![]() |


|
|||||||
| Joint Operations - Tactics, Strategy and Missions Discussion Discussion about tactics, strategy and mission planning for Joint Operations in this forum. |
![]() |
|
|
Thread Tools |
|
|
#46 (permalink) | |
|
Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
|
Re: Fireteam Tactics
Quote:
|
|
|
|
|
|
|
#47 (permalink) | |
|
Join Date: Mar 2004
Posts: 716
|
Re: Fireteam Tactics
Quote:
|
|
|
|
|
| Sponsored links | |
|
|
|
|
|
#48 (permalink) |
![]() Join Date: Sep 2003
Location: Rancho Valle de San José, Alta California
Posts: 198
|
Re: Fireteam Tactics
Sarc you gotta have a leader of some sort.
IceCold has the right idea. Also on the big (150 player) servers I think you can get some benefit with a GR style team. Chinook carrying 3 fully crewed AAV + Little Birds deep in the enemy rear area on one of the big maps could kick some ass without diverting too much manpower from the front lines. |
|
|
|
|
|
#49 (permalink) |
|
Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
|
Re: Fireteam Tactics
There's only a point to having a Team leader if you are going to use tactics. If you're just going to run to the next capture point and attack it, then you just join the rest of the players on the server doing almost the same thing - except we use teamspeak and can call in enemy movements, etc.
By having an attack and defence lead, you can quickly and easily set up some method, as Icecold pointed out above, and be given a role to do. Imagine it like ghost recon, except it's against human opponents . Lead doesn't need to make it complicated either. A simple "medics at back, gunners at front, we'll assault from the west" is good enough and it can be built from there. It would be nice to have a massive, co-ordinated assault with APC's and Helo support but that's probably a pipe-dream.Also no-one is asking for this to be the modus operandi from now on. I think a few of us would like to try it out just to see how it works out. ![]() |
|
|
|
|
|
#50 (permalink) | ||
|
Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
|
Re: Fireteam Tactics
I'm thinking we don't need a dedicated leader so that there isn't so much pressure on one player. It's tough to lead a mission in GR and when the mission fails the leader might feel bad at letting down 8 other players. In JO, you could be misleading 8+ players. I think we should keep it really simple and decentralized. Each player knows to take a base or defend a base. As long as players form small groups and come up with ideas to attack or defend. If a few players happen to respawn at default base one can say, "Hey, let's jump in a Stryker and attack." They form a group and execute the plan.
The problem with one leader is co-ordinating many players that can be spread across the map. We all know how easy it is to get split up while attacking. If somebody dies and has to respawn (ie: can't be revived), do we want the leader to give out orders to that player? What does the player do? It's best if the system is decentralized because the player can go find another group of players that are about to attack. What if the leader dies? Well, he can't lead very well if he can't tell what's going on. He can try to lead from a distance over comms but that increases comm traffic and he won't be making very good decisions. Should another player take over the leader's role? Who decides that? Is that done before the mission is executed? That takes too much time. How many times in GR has it happened where the leader dies and the group breaks down? Not much if the group knows the objective. The leader dies and the group still attempts to get the job done. Sometimes somebody steps up to continue leading and sometimes nobody steps up. The plan is still the same. It's kill everybody and maybe do a little something else like plant a charge. It can be the same for JO but it's easier because the objective is always the same. Take over the next base. Everybody knows what to do and doesn't need a leader to say, "Hey, we're going to attack now." Of course players are going to attack. They want to attack and all they need to do is make sure they are all attacking at the same time. Plans can be dynamic. If a player at base gets in a helo and starts loading up on troops, he can say, "Hey, front line troops, I'm bringing reinforcements. Hold out a bit until I bring them in." Would a leader at the front lines thought of this? I still go for a decentralized system where anybody can lead for a short period. It just has to be groups forming and disbanding as needed with very little need for planning. Quote:
Quote:
I know some of us want to play tactically and some want to play "on-the-fly". I'm trying to think of ways to satisfy both types of players. I am discussing with the admins about setting up a tactics session where anybody can lead a small group in a defense mission. I find the best tactics come from defending. Everybody is in the same place and equips differently to be able to handle anything. |
||
|
|
|
|
|
#51 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,073
|
Re: Fireteam Tactics
I think the game style is very realistic in requiring "on the fly" leadership, but I still think there's a benefit to having a leader guide the team. Nothing formal, and it doesn't have to be the same person the whole time, just simple guidance on the smart thing to do. It doesn't do the team much good if the entire team is attacking or the entire team is defending. You've got to do both at times.
This game requires you to be dynamic. Anyone who is inflexible will lose. Semper Gumby...
__________________
![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
|
|
|
|
| Sponsored links | |
|
|
|
|
|
#52 (permalink) |
|
Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
|
Re: Fireteam Tactics
I know I don't really want to lead an attack team once it starts growing to 5+ players. It's just too much for me to think about. What I'm trying to say is we need a decentralized system where nobody leads a large group or the entire attack force. There should be many leaders (fireteam leaders) co-ordinating groups of 3-5 players.
|
|
|
|
|
|
#53 (permalink) |
|
Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
|
Re: Fireteam Tactics
In reality that'll probably boil down to 2 teams of 5 (att/Def) and a few scouts lol. Can we field enough players for anymore? I know you guys get to play with GWJ on Thursday nights and that looks like you get a fair few players there.
Well I propose we try out different methods. There's certainly no point in denying any of them until we try them out at least. |
|
|
|
|
|
#54 (permalink) |
![]() ![]() Join Date: May 2003
Location: Rhode Island
Age: 30
Posts: 4,136
|
Re: Fireteam Tactics
Tonight is JO night- let's try some of these ideas out.
