Announcement

Collapse
No announcement yet.

Integrating light assaults into the squad

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Integrating light assaults into the squad

    The light assault class has few abilities that compliment their team, have a tendency to get separated from their squad, often die in places a medic cannot reach, and favour a playstyle that's aggressive to the point of recklessness that meshes poorly with our usually methodical approach. For these reasons we've traditionally looked down on light assaults as a "lone wolf class" that has little place in organized TG squads. However, this is how we also used to think of infiltrators, and they've proven insanely valuable in the hacking, recon, and long range fire they bring to a squad as a support member. I think it's time we started looking into integrating light assaults into our methodology in a similar way.

    Here's why I think it's valuable: light assaults bring an element of verticality that has profound potential as a tactical tool. We see it used against us all the time: we cover all the sectors a ground bound enemy might attempt to approach by, but are surprised by a light assault on the roof or window, or have to hunt down a beacon on a rooftop, or deal with the enemy circumventing a wall with a jetpack. This is without considering the omnipresent threat of C4 fairies hitting our MAXes and vehicles. It's obviously powerful. If we can find a way to nicely integrate light assaults into our squads, we can reap the benefits.

    Pros:
    • Solid close-mid range combatant like a medic or engineer
    • Large explosive capacity and the ability to deliver it from angles that aren't typically available
    • Highly mobile, able to take straight line approach
    • Able to circumvent obstacles that stop regular troops and avoid the obvious chokepoints
    • Able to take the high ground easily, allowing assaults on positions higher up or allowing the LA to provide overwatch from above.
    • Flashbangs
    • During a building breach, light assaults can disrupt at typically unguarded angles and distract the defenders while the main push goes through
    • Able to destroy enemy MAXes or entrenched positions with C4 without being an obvious threat
    • A light assault squad lead can place spawn beacons in difficult to reach places, allowing greater beacon longevity and getting the squad up on high ground other classes can't reach.


    Cons:
    • The rest of the squad can't follow them, mobility can only be used in a squad focused fashion if the whole squad is LA
    • Discipline is required to keep from separating from the squad
    • LAs are not being used to their full effect in static positions, they're built for flanking and disruption.
    • If the light assault is in a position only reachable by jetpack, medics cannot easily revive them. Sometimes burning a revive grenade is viable, but that's expensive.
    • Light assaults are short on tools for engaging at range, especially against armoured targets. They're of limited use in the open field, where you'd almost universally prefer a heavy assault for their rocket launcher, durability, and long range weapons.
    • They're fragile
    • Light assaults have few support tools. Flashbangs are pretty much it unless they've stuffed a crossbow with recon darts into their secondary slot.


    How can we work this class into our squads? In particular, how do we do it without having the whole squad be light assaults?

    Some initial thoughts:
    • Light assault fireteams within a squad, act as overwatch in urban areas or flankers during a door breach, or as a fast response element for firefighting.
    • Light assault SL, able to place beacon to move squad around to high ground and around obstacles
    • Light assault support specialists within the squad, normally acting as regular infantry and avoiding jetpack use where it might separate them, and then being on call to flank, scout, overwatch, or deliver C4 on demand.


    Anybody have any other ideas?




  • #2
    Re: Integrating light assaults into the squad

    I really like the idea of a Light Assault fireteam as an element within and working together with a traditional infantry squad.
    "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



    Comment


    • #3
      Re: Integrating light assaults into the squad

      As a long time believer in the light assaults usefulness, here are my thoughts.

      When using a light assault as part of a team dynamic, one of the best ways to utilize them is to think of them as an infiltrator. Their primary job isn't killing the enemy, it's locating and identifying the enemy and confusing them. Here are a few examples:

      1. Use light assault as a forward scout in hostile urban environments. The can remain unseen and tell the squad when to move forward or hold, and give reconnaissance on enemy squad make up. If need be, the light assault can even draw the enemies attention behind them so the squad can sneak attack (may require a revive of light assault)

      2. Use light assault as a high altitude scout. I keep a 6x scope on my light assaults crossbow so I can hide high in the trees and track enemy movements. The crossbow also works as a decent sniper rifle. Yes, this does separate them from the squad physically, but from my view, as long as you are communicating with and helping your squad, you are together.

