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  • [GUIDE] Unit Composition & Deployment (Updated as we learn.)

    To be an effective unit a unit must understand what roles and tactics are needed to create the best possible effect in a given situation. This thread is an attempt to compile the experience of many to answer in as concise a manner as possible exactly what the most effective composition of units are for a given situation and how to employ them. As we learn & debate what works and what doesn't this thread will improve. Please keep in mind that success or failure is not the issue the issue is simply the best effect in a given situation. E.G. just because your defensive turret wall didn't ward off the 3 platoons of enemies swarming your position doesn't mean it wasn't the most effective defense you could have mounted.

    1st we start with platoon level break downs. Most units seem to arrive at a some variation of the following. ( a tertiary platoon could specialize in special operations infiltrators/light assaults)
    2 Infantry Squads (Assault / QRF) :: One squad leads the assault on the target the other supports moving up to join the assault when the going is tough and reacting to threats such as enemies attacking already captured points when necessary.
    1 Armor Squad (Fire Support) :: This squad handles the transport of the infantry squads and provides the artillery to cover the infantry squads. Concentrated artillery is the number 1 equalizer on a battlefield.
    1 Air Squad (Air Superiority / CAS) :: Vital to any operation is the ability to hit targets behind cover or take out key targets out of reach of the armor squad and preventing the enemy from doing the same.

    2nd we look at the ideal composition of each squad. The simplest thing to remember is the two most basic roles a squad will encounter defense and offense. Managing your resources to maintain this is done at the squad level.

    Infantry:
    4 MAX
    4 Engineer
    2 Heavy
    2 Medic
    The current recommended composition for an infantry squad would have 4 MAX units tied to 4 Engineers supported by 2 medics and 2 heavies. Each fire-team would then consist of 2 MAX/Engineer pairs a medic and a heavy.
    The MAXs would be the primary units during offense with the engineers keeping them repaired and guiding their assault. The heavies would focus on supporting fire and eliminating enemy MAX units and armor quickly. The medics of course focus on keeping their squad up. This requires a squad to practice to know when to take cover and get repaired and when to charge as well as good situational awareness to know when to contribute fire and when to go back to your job. If each person Only does their job and doesn't react to the situation properly this will fall apart quickly. However, when done correctly this formation can handle 2-3 times it's number of disorganized enemy troops. On defense the engineers with their turrets would be the primary units while the MAX units attempt to keep from taking too much damage only stepping out when the engineers are down or when the enemy has come through defended doorway and the MAX is not at risk from outside fire while shooting. The heavies will be much more focused on delivering fire and watching for enemies and if resources are expected to be a problem then MAX units coming back as heavies after dying is perfectly understandable. After a max goes down one would expect that it's engineer either is already dead or is soon to follow the pairs should manage among themselves switching roles around so no one runs out of resources. Smoke is a helpful part of all of these strategies.

    Armor:
    2 two seater tanks
    4 one seater tanks
    2 Sunderers/Galaxies
    A good armor squad will have primarily 2 heavy tanks with machine gunners and 4 light tanks supporting fire the other 4 units should be in sunderers providing spawn and ammo points to the squads. Keep in mind that 1 person can alternate between driving and shooting a sunderer but 2 are required for maximum firepower. These units would attempt to find two different points to fire upon the enemy from to make it more difficult for the enemy to find cover. If one squad comes under heavy attack it simply falls back towards the other squad to present a unified front of fire and draw the enemy into the open. It is a misnomer to believe that half an armor squad is capable of defending itself against any 1 full squad and caution is always the better part of valor. An interesting side note is to mention that it is most often better for a platoon using Galaxies to use units from this squad to pilot them leaving the air units available for transportation defense. Armor units should avoid being near buildings and instead rely on ridgelines and hilltops for cover so as to make it difficult for enemies to sneak up on them. Once again using squad markers to concentrate fire is an excellent tactic.