Hey Sarc- I like your point of leading no more than 5 ppl. How about we quickly at the start of a game just divide ourselves into 5 person teams with one leader for each? If people come in, they can simply attach themselves to a team and move with them. If each team dedicates itself to attack or defend, we can easily adapt to any map. When someone respawns, they can attach themselves to the closest team until they can reconnect with their original team, or go catch up with their team, or defend the current base until their team becomes available again. Or something like that.
__________________
Resurgent's New Motivational Motto: "Now train harder! Live inside your character! If it dies, YOU DIE! Focus!" Jesus had a soulstone. |
|
|
|
|
|
#55 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,073
|
Re: Fireteam Tactics
I don't like the idea that "Rocket chopper leaving Alpha headed for Charlie" isn't going to be heard by the defenders on my team. I think one channel is the way to go...
__________________
![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
|
|
|
|
| Sponsored links | |
|
|
|
|
|
#56 (permalink) |
|
Join Date: Aug 2004
Posts: 33
|
Re: Fireteam Tactics
I disagree Cing. When you've split your team into attacker/defender forces, you need (as defender) to know exactly what your team is doing and where. Once the attacking team suceeds (or fails/needs reinforcement), the defenders take up the crucial role of moving in and re-inforcing the now converted but not captured PSP. Once the defenders have settled in on the new point, the attackers can re-form and be assaulting the next point in mere minutes. We've used this quite sucessfully before and the key is co-ordinating the defense's actions.
|
|
|
|
|
|
#57 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,073
|
Re: Fireteam Tactics
Quote:
And, on a side note, I don't think defenders should move up until your team is able to spawn in the new PSP. Just last night I saw our team moving up prematurely a couple of times and we got stuck with a great fireteam at an uncapturable PSP because our defense got spread out and wasted. To top it off, we had a difficult time pulling back from the now uncapturable PSP becuase ONE guy kept respawning and killing us one at a time before we could get back in our zodiac and skidaddle...
__________________
![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
|
|
|
|
|
|
|
#58 (permalink) | |
![]() Join Date: Sep 2003
Location: Rancho Valle de San José, Alta California
Posts: 198
|
Re: Fireteam Tactics
Quote:
2 ships - Element 4 ships (2 Elements) - Section 12 ships (3 Sections) - Squadron 40 ships (3 Squadrons + 4 ship Command Section) - Wing 120 ships (3 Wings) - Group Element lead reports to Section lead, Section lead reports to Squadron lead, Squadron lead reports to Wing lead, Wing lead reports to Group lead. That way each player only reports to one person. And each commander only has to address 2-4 people under him. The 2nd man in each Element pretty much just followed his Element lead. Either right on his wing or in an aerial version of overwatch. Sections were pretty similar. Usually the Element lead just followed Section lead or was in overwatch. Squadron leader was the key man and he would give loose directives to his Sections. Red Section stay high, Blue Section engage bandits 3 o'clock, etc. This guy was like the leader in a TG GR co-op game. Wing lead usually controlled an actual mission, and would move Squadrons around to concentrate force on the attack or cover a withdrawal. Group was a non-flying person who was watching radar and coordinating the big picture. Usually we broke down the comms as follows: Each squadron had a channel. Only Section leads and Squadron lead would talk normally. Everybody else knew their job and would only speak with contact reports or emergency messages (warnings). Then there would be two command nets. One for each Wing (Wing lead + Squadron leads) and one for each Group (Group lead + Wing leads) One advantage we had over TS is that the voice function was integrated into the game, so we had a radio range effect. There was a "Guard" channel that all friendlies could talk on, that had a very limited range (visual range only usually). This allowed different squadrons to communicate directly when they became intermixed. |
|
|
|
|
|
|
#59 (permalink) | |||
|
Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
|
Re: Fireteam Tactics
Quote:
Quote:
During TE's Tactical Elite match, not much was said between the attack and defend teams. Whenever the teams contacted each other was for status reports or reinforcement requests. The status reports were about how the attack is going and blah, blah, blah. It wasn't anything crucial except to see how the other team is doing. As attack lead during the match, I did request reinforcements from the defend team while taking over a base. This is crucial but doesn't really have to be done over TS. There are built-in voice binds to request help. If a defender sees this message, it most likely is an attacker requesting front line help taking over a base. It's the common use I've seen and it's the sole reason I use it. Although, with some simple pre-game configuring with TS, it won't matter if teams are on different channels. ![]() Quote:
|
|||
|
|
|
|
|
#60 (permalink) |
|
Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,407
|
Re: Fireteam Tactics
Continuing on from where sarc left of and to clarify further. Sarc led the Attack whilst Riyker led defence. We had seperate channels but both riyker and sarc set up a whisper key so they could talk to the other channel.
We basically had a SOP stating that if att or def lead whispered to us, we all stopped talking and would listen to what was being said. Sarc could not hear us, only riyker, so it was imperitive that comms were cut the moment either of them spoke to the other team so we/they could hear what was going on. This allowed both teams to work independantly on comms, and we didn't have any chatter coming over that wasn't relevant to us. If attack had to get a message to defence, it would be transmitted via the team leader (sarc/riyker) and it worked exceptionally well and only the team leaders needed to rebind their keys. With the advent of teamspeak overlay, we can now join channels easily too. This way if a squad needs to be bolstered, a member can be assigned and can quickly change channels and attach himself to the other squad. So how did it go last night - did u guys play? |
|
|
|
| Sponsored links | |
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Real Urban Tactics (Long Read) | civdiv0211 | Battlefield 2 - Tactics and Missions Discussion | 6 | 02-16-2006 02:20 PM |
| C-Team Barrack | ||||