      Comment


      • #4
        Re: Integrating light assaults into the squad

        I disagree a bit on point 2. When you're physically separated, you cannot maneuver as a group, and you become very slow to respond to orders as a result. A squad scattered over the base cannot all rush a point at the same time, or load up in a Sunderer in an orderly fashion. A great example with a forward scout is when you suddenly need to maneuver in a new direction and the scout is now BEHIND the group instead of being in front of it, and no you either need to wait for them to catch up/get back in the lead, or just leave them to catch up and forgo the scouting and manpower.

        This is actually my biggest beef with LAs in the squad, as they're rarely where you need them to be in a timely fashion (either because they're out of position or dead). A single specialist spotter/scout like you suggest is less of an issue on that front, because it's usually alright if they're a little bit delayed--it's just one guy, they'll catch up--but the same issues apply, and they need to operate like an independent element.

        Interesting thought exercise inspired by the above: light assaults on every cardinal direction, some distance from the squad, as a forward/flanking element. As long as they maintain roughly the same distance and orientation relative to the squad, the squad can maneuver in every direction and have eyes on their flanks, a forward scout, and a rearguard. I have no idea how you could make that practical, but it's fun to think about. Maybe it's less a light assault thing and more a fireteam thing... three fireteams in a triangle, maintaining separation and taking point depending on direction of movement... I think there are real life formations that use fireteams/squads in that fashion, with different characteristics depending on if a vertex or edge is facing the enemy. The former gives wide manevuerability to the rear two elements, while the latter uses the forward two elements as a base of fire and the rear element to cover or fill gaps.



        Comment


        • #5
          Re: Integrating light assaults into the squad

          If the darn thing would let me give you a reputation boost for this Starstriker, I would. Solid discussion of pluses and minuses.

          On to the content.

          Originally posted by Emrys View Post

          1. Use light assault as a forward scout in hostile urban environments. The can remain unseen and tell the squad when to move forward or hold, and give reconnaissance on enemy squad make up.
          Potentially useful indeed. To forward scout a base before the squad arrives. Especially true with more vertical bases like towers, tech plants or biolabs. Useful more in small fights in my book, as large fights will have enemy players, sensor darts and motions sensors placed often enough that maintaining actual stealth -not appearing on enemy radar or direct view- will be virtually impossible. (Or might achieve a sort of stealth by being 1 of 100 Dots on the enemy radar though)


          Originally posted by Emrys View Post

          2. Use light assault as a high altitude scout. I keep a 6x scope on my light assaults crossbow so I can hide high in the trees and track enemy movements. The crossbow also works as a decent sniper rifle. Yes, this does separate them from the squad physically, but from my view, as long as you are communicating with and helping your squad, you are together.
          I see a use for this role as an advanced warning system for the squad, overlooking likely enemy approach routes during point holds. Again, most useful in small scale fights where stealth is not so difficult to achieve and enemy numbers are not so numerous warning becomes meaningless. Agree with starstriker on the importance of physical proximity and the lessening of this effect with a 1man scout.


          A third use would be the small scale flank. (As the rest of the squad assaults from below, the LA hits from above or from a high window.)

          A fourth classic use would be destroying enemy beacons.


          Good ideas.
          The question foremost in my mind is "what will bring the most tactical fun to the server?"

          Comment


          • #6
            Re: Integrating light assaults into the squad

            I really like the idea of Squad lead as light assault. When I squad lead I usually take medic of engi. From now one I am going to try light assault and put my beacon in harder to reach locations.
            sigpic

            Comment


            • #7
              Re: Integrating light assaults into the squad

              One downside of having the SL be light assault is that's the player you least want going down for any reason using the class most likely to get killed in a place they can't be picked up. There's clear utility with regards to beacons, obviously, but the risk of having the SL go down in a place they can't be picked up is high, and a dead SL doesn't have situational awareness.



              Comment


              • #8
                Re: Integrating light assaults into the squad

                What about pairing a squad of LA's with a Valkyrie using squad spawn logistics? If any of them go down they can quickly re-deploy to the Valk and be dropped right back on the area where they went down from low or high altitude which would eliminate the problem of medics being unable to reach them.

                Comment


                • #9
                  Re: Integrating light assaults into the squad

                  I think that tactic would be dubious.
                  The question foremost in my mind is "what will bring the most tactical fun to the server?"

                  Comment


                  • #10
                    Re: Integrating light assaults into the squad

                    Yeah, that's getting a little close to suicidal gameplay for my liking. If we're basing a tactic around availability of respawns, that's usually a bad sign in that regard, AND it's potentially problematic with our overall playstyle: one of the places we typically excel is when spawn logistics are unavailable or inconvenient.



