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Discussion: Frontlines: Fuel of War / Frontlines - General Discussion - Weapon/Role combinations? - I started thinking about squad play in this game. With a four man squad, each
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    Weapon/Role combinations?

    I started thinking about squad play in this game. With a four man squad, each person needs to have a different role in order for a squad to have all its bases covered. It got me to thinking about combinations of Weapons and Roles that would be most useful. There are a few issues:

    1. Drone tech needs to carry a weapon not critical to squads advance.

    2. AT shouldn't carry EMP. Having all your AT eggs in one basket doesn't seem smart. This alos lets you hit a vehicle with a one two punch.

    This also leads to the question of what weapons are critical to a squad? Depending on the role the squad is playing, some things could change, but a general assault a CP squad should have a general set of weapons as a guideline. What do you guys would be a good general guidline for necessary weapons, and what roles should match up with these weapons?

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    Bc2ID's Avatar

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    Re: Weapon/Role combinations?

    I have found a that a sniper/air strike combo works for me. I have also started to work on the sniper EMP combo as well.
    "Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton

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    Ski-Racer's Avatar

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    Re: Weapon/Role combinations?

    So I have a very different viewpoint on squads.

    Most people like to put the maximum number of people. I think that makes logistics difficult both in the getting the squad around as well as for the overall commander to fine-tune the number of players assigned to each task.

    Most people like to have "one-of-everything." I think that makes the squad mediocre at everything. I would rather have the squad specialize and then have depth and redundancy at 1 to 2 tasks.

    I have not seen a limit to the number of squads (unlike BF2) so I would actually limit the squads to 3 players...A squad leader and 2 fire-team members with the exact same kit and role.

    If you only have 1 anti-vehicle in your squad of 4, your squad is not going to kill that tank before suffering enough casualties that you really cannot continue. Even worse, if the tank kills that anti-vehicle player, then the tank can mop up the rest of the squad pretty easily. It's easy for either of these to happen especially if the anti-vehicle player happens to be in an bad position to shoot first.

    Now, if you had 2 anti-vehicle kits, then your squad can kill armor so quickly that you won't sustain as many casualties. Or, if you do lose one AV player, you still have the other to soldier on.

    Way back in the Desert Combat days, we rolled like this...
    * 5-man squad in an armor-rich environment = 2 spec-ops, 2 anti-tank, and 1 engineer (driving armor).
    * 4-man squad in an armor-rich environment = 2 spec-ops & 2 anti-tank.

    I think that 4-man loadout still works today. I would merely change the anti-tank to assault on non-armor maps.

    As far as kits, I think that knowledge and information are more importnant than supplemental weapons. That means Drones and EMP (gain and deny enemy location, respectively).


    Below are some slides that I developed first for my clan bootcamp and then for 21CW bootcamp. They are very BF-centric.










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    Scarface6174's Avatar

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    Re: Weapon/Role combinations?

    I agree that squads SHOULD be specalised. However, in the state that FFOW is in currently, it is hard to specify who is what between squads (at least on the 360). As far as we have gotten on the 360 is "My squad is taking the north side," and the reply of "Ok, I'll take the south." That was using MSN messenger on the 360 with chatpads.

    When that is the extent of intersquad communication, you really have to be self sufficent. If the 360 does eventually get a patch allowing for Squad Leader to Squad Leader communication, then tactics like these will be valid for us 360 players.

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    Re: Weapon/Role combinations?

    I have found the Spec Ops/EMP to be quite effective. There is nothing like slapping down a stick or hitting armor with an EMP rocket then walking up and placing C4 on his hiney only to watch him explode Plus the gun is extremely accurate and does a 1/2 way decent job of killing. I wish it had grenades though, no reason why it shouldn't. Assault has both a launcher and grenades, why can't we have C4 and grenades?

    Anyway, that seems to be my dedicated kit. I've tried combinations of others but this one just appeals to me the most
    E6600 oc'd to 2.8GHz, Sapphire Tech x1950XTX oc'd, 2gig RAM, WinXP Pro, Soundblaster X-Fi Fatality

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    draeh's Avatar

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    Re: Weapon/Role combinations?

    Quote Originally Posted by Redginald View Post
    I have found the Spec Ops/EMP to be quite effective.


    Quote Originally Posted by Redginald View Post
    I've tried combinations of others but this one just appeals to me the most
    I second that opinion. I SL as a SpecOps EMP. I like being able to move around unnoticed by drones while taking out infantry with a silenced weapon.



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    UnDeaD's Avatar

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    Re: Weapon/Role combinations?

    I enjoy Assault+AirTech or Assault+Ground Support. When I play Sniper, I'll just about always use AirTech.
    |TG-12th|Undead


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    Re: Weapon/Role combinations?

    The spec ops gun is just deadly accurate with low recoil. Add to that the silencer and you have what I think is the most powerful assault rifle in the game.


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    Scarface6174's Avatar

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    Re: Weapon/Role combinations?

    Keep the SL hidden in more ways than one. I like it!

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