    Air:
    3 Liberators (6 men)
    6 Reavers
    A good air unit will consist of 3 liberator pairs of 2 men each the 2nd man switching between belly and tail guns as necessary. The other 6 pilots in the squad should be reavers. 2 reavers should escort each liberator one below to take out triple A units and one above the Liberator to take out incoming air threats. Ideally the Liberator will sit about 300-400 meters of the ground using a dalton for maximum effectiveness. Any threat to the liberator should be addressed by both escort reavers as a team leaving one to handle it often leads to each plane getting picked off 1 by 1. Air units are always offensive they defend by eliminating key enemy units. When fighting air units it's best to have all three liberators move as a single formation supported by the reavers to overwhelm the enemy aircraft one at a time as quickly as possible. This is especially true when intercepting a line of defended enemy troop carriers. The T tactic comes from the navy and consists of crossing the enemies line of approach and holding, taking out each oncoming enemy as they come into range and is very effective in most situations. Sometimes flying the liberators in sharply banked figure eights without passing a point known to leave the units open to enemy anti air fire is an effective tactic. Crossing the enemies T in PS2 is usually done in the air and consists of planting your air units in a fluid formation in front of the approaching troop carriers and keeping the large dalton guns pointed in the troop carriers direction while maintaining evasive maneuvers. This makes it very difficult to get a group of carriers through without at least losing 1. The reavers should focus on eliminating any escorts and keeping the liberators in from being destroyed before contributing fire to take down the troop carriers. When an air unit takes more than 50% damage it should break off and find a safe landing for repairs breaking off before this contributes too little fire and breaking off past 75% puts an unnecessary strain on squad resources. Escorting reavers who's liberator has broken off should attempt to eliminate the damaging threat that forced their liberator to leave before the liberator comes back or until damaged past 50%. Liberator pilots should pay special attention to enemy spawn points and troop carriers as they are at their most effective when they can prevent enemy units from quickly returning to the fight. Communication among air units is critical. Placing a squad waypoint on a target is a great way to time and converge fire for quick destruction of key targets. Always call it out when your being attacked and where the attacker is coming from to make it easier for your escorts. E.G South East HIGH scythe.

    This is the best understanding of the tactics involved currently I invite debate and discussion to vet these points

    Everything is a system, Break it down.

  • #2
    Re: Unit Composition & Deployment (Updated as we learn.)

    I liked the write up and I will have to vehemently, but in a cordial way, disagree with your use of MAX Suits. The MAX suit, specifically the NC one, is a highly specialized unit that is currently valuable in only a few ways. First MAX units are finite and and slow, as such the generic Heavy and Light Assault persons provide better workhorses than the MAX Suit as they are many and maneuverable. Second the very specific function of our AI MAX puts him off balance when engaging in any situation but Close Quarters where he can make short work but is also very vulnerable.

    Relying on the MAX units to heavily puts you at a disadvantage numerically; you simply sacrifice four guns by forcing them to 'pocket' the heavies. Stacking each MAX with one engineer is also a bit redundant. Though tempting do not make the comparison between Heavy-Medic in TF2 to MAX-Engie in PS2.

    Instead of the MAX trying to always be fighting at 'full' armor it should be fighting and retreating when necessary to the support line.

    The ideal Infantry Unit, imo, would have one or two MAX as a supplemental charging force behind the Assaults who take immediate attention of the enemy. The Heavies could survive, their shield is stellar, and the Lights can maneuver and annoy. What situation you do not want to get in is having the MAX suits go down. Reviving them and repairing them is a difficult thing. The squishy infantry are more replacable.

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    • #3
      Re: Unit Composition & Deployment (Updated as we learn.)

      I normally would agree with you, however you are forgetting the engineer in this equation. The turret available to the engineer is ideal for engaging a lot of enemy infantry at range. In situations where the max is not in close quarters the roles actually shift to having the engineers plant turrets and the MAX units taking out the enemies that flank or pushing forward to the next turret point. The heavy is a great unit in this regard but we have to assume that the lose of even a single unit could weaken the entire squad as we do not know how close the spawn is. This is specifically designed to be the strongest possible combination in as many situations as possible for as long as possible. I hear what your are saying and understand the sentiment but let's remember the strength of tactical gamer is our tactics and not simply the most sustainable combination but also the most effective given the tactics available to us. Please present your exact combination recommendations and the tactics and reasoning associated with them. Harry and Tank is not exactly specific enough for this situation.