                    Comment


                    • #11
                      Re: Integrating light assaults into the squad

                      -For me light assaults tend to be good at a number of things.
                      -Their fun to solo.
                      -Possibly one of the best anti max classes
                      -great at causing distractions.
                      -Slug shotty's make for a pretty good close range sniper in biolabs.
                      HOWEVER.
                      -They tend to stick out like a sore thumb on rooftops.
                      -Their weapons arent suited to some of the more useful situations a light assault can put himself in.
                      - and separation is a big issue.
                      LA tend to die easier due to the nature of their abilities. Its nearly impossible to play to cover on rooftops on planetside because well their really isnt much to hide you. Thats why High rof weapons are important, and often times I like to take them over medium range weapons, granted the bullets travel slower but theirs a bigger net to catch your enemy in. Even the highest rate of fire smg isnt to shabby when it comes to mid range.
                      -Here's how I'd recomend to use them
                      1.) Play it smart. Only take them if you know they'll be useful.
                      2.) Keep the team of LA small. a larger presence gets you noticed faster on rooftops id recomend 2-4 people.
                      3.) Use their verticality in short bursts. Find an objective have them take it on. then have them get right back with the squad. Dont have them be somewhere that isnt with the squad for extended periods of time. Light assaults have very low sustainability in the health department.
                      4.) Train Tg Light assault players extensively in open field combat, as rooftops offer little to no cover.
                      5.) Make sure to have a fireteam leader.
                      6.) Make sure the LA team is efficient as possible. You want to limit your exposure as much as possible. Make it fast
                      7.) And most Importantly stick together! Its even more important on rooftops.
                      Also in regards to Location scouting for information sakes I'd say an Infil may be a better canidate, for most bases. a simple valk drop off would give the infil the same verticality for scouting as the LA, with the added benefit of cloak and planetsides closest equivalent to binoculars. However I'd also say that Light assault may be better for scouting bases with more verticality or to clear out rooms and gain footholds in upper levels while the ground squad tackles well clearing the ground. Another great use for light assaults is cliff based paratroopers. Basically a squad lines up on a cliff overlooking a base and uses the jump jets to get to the base. I love employing this tactic when going after the final point at the crown.

                      Comment


                      • #12
                        Re: Integrating light assaults into the squad

                        Originally posted by RaymondScout View Post
                        2.) Keep the team of LA small. a larger presence gets you noticed faster on rooftops id recomend 2-4 people.
                        3.) Use their verticality in short bursts. Find an objective have them take it on. then have them get right back with the squad. Dont have them be somewhere that isnt with the squad for extended periods of time. Light assaults have very low sustainability in the health department.
                        4.) Train Tg Light assault players extensively in open field combat, as rooftops offer little to no cover.
                        5.) Make sure to have a fireteam leader.
                        6.) Make sure the LA team is efficient as possible. You want to limit your exposure as much as possible. Make it fast
                        7.) And most Importantly stick together! Its even more important on rooftops.
                        I think these points are key. Right along the lines of what I was thinking of a fireteam within a squad, a small maneuver element that wouldn't stray too far so as to be cut off from support of the rest of the squad. If done disciplined, TG style, could be really interesting.
                        "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



                        Comment


                        • #13
                          Re: Integrating light assaults into the squad

                          Yeah. The more I think about it, the more I just want a group of players I can treat as regular infantry until the situation demands use of jetpacks, and then have them keep their time separated from the squad short and sweet.



                          Comment


                          • #14
                            Re: Integrating light assaults into the squad

                            Yeah, I mean you could just roll with 2-4 guys as LAs, as long as they stay with the squad they are like regular infantry, can be rezzed, etc. But if you need them, all of a sudden, BAM over that wall or around the back balcony or whatever, hammer and anvil style.

                            I think LAs are bad with undisciplined pubbies, but within a TG squad? Could be very effective.
                            "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



                            Comment


                            • #15
                              Re: Integrating light assaults into the squad

                              That's the kicker right there. The need for discipline there is far above your typical grunt in a TG squad, just because the primary class utility is their ability to roam and get to weird places and just generally be hyper-aggressive. We can do it, but an SL employing light assaults needs to be VERY clear on their requirements and keep a tight reign on things. Having a trusted fire team leader for the LAs would be a good way to do that.



                              Comment

                              Connect

                              Collapse

                              TeamSpeak 3 Server

                              Collapse

                              Advertisement

                              Collapse

                              Twitter Feed

                              Collapse

                              Working...
                              X