Quote:
Originally Posted by Dirtboy
How are the tactics for this game? Are they fast paced or slow and methodical?
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Overall fast pace like 2142. Not slow paced & detailed like PR.
I haven't seen good tactics too much in the beta.
With no VOIP or not much squading up, so its been a server full of people acting individualy, with the illusion of cohesion as they are all going to the same few CPs.
This of course is the world of pre
TG frontlines server (I am assuming there is going to be a server)
I have thought about what could be and here are my thoughts
Normal maintain squad leader spawn point applies
There is no beacon like 2142 or placeable spawn point like in PR
It is spawn on SL or CP held by your team
So like BFx its advance keep the squad leader alive as you advance and get the squad leader in cover near the CP as the spawn point. In defence its squad leader falls back to cover if they get on the CP, for the SL to be the spawn point if they neutralise it
Use flying drones for recon, rather than killing
The recon drones put the enemy on the mini map + main map + in players 1st person view, ie they can see a red triangle on a wall indicating someone behind a wall
There is no Q-spot in the beta, and no word on whether it will be in the release
A lot of the gadgets are best for clearing areas of people
Whether its airstrike or little robot with machine gun, these gadgets clear an area of people, clearing the area is the key, not necessarily getting kills. Ie your defending, and they are on the CP, push them back and clear that area quickly with the gadgets (+ with C4 that in a kit and not part of a role) Or attacking, to get across that open ground to the CP, an airstrike is good cover (there is no smoke grenades in the demo) Ie attacking down tight alleyway, send in the gadgets to soften them up
SL to SL comms will be key to epic games
Hopefully there will be a VOIP channel for SL to SL or a teamwide VOIP channel
Then SLs can coordinate, eg you defend I'll attack etc
ie SLs do the overall army coordination rather than a commander
Squad kit to role loadout
In pre game set up time (assuming that going to be there)
Thats the time for SL to allocate CP attack/defence and SL to allocate kit/role
Roles have 3 tiers. You start off with tier 1 which is ok, as the game goes on and you get kills (+experience, not quite sure what determines rank up) you then rank up to tier 2, this is when gadgets get way better eg going from precision airstrike that destroys one vehicle to cluster bomb. People want to concentrate on one role and get to tier 3 in one game as they clear end of game
Roles = gadgets and can be combined with any kit (kit = gun)
For kits
The sniper kit is no good close up so probably max one per squad
The AT kit is great on vehicle maps, at least one or maybe 2 per squad
The assault kit is the really good all round infantry killer
For roles
Rule is allocate at the beginning and stick with it and tell the squad leader when you rank up to next tier, so they know what is available to them
there's more to tactics, but thats what falls out of my brain at the moment
Dirtboy, you got 2142 recently didn't you, if that was a turn off then I reckon FFOw will be too.