      Everything is a system, Break it down.

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      • #4
        Re: Unit Composition & Deployment (Updated as we learn.)

        Yes! A discussion. Understand that while I might disagree with you forcefully that I do not claim absolutely anything and am just using it as a way to voice my position which is opposite of yours and not trying to question you directly. Bare with me please if I cross a line tell me.

        Thinking purely in infantry terms I am actually quickly moving away from the Engineer as the 'go to' class. The sole Engineer is a great part of the war but he is ultimately a support class and should be focused on keeping the troops fed and armed. Much like the Medic keeps the troops in tip top shape. Effectively the support classes, while certainly capable of combat, shine best when in their support role. While utilizing the support role these persons are sans-gun; an engineer is healing the MAX or placing ammo down or utilizing a turret and is quite limited (I love the Mana turret but it is not the best engagement platform at ranges as it is not terribly hard hitting and keeps you stationary), a combat medic is busy with his med gun or is in the thick of the crowed spamming his nanite heal ability. Even if the medic is in direct combat when he goes down he is down. Gone. Finito. If you only have one or two and they both went down because they were leading a charge, well now your entire squad's health is completely finite.

        When I squad lead, or even am just in a squad, and I see six engineers I get all fidgety because suddenly we are no match for that squad that uses HEAVY and LIGHT assaults. Heck we aren't even ready for a MAX!

        It is a bit late so I have to end this a bit early and without a clear answer to what I want in an infantry squad, really though its the platoon that matters, and so I just have to leave with the following thoughts to be concerned of when contemplating tactics:

        -You need guns to project fires
        -You need the guns to be sufficiently accurate and lethal under most circumstances
        -You need to maintain health and ammo of your forces
        -You can not afford inefficiency
        -You can not afford excess redundancy
        -You must be able to move/maneuver sufficiently

        The above leads me to focus on a mixed force that leans more towards firepower than support. Support is helpful and acts as a multiplier of force as the battle continues but it does little to affect direct change upon the moment of contact and fire. Few people would attempt to attack with Engineers. Few people would even suggest that a MAX CRASH needs an engineer for each MAX, rather for that situation you want a force focused on the initial securing of the point and then worry about healing and revives (certainly a few Engineers couldn't hurt but it is far from a 1:1 ratio).

        Recently I'm growing fond of the Heavy. He provides security at range against all vehicle types at a decent level but primarily shines in the assault when his shield just tanks through battles that otherwise would be lost. The large ammo capacity is very important in CQC as well as it reduces the need for reload. Our MAXes are too focused to rely on as an integral part of a team that needs to always be at full efficiency. The heaviest criticism I can levy at the MAX/Engy combination is that it can only ever be as strong as half a squad for either situation it is built for. Furthermore I think LMGs provide better platforms for medium range fires than the Mana Turret which is truly a suppression platform.

        Comment


        • #5
          Re: Unit Composition & Deployment (Updated as we learn.)

          4 Maxes I feel is a little extreme for an infantry squad, considering if you're running a standard hacksaw/scattercannon that range is only effective <20m, 30m tops. Is this a setup for all out base captures or biolab fights? 2 HA's can be taken out too quickly to be effective vs more than 1 piece of armor, which besides the suppression ability (wish we had PR suppression...qq) is where the most bullet output will come from. If you introduce anti-vehicle MAX's, you now are losing AI capability, hoping splash dmg is enough to mitigate this. MAX's mobility is the biggest hindrance to the class outside of its dmg range fall off. They are just too slow unless you're using the special ability, which then leave their support in the dust to catch up. 4 Engineers if taking on the combat role then aren't the ones keeping the MAX's up. If they repair, you lose damage potential.

