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| Joint Operations - Tactics, Strategy and Missions Discussion Discussion about tactics, strategy and mission planning for Joint Operations in this forum. |
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#47 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Re: Chopper Tactics
I'm afraid you guys are expecting a tactical simulator like GR when JO is nothing like that. The action is fast and teamwork is on the fly. We can have tactics but we can't spend a few minutes trying to plan something out. Plans should be short and simple. AAS isn't like Co-op because players react faster to what you do. You can't stare at a bad guy from 200m out while you plan. Real players will be alert and see you then engage as a first reaction. I'm getting the impression that co-op is desirable because there's less dying and more killing. I've never seen JO as a good co-op game. It's just a co-ordinated firefight. There's no opportunity to create ambushes and the AI isn't very bright (compared to OFP).
I've slowed the game down by working in very small teams. It allows for quick communication because there aren't other players using the comms. Riyker and I were working as a sniper team a couple of days ago. He sniped while I provided cover and helped spot targets. Any plans we made were simple like "Let's park the GL jeep on top of that hill" or "To the west is some good cover, let's go there". We should probably separate attacking and defending teams or small groups on TS. I think trying to get a lot of players organized takes too long and somebody is bound to die. If we separate in small teams, it's easier to stay together because there are less players to wait on. There's not much need of plans because we can say the ultimate goal is to take the next base. Every team will work towards taking that base. Little habits like checking the map for the status of other teams can help coordinate a simultaneous attack. This is one of the advantages pubbies have. There's little communication because they rely on other methods of working together like assuming what the next goal is. We can take that further by predefining what goals are for different situations. Then we'll be adjusting our plans without having to say anything or saying very little. We need to keep things loose because the team's overall reaction time will be faster. Let the individuals make combat decisions and leaders make general strategic decisions. Mot, you can survive as a rifleman if you play a little bit more like a sniper. Take the side route and hide as much as possible. The only difference is you have to be closer to the target. When playing defensively, I hide in the grass waiting for enemy vehicles to approach. Then I try to take it out with AT4. Offensively, I use the GL more often. I spot targets then adjust elevation for the launch. If sniping gets on your nerves, become a sniper-killer. Back off from the front line a bit and circle around to come up behind snipers and always run randomly. I've only been sniped while running straight or standing still. |
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#48 (permalink) | |
![]() Join Date: Jul 2003
Posts: 1,437
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Re: Chopper Tactics
Quote:
Firefights are over so fast that people are going to need to be individually good at recognizing, prioritizing and eliminating threats. I agree with Sarc that plans will need to be much more broad and people will need to be able to assume their role and act it out quickly with little to no direction. |
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#51 (permalink) |
![]() Join Date: Jul 2003
Posts: 1,437
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Re: Chopper Tactics
Tangos run straight and consistent. People are hopping all over the place like mad-men. Plus, shooting while moving is important too, particularly the cicylical battles that happen at close range.
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#52 (permalink) |
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Join Date: May 2003
Location: Tecumseh, ON Canada
Posts: 287
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Re: Chopper Tactics
Good point Mot--you hit the nail on the head. Most everyone out there is out to get pretty kill numbers, that's it. I played with Blind a few days ago (AAS) and just for giggles we decided to bring up the big map to see what our teammates were doing. It was enough to make you cry. I won't even go into the details, but suffice it to say that AAS was the farthest thing from their minds.
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#53 (permalink) |
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Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
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Re: Chopper Tactics
As soon as the MED comes out, I'll be making a dedicated training map. I've started a new thread, please respond with ideas.
As for the chopper's, use them. Don't leave a pilot hanging around, use them. When you board you are responsible for navigation, not the pilot. Tell him where to go and don't take him directly over hotspots. Use a TD if necessary. Remember that there are only 3 speeds. Light, normal and heavy encumberance. If your light and addind a TD keeps you light, that extra weight will not slow you down. |
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#54 (permalink) | |
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Join Date: Jul 2004
Posts: 4
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Re: Chopper Tactics
Quote:
Naturally this would be dangerous under concentrated enemy fire, but hopefully, you'd have people manning the door-guns at the time, and maybe you'd have troops on the ground too. But the principle of landing a Helo on a bunker and taking it top-down is valid. The Defender Helos are even easier to land than the Blackhawk. Whilst you're in the Helo over the Bunker, the extra people can tip the attack-defend ratio, and so whilst you're attempting your land, the timer-bar is counting down to a take-over anyway. I've also landed a Helo on the tower of the Castle in "King-of-the-hill", climbed out and then been able to hold the zone from my vantage point just using the standard rifle. With a bit of practise, you can land them choppers almost anywhere. You just need to make use of the appropriate speed gear - dropping to low as you approach the LZ, hitting the reverse key at the correct moment, and cushioning your landing by not dropping straight to ground level in one go, but dropping to 5 or 10 feet and then finishing of with another couple of key taps. I couldn't fly anything in Battlefield 1942, but this game makes it really easy. |
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