bianchi better becaues i know what im doing when using it see my signature
GO MANCHESTER UNITED ALL THE WAY!
HAIL CRISTIANO RONALDO
in game name= TG Shifty.P
2nd in the US with bianchi lmg for most kills
7th in the world with Bianchi LMG for most kills
K/D of 31/1 with bianchi
LYra=stop aimbotting shifty
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03-25-2008, 01:52 AM #27
Re: Ganz in your squad
wow, now this truly is thread necromancy
.




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03-25-2008, 04:52 AM #28
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Re: Ganz in your squad
I love my Ganz.
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03-25-2008, 04:16 PM #29
Re: Ganz in your squad
it depends if your squad is more mobile shuko or bianchi is much more useful. when defending a certain spot some people might say a ganz is more useful but to me bianchi is always the best gun even in long and short range (like shotgun range) lol.
GO MANCHESTER UNITED ALL THE WAY!
HAIL CRISTIANO RONALDO
in game name= TG Shifty.P
2nd in the US with bianchi lmg for most kills
7th in the world with Bianchi LMG for most kills
K/D of 31/1 with bianchi
LYra=stop aimbotting shifty
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03-25-2008, 04:36 PM #30
Re: Ganz in your squad
I prefer the Ganz for a number of reasons.
1) My PR time has made me more careful, I'm now more of a 'sit back and provide cover fire for others' type of guy.
2) This was mentioned in another post in a different thread. The Ganz has what no other weapon has... Ironsights! If you get EMP'd, you can still see a bit where you are aiming.
3) I love the noise it makes, it's a really nice sounding weapon. It also looks the best of all the support guns. (The Bianchi comes second in both noise and looks.)
It's good for covering/suppressive fire, and suppressive fire can work well with only one or two people firing. Say a six man squad is split up into two groups: Group 1 = Suppressing group- contains an assault with rockets and preferably a Bauer, and a support with Ganz.
Group 2 = Flanking group- contains assault with any weapon, and maybe a support with a Clark.
Group 1 takes up position on a roof, or behind cover. Fires on enemies with rockets and HMG, whilst resupplying/healing off crates.
Group 2 flanks around and finishes the enemy with grenades or small arms fire.
Just read through this and noticed how long it is, sorry if it seems too much like a lecture!
|TG-Irr| westyfield

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