          I would be interested to see how this would shine in more open field/open air bases than biolabs. The only reason NC max's shine in Biolabs is because the corridors funnel the flow of enemy forces into kill zones. Mobility also is not a factor as anything that walks infront of a max just dies - again - if its within that kill range (which.. cqb it would be). Enemies would just counter 4 maxes by mass counter swarm. sure the maxes might wipe the initial wave, but on reload subsequent pushes would overwhelm.

          This I think is why you see the adoption of HA centered infantry squads. They have the mobility of normal troops, the damage to stem the flow of enemy armor, the tank ability (depending on ability equipped) to soak damage with proper support, and the damage output/ROF/amount to suppress/close of points of access vs. infantry. Engineers now are there to provide the Ammo supply again, keeping HA's loaded to bear, and likewise are another class putting bullets down range.

          MAX's are a niche class, and outside of heavy CQB fights, I've never seen them put to good use in more open air/base environments where they can be easily evaded and lured into more advantageous positions to attack.


          These Things We Do... That Other's May Live

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          • #6
            Re: Unit Composition &amp; Deployment (Updated as we learn.)

            I am loving the fact that the tweaks here and there along with people developing their own theory is actually starting to emphasize class distinctions, at least to my mind, rather than muddy them.

            I really hope we naturally end up with much more specialized squads when working in a big TG platoon. By that I mean you have a HA squad that is almost all Heavy with a medic and engineer, maybe the HA SL sits back a bit with a Battle Rifle dependent on terrain.

            Directing traffic you have the PL in command/Sunday group with perhaps 2-3 engineer drivers. Maybe a 6-10 man LA Commando squad that goes over the wall with C4 to create a diversionary assault right in the mix.

            Throw in a 5 man Infiltrator squad for Ninja hacking or long range target interdiction.

            But yeah I love the HA, primary class from the beginning of the beta, warrior class.


            Comment


            • #7
              Re: Unit Composition &amp; Deployment (Updated as we learn.)

              Originally posted by Wicks View Post
              I really hope we naturally end up with much more specialized squads when working in a big TG platoon. By that I mean you have a HA squad that is almost all Heavy with a medic and engineer, maybe the HA SL sits back a bit with a Battle Rifle dependent on terrain.

              Directing traffic you have the PL in command/Sunday group with perhaps 2-3 engineer drivers. Maybe a 6-10 man LA Commando squad that goes over the wall with C4 to create a diversionary assault right in the mix.

              Throw in a 5 man Infiltrator squad for Ninja hacking or long range target interdiction.
              I'm not sure about the use of such homogenized groups. There is an inherent risk in putting 'all your eggs in one basket' as it were and even then what about the risk of reaching a failure point due to redundancy?

              For example the Infiltrator Squad is able to turn that entire 'Top Rack' of the Tech Plant 'Blue' in under thirty seconds but are quickly overwhelmed when a counter attack hits them, all turrets turn back red.

              Instead of having six infiltrators hitting that 'Top Rack' you have a combination of two Infiltrators one Medic one Engineer and Two Assaults. Now your force is much more capable of holding that 'Top Rack'. Even arguing that you put two highly specialized squads worth of people up there and the need for more than three or four infiltrators is questionable.

              Certainly there are times when an homogenized force is preferred. But this, in my opinion, owes more to that class, that is the Heavy or Max, being able to survive and dish out more damage for a specific short term task or role, or for that Platoon of Engineers to be able to put down 120 Anti-Tank Mines on an entire road in a few seconds (Flash + Rumble Seats, epic minefield layers).

              The homogenization of the forces is certainly possible but I'd argue that it would only ever be useful if you are running a Company Level of Infantry.

              Comment


              • #8
                Re: Unit Composition &amp; Deployment (Updated as we learn.)

                I think this could work, and I've seen it work in some circumstances, especially against TE. It's no different to having one squad doing AA that covers another squad running reavers and liberators. I think sometimes there's too much diversification, which weakens the squad as a whole. A mixture of different roles means you're superficially effective at everything, but not really effective any anything in particular. If you've only got 2 infiltrators and you lose them both, you're already out of options, likewise with heavies.

