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Discussion: Joint Operations / Joint Operations - Tactics, Strategy and Missions Discussion - CooP Tactics - Playing Coop the other day was fun but I'd likle to see a lot more
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    jex
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    CooP Tactics

    Playing Coop the other day was fun but I'd likle to see a lot more tactical play going on. For one I don't like the respawns, once you're dead you should stay dead. Toward the end of my coop play I was leaving myself down until the mission ended.

    To me it seems as though we need a lot more fire & movement going on and a lot slower pace.

    When moving through jungle environments on foot you should be single file, In-line for frontal assaults, etc. Everyone seems to be running all over the shop and people are dying needlessly.

    Moving by vehicle should never be at top speed and ideally at the slowest speed - this stops you from suddenly shooting past 1 patrol, having them engage you and then finding yourself with another patrol ahead of you.

    Kit assignments - The castle mission where you have to fend off the counter attck once you've taken it - it seems that no co-ordination at all is being used. There are 4 entrances and so 4 areas need to be covered with 4 SAW's. We need to be specific in this area.

    I hate armouries - I don't like the fact that you need a demo charge - Oh wait a sec - there's fortunately a rebel armoury here that they put by these randomly placed barrels. Mind out though, there's dog**** near it but I did see some C4 in amongst the 3 machince guns, the 10 sniper rifles, the grenades, rockets launchers, rifles and even the kitchen sink.
    When the MED comes out I'm not placing armouries anywhere other than your base. I'll also edit the missions to remove them so if I host, you're stuck lol.

    Medics should be able to heal people but once you're dead that's it. Leave your body there and go eat an egg or something. From now on once I'm down I'm staying down. This help me to play more tactically as well.

    Since most of us come from a GR background I'm a little surprised to see all tactical play go out the window. I would like to see the immediate implementation of tactics and teamwork rather than everyone running off. I believe this is solely because of respawns - we know we can respawn so we play less carefully. Our first objective should be to stay alive, the mission come second. This way I think we play the game better in respect to less dying and more killing.

    I know we have been playing together and working with each other but it's only been very loose. We need to pick a team leader who will assign our kits. Our briefing will be done in game before we start. So when we spawn in, take a knee (sound familiar?). Your team-leader will bring up the map, split you into fireteams and give you your orders. Once done you will equip yourselves from the armoury and finally move out, slowly, using proper fire & movement techniques, and kick ass
    Jex.


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  3. #2

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    Re: CooP Tactics

    I'd be up for some more organization, but I don't think it's a good idea to try and play this game like GR. They're too different. We can't force old methods on new game systems.

    Keep in mind we're still all new to this game. We're feeling it out, learning what works and what doesn't. I think our tactics will get more refined and streamlined, but I think if we lay down SOP's right now we're just going to corner ourselves in methods that may not work best.

    But, like I said, I'd be up for some more organization, like designating a leader, loosely organizing kit loadouts, setting up fire teams, experimenting with things like observation teams and organized flanking, etc. I just don't think it's a good idea to get too rigid with this game too quickly. I certainly wouldn't want to see respawns and armory's go away so soon.

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    Re: CooP Tactics

    I find coop to be very bland so far. The game is too fast for slow tactical play. Treating it like GR just doesn't feel right. If you move slow, you get shot by AI with surprisingly good aim. I've seen a few instances where we try to sneak up a hill only to find a rebel to blast you to pieces when you see him at the top. They have a knack for seeing you underwater and through bushes. Their reaction time is nil so your only chance is the enemy missing on the first shot. OFP would be much better for large scale tactical coop play.

    We need to start play more TvT. This is the main focus of the game with coop hastily thrown in.
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    Re: CooP Tactics

    I think co-op is really only going to afford some practice time for SOP's that might be useful in AAS. But I'm willing to play along with whatever the prevailing interest in gameplay style is, be it co-op or TvT.





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    jex
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    Re: CooP Tactics

    I suck at TvT lol. I don't believe it! I used to kick ass in the demo's and now the retail is out I get my ass handed to me on a plate every game. I seem to get shot in the head too many times and seen by people before they I see them. The whole game feels all wrong for me whereas in the first demo it all fekt right - wierd!

    I'm thinking that perhaps i'll be trying out my piloting skills from now on then. If I can't do any good as a sniper or a gunner then perhaps I can help out by being a good stick?
    Jex.


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    Re: CooP Tactics

    I think we definitely need to work out some SOP's so we're not individually so vulnerable. Co-Op is definitely a different animal than TvT, and I think your suggestions for SOP's and such would be more widely applicable against just AI. But I can't forego TvT... there's nothing like facing human cunning (or stupidity). Beating them with superior teamwork is all the more delicious





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    Re: CooP Tactics

    Retail is filled with more players that have played JO for a while. The demo usually brought in newbies so we seemed a lot better. Plus, some extras like the special weapon key allows for riflemen to quickly give you a shrapnel sandwich.

    One SOP we need to spread is checking for medics when you die and checking for dead players when you're a medic. It's too often I see players respawning when a medic is nearby. Or, a medic will forget to check for injured players. Injured players have their names in yellow or red and dead revivable players are in blue. Grey means the person cannot be revived. If you change player name colors in the team menu, these colors don't apply. I usually look around at the tags for players that require revival then check the mini-map for how far I have to go or if another medic is closer.

    Another SOP is using those voice commands. The one that asks for a ride is very handy. The nametag changes so you know where the person is as well as the person's icon on the mini-map. Sometimes it's faster to shoot the vehicle, but asking with a voice command is polite and handy if the person can't see you.
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