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Discussion: PR:BF2 / PR:BF2 - Tactics & SOPs - "providing a spawnpoint" - whatever works for you, all the easier next time im defending the flag you want
  1. #16

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    Re: "providing a spawnpoint"

    whatever works for you, all the easier next time im defending the flag you want



    AKA TG Xink | http://www.andy-hook.co.uk

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  3. #17

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    Re: "providing a spawnpoint"

    Quote Originally Posted by Apophis
    I think this game is just too dynamic to have any single set way of doing it. Sometimes going in with the team makes sense, sometimes staying back and providing a spawn point makes sense. It all changes based on the level of enemy resistance, available assets, equipment, terrain, and importance of the objective.

    To label any one method as "THE" way to do it would be an injustice.
    Let's just say it think the balance should be shifted way more in favour of going in with the team.

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  5. #18

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    Re: "providing a spawnpoint"

    Quote Originally Posted by Xink
    whatever works for you, all the easier next time im defending the flag you want

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  7. #19


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    Re: "providing a spawnpoint"

    I'll jump in because I'm one of those conservative SLs that likes to hang back a bit.

    If you are attempting to capture a flag that is in a location that puts it far from your closest flag, I believe the SL hanging back to provide a long-term spawn point close to the flag you are attempting to capture can improve your changes of capturing that flag, at least in a reasonable amount of time.

    I say this because your squad can spend more time actually trying to advance and capture the flag as opposed to spawning at a flag much further back and having to spend a bunch of time just trying to get back in the vicinity of said flag. The less transit time the less time for the other team to get more backup to that flag to defend it.

    My concern when playing as SL is to achieve our objective (as stated per the CO) in the most time efficient manner possible, and if that means hanging back from the direct action to provide a spawn point close to an enemy flag that's what happens.

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  9. #20
    JMJ
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    Re: "providing a spawnpoint"

    Quote Originally Posted by jament
    Let me defend medics by saying that I've tried to stick with SL's that get killed when an opposing squad overruns our position, then yell "I need a revive" over and over while 3 guys are standing over his body. I'm more likely to try to revive an SL while taking fire as compared to other squad members, but getting killed and having the SL die on revive is just a waste of tickets.
    I completely agree with you, I hope my post didn't come off as insulting to medics. My point was that sometimes my medics will bolt out in front of the squad on an attack leaving me all alone when I too am shooting rounds. Next thing I know I'm down, and I call for the medic...I hear "medic's down too." I've just been hearing that a lot, which is why I've switched to an even more defensive role at times. This comes from "new" medics and assigning people to the medic kit who are more accustomed to "breaking stuff"

    I would never expect my medic to revive me in the middle of enemy soldiers on a flag because as you said, it's just a waste of tickets.

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  11. #21

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    Re: "providing a spawnpoint"

    I split between being a close spawn point, and rushing in with the front line. It's a case by case as to what I do, but alot of times it depends on how heavily defended the flag is, who is guarding the flag, and balancing the distance if I have to respawn if I fall.

    It burns me up to spend 5 minutes marching only to get chewed up, and has a negative impact on the squad. The best way to take out an entrenched squad is with constant pressure mixed in with the unknown (2nd wave comes in from a different direction). But if you die needlessly, you never give your squad the opportunity to accomplish their objective and take away their chance to shine.

    It takes a great deal of discipline for me not to try and capture the flag with my squad, but it is infintely more rewarding to do it against a superior entrenched force through successive waves.

    Lucky Shot
    Last edited by Lucky Shot; 09-12-2005 at 04:56 PM. Reason: I can't spell.

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  13. #22

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    Re: "providing a spawnpoint"

    About sending waves.

    The way it SHOULD turn out: Respawning members wait till the squad is complete, than attack all at the same time.

    The way it WILL turn out: Respawning members first stay with their SL unsure of what to do. Then they charge the flag one by one.

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  15. #23

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    Re: "providing a spawnpoint"

    That's a communication that needs to happen between SL and the Squad. If you want the squad to regroup before the next attack, by god, let them know or it won't happen. If you have 3 members of your squad down there and you have 2 guys spawn on you, they are going to go help their squad out unless you tell them to Hold, Flank, etc...

    If I was a grunt, died, had men still valiantly storming the flag and still saw that orange sword... I am going in. That is unless the Squad Leader has a different plan, such as regroup and attack from the East this time. Only way a grunt knows is if the squad leader gives them that direction.