                Having a few ready-made templates of squad load-outs would work well. I can imagine a PL giving orders at the warpgate for Alpha to go AT, Bravo to go AA, Charlie to infiltrate and Delta to provide air cover, giving the PL a swiss army knife of 4 clear roles to choose from and place accordingly. If the infiltration squad (infils & light assaults) can get into a base under cover from the 3 other squads, they can turn into an armour squad by spawning tanks and sunderers, for example. Basically, I'd rather have variety of squad roles over a variety of member roles.

                As an aside, I'm really enjoying my Liberator at the moment, especially with Hobbit covering my six and getting all the easy kills off ESFs that line up perfectly for him while trying to shoot me down. NC has a lot more air around since the merger with Soltech, and it's absolutely brilliant.

                Originally posted by Wicks View Post

                I really hope we naturally end up with much more specialized squads when working in a big TG platoon. By that I mean you have a HA squad that is almost all Heavy with a medic and engineer, maybe the HA SL sits back a bit with a Battle Rifle dependent on terrain.

                Directing traffic you have the PL in command/Sunday group with perhaps 2-3 engineer drivers. Maybe a 6-10 man LA Commando squad that goes over the wall with C4 to create a diversionary assault right in the mix.

                Throw in a 5 man Infiltrator squad for Ninja hacking or long range target interdiction.

                But yeah I love the HA, primary class from the beginning of the beta, warrior class.
                Last edited by CoiledTortoise; 03-08-2013, 02:38 PM.

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                • #9
                  Re: Unit Composition &amp; Deployment (Updated as we learn.)

                  Originally posted by kalikorz View Post
                  Infantry:
                  4 MAX
                  4 Engineer
                  2 Heavy
                  2 Medic
                  The current recommended composition for an infantry squad would have 4 MAX units tied to 4 Engineers supported by 2 medics and 2 heavies. Each fire-team would then consist of 2 MAX/Engineer pairs a medic and a heavy.
                  The MAXs would be the primary units during offense with the engineers keeping them repaired and guiding their assault. The heavies would focus on supporting fire and eliminating enemy MAX units and armor quickly. The medics of course focus on keeping their squad up. This requires a squad to practice to know when to take cover and get repaired and when to charge as well as good situational awareness to know when to contribute fire and when to go back to your job. If each person Only does their job and doesn't react to the situation properly this will fall apart quickly. However, when done correctly this formation can handle 2-3 times it's number of disorganized enemy troops. On defense the engineers with their turrets would be the primary units while the MAX units attempt to keep from taking too much damage only stepping out when the engineers are down or when the enemy has come through defended doorway and the MAX is not at risk from outside fire while shooting. The heavies will be much more focused on delivering fire and watching for enemies and if resources are expected to be a problem then MAX units coming back as heavies after dying is perfectly understandable. After a max goes down one would expect that it's engineer either is already dead or is soon to follow the pairs should manage among themselves switching roles around so no one runs out of resources. Smoke is a helpful part of all of these strategies.
                  I like the idea of using Maxes. I think they are completely underutilized for those who know how to operate them and direct them.
                  I think I would set it up this way:

                  6 MAX
                  2 Engineer
                  3 Heavy
                  1 Medic
                  1 Sunderer -- close to the action and protected at all costs.

                  MAXes would outfit themselves with one anti air, and one a)anti armor or b) anti infantry --but only in close quarter situations. If you have slugs, then this increases range in the open, so can gravitate out from CQC. The reason you want MAXes outfitted this way is to provide options for MAX targets--Air/Armor.

                  Fire team lead would call out targets and all firepower goes to that target in non CQC situation. i.e. out in the open. In CQC, patrolling is necassary with downed MAXes getting very quick revives and repairs! <--yeah, very important.

                  Also, Maxes would cover one hallway only. No crossfire with hacksaws.

                  Also, I would keep this squad very close together for inter-squad support.

                  Comment


                  • #10
                    Re: Unit Composition &amp; Deployment (Updated as we learn.)

                    The basic outline is beginning to look good.

