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  • Scouting

    Last night there was a brief period where I flew as a Reaver scout for one of our two squad platoons. It was originally to provide escort for a temporary air sorte, but I kept my aircraft as the rest of the squad moved to a Galaxy for a drop. I was then able to scout ahead to the drop location on the southern Indar cliffs indicated by our PL (largely on a whim) and spotted two enemy squads already occupying the drop location. Once that was phoned up (and additional scouting runs done to get additional detail) we were able to avoid what could have been a disastrous drop on an enemy infantry group we didn't know was there and land elsewhere on the ridge where our squads were able to hunt down and unroot that force.

    Now, some of this should be obvious. Of COURSE sending a scout ahead to a drop zone helps avoid situations like this. However, I don't think we do this enough, we very often send Galaxies blind. Because Galaxies are durable and relatively expendable, this usually doesn't bite us, but we can still probably avoid a lot of bad situations and find new opportunities through more consistent use of scouts. When doing Galaxy ops, we should consider having a dedicated scout as part of the platoon, either attached to a squad or in their own, whichever makes more sense. In fact, a setup I think might work well is the PL in their own squad with only dedicated scouts as squad members (and maybe as SLs, to allow for waypoints to be put down to aid communication).

    An interesting element that we instituted ad-hoc during the night's ops was extending platoon comms permissions to the scout directly. "Scout to platoon", etc. This let the information filter directly to the PL without having to be marshalled through the SL first, which made it more responsive and higher detail while preventing a game of "telephone" from occurring. If we were using the scout/command squad setup described above it would be unnecessary, but it was a helpful comms procedure when the scout was attached to a squad in a more ad-hoc manner.




  • #2
    Re: Scouting

    I will fly a Racer/AB/Radar/Stealth Reaver as a scout aircraft any day of the week. That sounds really fun!


    A pilot who doesn't have any fear probably isn't flying his plane to its maximum. -Jon McBride, astronaut

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    • #3
      Re: Scouting

      I like it. Esp the modified Coms.

      I wish squad members could lay down "point of interest" waypoints for the squad.
      MacKahan -- Mac-Kay-an In case you were curious. ;-)

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      • #4
        Re: Scouting

        I often offer the same services as an infil with the high powered shadow scout rifle. I can move ahead undetected, drop a motion detector unknown to the enemy and then move to a flanking position to assist the assault. The flanking alone is often devastating as I get many kills and force them to peel someone to deal with me. The motion detector though is probably the single most useful force multiplier their is. Constant real time knowledge of nearby enemies is crazy OP in my opinion especially if they don't even know they are being monitored.

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        • #5
          Re: Scouting

          In armor engagements the Harasser can often be used in the same role, a harasser cresting a hill and being seen by an enemy armor column isn't the call for alarm that an MBT is, and the harasser's speed is a beautiful thing.
          MacKahan -- Mac-Kay-an In case you were curious. ;-)

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          • #6
            Re: Scouting

            Originally posted by VLAD View Post
            I often offer the same services as an infil with the high powered shadow scout rifle. I can move ahead undetected, drop a motion detector unknown to the enemy and then move to a flanking position to assist the assault. The flanking alone is often devastating as I get many kills and force them to peel someone to deal with me. The motion detector though is probably the single most useful force multiplier their is. Constant real time knowledge of nearby enemies is crazy OP in my opinion especially if they don't even know they are being monitored.
            They know they're being monitored. Both the Darts and Motion Spotter show up on enemy minimaps.


            A pilot who doesn't have any fear probably isn't flying his plane to its maximum. -Jon McBride, astronaut

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            • #7
              Re: Scouting

              According to a video by Wrel, you have to be withing 30 meters in order to spot an enemy motion spotter. I cannot say ive done any testing to confirm this myself but Wrel is fairly reliable source I think. See video: https://www.youtube.com/watch?v=9Y8iJBqGyDQ

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              • #8
                Re: Scouting

                -Having played infiltrator the most I can agree with vlad that they can be devastating for the roll of scouting. Plopping one down on the cliffs of indar can provide real time info, as darts can be launched a fair distance. Also They can most easily spot and keep check on far away enemy movements due to the scope they posses, I recommend a high power rifle like the the longshot, along with a twelve ex scope, and of course a viable qcq pistol to assist with taking down that pesky light assault that climbs the cliffs to get to you. Like vlad says, sniper fire can be a real pain to deal with. I would caution though for the infil to go for body shots and soften up targets for friendlies. I have found in the long run that going for a suppressive element element with sniper fire is the best way an infil can support his team from affar other than just plopping darts.
                -also provided the infil can get behind enemy lines for long enough they can hack vehicle terminals and turrets leaving a base defenseless until the enemy can reahack witch might just give the apposing force the advantage, while the zurg is stuck in their current base.
                -Finally some guidelines I have found that help with infil squads are.
                1.) a 2-3 man squad is great for the roll of hacking and causing disturbance behind enemy lines, any more and people seem to think their is more of a significant threat and will ruin your hole day
                2.) Sniper squads however depending on the roll either offense or defense can very, for defense sending two men to snipe at a sundy location can be a great annoyance to the enemy, possibly causing them to send valuable assets after you.
                For the roll of offence however larger squads I think tend to have the advantage, being able to suppress larger areas at a time with their sniper rifles,of course a few heavy's and maxes to deal with armour and air tend to be usefull as well. (If we were vanu I would recommend heavies grabbing lashers due to their awesome suppressive effect but ill leave that for another day). However if squads cant really afford the numbers to have a separate sniper squad 1 or two men will still be able to give valuable information and a Light suppressive effect.
                -Once Im back to planetside in a few months I'll be more than happy to run scout squads and conduct training. Id say im fairly confident in my skills as an infiltrator, Id probably put them at about a 8-9

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