    Lucky Shot

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  17. #24

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    Re: "providing a spawnpoint"

    Providing a spawnpoint depends on a medic for me, if I got one, and the place isn't swarming with enemies, I'll join in the charge.
    I really hate SL's that jump in Attack Choppers, with a gunner, or in a plane, not being able to spawn on them

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  19. #25


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    Re: "providing a spawnpoint"

    Quote Originally Posted by powersmoker
    Let's just say it think the balance should be shifted way more in favour of going in with the team.
    I just can't agree with that. I think the balance should be shifted in the direction that is most appropriate under the current circumstances. Combat is fluid, both in real life and in games such as Battlefield 2. A good SL will need to understand that and have the ability to be as fluid as the situation requires.

    Diplomacy is the art of saying "good doggie" while looking for a bigger stick.

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  21. #26

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    Re: "providing a spawnpoint"

    Quote Originally Posted by Lucky Shot
    That's a communication that needs to happen between SL and the Squad.
    Off course, but it's so hard to accomplish. I have yet to see it in action.
    First, you would need to set a new pointman, or else your members are gonna wait on each other to go first.
    Second, you have no idea when your members are gonna spawn, you could be waiting forever on that last member only to find out that he is hiding somewhere and won't respawn because he doesn't die.
    Third, while you are waiting for your squad to be complete, you are likely to be attacked.

    In reality it's gonna be attacking one by one, and I think that's less effective and less fun then attacking together.

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  23. #27


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    Re: "providing a spawnpoint"

    Quote Originally Posted by powersmoker
    Off course, but it's so hard to accomplish. I have yet to see it in action.
    First, you would need to set a new pointman, or else your members are gonna wait on each other to go first.
    Second, you have no idea when your members are gonna spawn, you could be waiting forever on that last member only to find out that he is hiding somewhere and won't respawn because he doesn't die.
    Third, while you are waiting for your squad to be complete, you are likely to be attacked.

    In reality it's gonna be attacking one by one, and I think that's less effective and less fun then attacking together.
    This sounds more like a case of poor squad communication than a case of using the SL to maintain a nearby spawn point. If a squad can't communicate their intentions and the SL can't manage their squad members, there's a bigger underlying problem.

    Diplomacy is the art of saying "good doggie" while looking for a bigger stick.

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  25. #28


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    Re: "providing a spawnpoint"

    Originally Posted by powersmoker...

    "Second, you have no idea when your members are gonna spawn, you could be waiting forever on that last member only to find out."

    -------------------------------------------------------------------------------

    That is exactly WHY I hang back to provide a spawn point when a spawn isn't close
    to our current objective. As SL I always make a point to tell my squad whether to
    spawn on me, and if not, what flag to spawn at. I may not know WHEN, but I know where and that helps me decide how to proceed.

    Just because I'm hanging back a little doesn't mean I can't lead my squad. In fact, I tend to hang back and assume a position that allows me a good view into/down to the objective so I can may specific commands to specific players.

    I guess, specifically in a situation where you are assaulting an objective far from
    one of your current flag/spawn points, I don't see the reasoning in an SL running headlong into the fight when it would seem his abillity to provide a mobile spawn point close to the objective would be more beneficial to the squad and current objective as a whole.

    Powersmoker, can you tell me what BENEFIT running headlong into the action would provide in the above situation?

    Now, in a defensive situation, I would totally agree, with the exception being if I see the flag is going to be switched to neutral because of overpowering numbers I will back off to provide a close spawn for my squad to attempt to re-take that flag.

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  27. #29

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    Re: "providing a spawnpoint"

    Quote Originally Posted by Apophis
    This sounds more like a case of poor squad communication than a case of using the SL to maintain a nearby spawn point. If a squad can't communicate their intentions and the SL can't manage their squad members, there's a bigger underlying problem.
    Yes I know, but I'm just being realistic.

    If you play with the same squad everytime and your members are highly disciplined it becomes another story.

    Im talking about the more or less randomly formed squads that form the majority of squads on tacticalgamer. Those squadleaders should join the attack.

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  29. #30


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    Re: "providing a spawnpoint"

    I prefer my SL stay alive, thank you.



    -- Suits are what you wear when doing things you shouldn’t want to do anyway.

    FROM THE TACTICAL GAMER PRIMER.
    3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.

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