                    Here is my 2 cents to add:

                    Infantry-
                    1 LA - The value of the LA cannot be sell short them due to their ability to "leap" into bio-labs and hardened other structures. They are excellent at disabling generators so armor can roll in. Plus flying over a armored vehicle and dropping C4 is unstoppable and needs to be used more.
                    2 Engineers -You cannot underestimate the value of offensive weaponry. The AV turret is devastating and their gun turret are very accurate at long ranges. But the support role they play for repairing Maxs and vehicles is critical. Best suited for vehicle drivers and directly behind Maxs in BioLabs.
                    1 Medics - Great support role, but one is enough around an infantry team
                    2 Maxes - Setting one as AA (can sport a different second gun) and one as anti infantry is pretty solid. Using the scattergun thrashes enemy and sitting at a door in the BioLabs with a engineer behind is wild to watch.
                    1 Infiltrator - I grimace at admitting that I think they have a use. But capturing terminals at the beginning of a battle can easily turn the tide when armor can be spawned from a base being attacked.
                    5 HA - The rockstar of combat. They are the workhorse of assaulting due to their heavy weapons with large capacities. Their armor is buffed and with a small team of them supported by the rest, it is a winning combo. So possibly one of the other in each class then the rest is HA would make a killer squad. A team with some capable rockets that fire simultaneously is the most devastating thing so far in this game.

                    Armor-
                    2 Sunderers- rolling two with armor column is a thing to be seen. Using one that has ammo and the other repair (both mobile spawns) is the way to go. The drivers of the Sunderers will crank up certs by supporting the armor as they assault a base in support of infantry. Using one anti infantry and one anti air gun each is a decent balance. Rarely will both guns be manned during a established battle.
                    4 Vanguard - They are simply devastating when properly equipped (whole other thread). Having two reliable people as engineers in both seats make for a pretty unstoppable combo.
                    2 Lighting - Their speed is their weapon. Rolling with one that is setup for AA and two as anti- infantry would round out the armor squad.

                    Air- (pilots probably don't want to hear the below)
                    5 Reavers- Main focus should be air to air. No other air platform is capable of fending off the air cav when they come up on a base. They are the most versatile platform and can have two roles, so air to air then air to ground.
                    2 Liberators- Air to ground, specifically setup for armor. They are devastating against tanks of any faction and hard to defend against due to their own heavy armor. Using against infantry should be secondary and used cautiously.
                    1 Galaxy - They are troop transports. Not for any real offense unless the gunner seats are all full, but even then they cannot touch the other platforms. The galaxy can support more then 1 squad at a time, best suited for a whole platoon.


                    Others-
                    Flash - mainly for "individuals" or army of ones not interested in working with a team or.. Someone trying to get back to the battlefield. That being said, their best purpose supporting any team is to have a maxe out scout radar equipped. That way it serves a team purpose.
                    "The chief foundations of all states, new as well as old or composite, are good laws and good arms; and as there cannot be good laws where the state is not well armed, it follows that where they are well armed they have good laws." -Machiavelli

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                    • #11
                      Re: Unit Composition &amp; Deployment (Updated as we learn.)

                      Need more than just 1 medic in whatever squad you run. As soon as that one drops, you have no revive/heal support outside of a spawn beacon "if" one is available or a Sundy.

                      2 if not 3 minimum to make up a solid infantry squad, for redundancy and breadth. More medics can be split between mini fireteams and be able to cover each other.


                      These Things We Do... That Other's May Live

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                      • #12
                        Re: Unit Composition &amp; Deployment (Updated as we learn.)

                        Originally posted by Serjikal View Post
                        Need more than just 1 medic in whatever squad you run. As soon as that one drops, you have no revive/heal support outside of a spawn beacon "if" one is available or a Sundy.

                        2 if not 3 minimum to make up a solid infantry squad, for redundancy and breadth. More medics can be split between mini fireteams and be able to cover each other.
                        Yeah, you are probably right on that...

                        BTW, just upgraded my dual hacksaw Max to slugs to increase range. V E R Y N I C E.....
                        Last edited by QuantumQrack; 03-08-2013, 10:59 PM.

