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Ground Pound For Science

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  • Ground Pound For Science

    Above and beyond anything else getting my virtual boots dirty is what I enjoy the most. I love the Medic and Maxes and I love hitting a point with excessive numbers. ['kekeke' is my PS2 meme]

    The game is in beta and balance isn't perfect but by-and-large the core infantry mechanics are in place. As much as I love large Platoon scale ops I think starting small, at the squad level, will help us test tactics and battle theory.

    So I offer a weekly event be made. I am good on Tuesdays and Fridays and alternating Mondays.

  • #2
    Re: Ground Pound For Science

    Im good weekends really, with the up coming month, nothing haha but thats another story.
    |TG-Irr| di1lweed1212

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    • #3
      Re: Ground Pound For Science

      Tuesdays and Sundays as possible days? I have no problem with those. Could help you with planning these, YT.
      |TG-Irr|PricelineNegotiator

      Seaman

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      • #4
        Re: Ground Pound For Science

        I'm also thinking about maybe making this Platoon Size after a short-while as the standard Mechanized Infantry Platoon, is in my opinion, the core Strategic Unit in PlanetSide2.

        Does anyone have anything they want to test?

        I personally want to see what is a good class ratio and methods of taking points that are lightly defended and holding points with minimal force.
        Last edited by Ytman; 09-26-2012, 03:44 AM.

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        • #5
          Re: Ground Pound For Science

          I would love to join, I would really like to test the difference in Armor and Infantry Seeing combines arms. maybe get more complex and see the armor air infantry combo.

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          • #6
            Re: Ground Pound For Science

            Originally posted by Ytman View Post
            I personally want to see what is a good class ratio and methods of taking points that are lightly defended and holding points with minimal force.
            Different tools, different jobs. For assaults, your best bet is using something like an 75/15/10 for HA/Medics/Engineers, since that allows for a good "shock troop" to get in there, deal with any major threats, and hold themselves well. And don't forget about MAX crashes, which are unbelievably effective against all but a perfectly-laid-out defence.

            Cater each deployment to each situation. What is your ultimate goal? If it's rapid deployment, you'll want to go in by Galaxy (probably 2 Gals tbh) and have enough infiltrators to quickly split up and hack consoles and especially turrets.

            If it's an all-out assault, you'll want a setup like:
            Gals (2), Sundies (2), Vanguards (6+), Reavers (4+), and Libs (3+), using each as a specialised unit with very specific objectives. Vanguards surround the area for support, Gals drop infantry (full platoon ideal) in rapidly to secure the area for Sundies (2 squads ideal) to come in, Reavs support Libs for air superiority, and Libs make a mess of everything that moves. Unless going against another outfit, there's not going to be much out there that can quickly defeat an organised team like that.

            For the "standard" deployment, I like to use a Lib/Sundie/Lightning setup and it isn't at all a bad setup either. The Lib pulls quick recon and high-priority target suppression while the Sundies move in for tactical placement and the Lightnings act as shock troops. But this is the kind of game we could theorycraft all day on... ^^

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            • #7
              Re: Ground Pound For Science

              IMO, with the hacking certs in, that Galdrop attack needs some infiltrators. Hacking an occupied turret kicks the enemy out of it and if you know where they are coming from, they can get a pretty nasty surprise. One sniper round+knife=dead on any infantry target, which then leaves you free to bomb pretty much everything, or use tanks. While they're there, they can plant a spawn beacon and try to hack vehicle terminals to allow you to spawn Sunderers directly into the tower bay while preventing any kind of vehicle defense. The best part is that if the enemy destroys the turrets or the terminals, they can't repair (because they're enemy) OR rehack (because they're destroyed) them.

              And, personally, I find Lightnings worthless for anything but buying a Skyguard and using them as MAA platforms, but I'm playing as VS and the Magriders make pretty solid skirmishing tanks as-is.
              I can ADS using more than a 2x without significant stutter! This was a good patch.

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              • #8
                Re: Ground Pound For Science

                I anticipate the Lightning being an excellent light assault platform when they introduce more weapon unlocks.

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                • #9
                  Re: Ground Pound For Science

                  Well, indeed, even as a "stock" tank, its value en masse for being a shock troop as previously stated is undeniable. Three lightnings may indeed lose to a Magrider when stock fitted, but three lightnings will give a squad or two -- and I daresay perhaps a platoon, with the exception of HA-heavy outfits -- of infantry quite the run for their money when properly supported by friendly infantry. Combine Lightnings with Vanguards and you've got quite the mobile AA platform to work with while still being fully capable of supporting friendly troops while assaulting an enemy location with incredible mobility.

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                  • #10
                    Re: Ground Pound For Science

                    I've found the lightning to be pretty lackluster.

                    I know it's a light tank, but I find the marginally increased maneuverability isn't enough to justify choosing it over the Vanguard unless you are really dedicated to the scout role. In direct combat it gets eaten up, particularly with the huge deviation they just put on the stock gun. (fixes are said to be coming next patch for tank cones of fire) The stock gun is pretty horrid against infantry at this point and the huge recoil means you can't burst-fire unless you are right up against another tank.

                    The SkyGuard Lightning is of course, a huge asset to any armor column.

                    Does anyone have any opinions on the 100mm HEAT/HE/AP guns?
                    Teamwork and Tactics are OP


                    Strait /strāt/ (Noun) A narrow passage of water connecting two seas or two large areas of water: "the Northumberland Strait".

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                    • #11
                      Re: Ground Pound For Science

                      Originally posted by Strait Raider View Post
                      I've found the lightning to be pretty lackluster.

                      I know it's a light tank, but I find the marginally increased maneuverability isn't enough to justify choosing it over the Vanguard unless you are really dedicated to the scout role. In direct combat it gets eaten up, particularly with the huge deviation they just put on the stock gun. (fixes are said to be coming next patch for tank cones of fire) The stock gun is pretty horrid against infantry at this point and the huge recoil means you can't burst-fire unless you are right up against another tank.

                      The SkyGuard Lightning is of course, a huge asset to any armor column.

                      Does anyone have any opinions on the 100mm HEAT/HE/AP guns?
                      They are a slight improvement, but still lackluster.

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                      • #12
                        Re: Ground Pound For Science

                        Agree on the Lightning dislike. There is like zero splash damage against infantry with the default gun. I embarrassingly went head to head with an HA once and he tore me a new one by shooting rockets and dancing around the base of a tree. I can honestly only recall getting a few infantry kills with Lightnings at all, and it took direct hits to do it.

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