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                        • #13
                          Re: Unit Composition &amp; Deployment (Updated as we learn.)

                          I'm not down playing the possible usefulness of MAX's, just looking at the bigger picture, they require too much to be truly effective if one hasn't certed them high enough. I'd be interested to see the application


                          These Things We Do... That Other's May Live

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                          • #14
                            Re: Unit Composition &amp; Deployment (Updated as we learn.)

                            Originally posted by Serjikal View Post
                            I'm not down playing the possible usefulness of MAX's, just looking at the bigger picture, they require too much to be truly effective if one hasn't certed them high enough. I'd be interested to see the application

                            Dual Hacksaw max, one gun with slugs for medium range, and one gun with standard ammo, for CQC is extremely deadly. Full Flak and Kinetic certs. Perhaps one of these days I will organize a MAX squad supported by another squad. This would be 12 Maxes outfittted for the current objective, 6 engineers, 6 medics.

                            This would be for Max crash situations and combat inside buildings. Maxes are pretty weak in the open but potent killing machines in CQC--we are talking one hit that easily overwhelm the enemy, most of the time. That is why they are already talking about nerfing Hacksaw Maxes. Why would that be? Because they are very potent. :-)

                            I actually wouldn't mind having a certain amount (a squads worth) of TG members with maxed out Maxes for quick tactical response, i.e. over-running certain control points, etc. and holding that position at all costs.

                            Comment


                            • #15
                              Re: Unit Composition &amp; Deployment (Updated as we learn.)

                              Unfortunately, I don't think the NC ScatterMAX is really effective enough in the field to warrant general use full-time. It's useful to have a couple AA-Outfitted MAXs kitted in advance if you're expecting to have to use them, but AA MAXs are essentially useless against just about everything else, and you really have to use dual Bursters to be a realistic threat to aircraft. Actually, mixed MAX weapon combos are just generally underwhelming. The only exception is perhaps the Hacksaw, which is a serious threat all by itself, but there's no situation in which you'd get any mileage out of one Hacksaw in which you'd also get any use out of a Falcon or Burster on the other arm. (For similar reasons, I think mixing slug/non-slug loadouts is also a bad idea...)

                              In the field, Heavy Assaults are definitely the way to go. They don't have the mobility issues that MAXs have, and they're inherently flexible and effective in a number of situations. About the only thing that LMG's don't do particularly well is CQC. Which is, fortuitously, the niche that our MAX fills very well.

                              Light Assaults should probably replace some of the Heavy guys for "urban" engagements, depending on the prevalence of vehicular opposition. (C4 bombing is effective, true, but resource intensive.) Against a primarily infantry opposing force, particularly in and around buildings or other cover, their mobility gives them a distinct advantage against other infantry classes. This is easily compounded by the use of MANA turrets and Heavy Assaults to provide suppressing fire.

                              Regarding support classes, you definitely want to have more than one Medic and Engineer in any squad make-up. You won't always need more than one, but you'll be glad you brought a spare if one goes down. Two Medics is usually enough, if they're careful. Medic Assault rifles are actually pretty good though, so it almost never hurts to have a third. On the other hand, two engineers should be enough for most squads' needs. Their most important contribution, the ammo pack, persists through death, so losing one or even both temporarily will not usually cause problems. Outside of those situations that call for more specialised squad compositions (vehicle squads, MAX crashes, and fending off a large armor/air train), having more engineers doesn't scale very well.

                              Infiltrators are a bit of an odd duck. Equipped with an SMG, they can fulfill many of the same roles as the Light Assaults, and a fast-roaming squad will almost always find their ability to hack turrets and terminals useful. As snipers though, they tend to be a bit of an independent element. They can provide a great strategic benefit to any friendly troops operating in their area of influence, but are rarely provide a direct tactical benefit to the squad to which they belong, at least in my experience. It's nice having them watch over you, but in practice a squad with two Infiltrators in it is usually two men short on the ground. Making good use of Infiltrators, at least as far as I can see, might require a rather radical rethink of your squad make-up, instead of just sprinkling them in existing squads like seasoning.

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