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  • Helo Evac Squad

    An Evac (read:transport) squad would consist of just one person, the pilot (and maybe an engineer to repair the 'hawk), and their mission would essentially to provide transport from conflict zone to conflict zone, or to haul a squad out of an area that's too hot. I do acknowledge that a full transport helo only holds 6 people, so one member of a full squad would not be able to hitch a ride, but this problem could be worked around.

    The major benefit of a squad like this would be that it provides skilled piloting to all squads, and would share the helo around, providing equal benefits to all, and keeping it in the air.

    Another idea I was tossing around was that of a Medevac squad, which would basically aerially distribute medpacks over key conflict areas, and would allow a team to quickly recover after a large battle, ready to move to the next objective.

    So whaddya guys think? Is it viable and practical?

    [conduct][volun][drill][sg-c1][tpf-c1]
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  • #2
    Re: Helo Evac Squad

    I generally wouldnt trust another person to send my squad exactly where i want them. Sure, they might go to the right flag, but its too hard to communicate to them where you want to actually land and how low/high to go. The medevac might work, but only in one of the maps where theres more then one transport so that the rest of the team could still use the choppers.

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    • #3
      Re: Helo Evac Squad

      i think the lack of seats for the whole squad would be afar too much of a hinderance as you are undermanned when you get into combat again and it would become a reaccuring pain in the ass for the guy left behind



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      • #4
        Re: Helo Evac Squad

        Looking around Sharqi and Mashtuur.. there are tons of interesting places for a small sniper squad to be inserted in to..(gunner SL can be dropped off on Sharqi and his SM's can spawn on him). You wouldn't want to bother putting a large group up there, but I bet 2 or 3 snipers up on an odd building with a supply crate could wreak havoc for a while before arty is called in on them.
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        • #5
          Re: Helo Evac Squad

          Yeah, when I came up with these ideas I mainly had Mashtuur in mind. A skilled pilot, able to maneuver between and on top of buildings, could place squads in areas that would really annoy the hell outta the enemy.

          [conduct][volun][drill][sg-c1][tpf-c1]
          |TG-2nd|munchkin
          Nec aspera terrent.

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          • #6
            Re: Helo Evac Squad

            Landing to deploy squads is a useless maneuver, IMO. Everyone has a parachute, FFS!

            Picking 'em up, on the other hand, would be a valuable service. Having a pilot that could swoop in, and swoop out quickly might even be worth the inconvenience of having to leave someone behind.

            And leaving someone behind might not be so bad, anyway. "Support, you stay back and defend until you die. Then spawn on me." Not really that terrible of a plan, provided that you have your entire squad back together before you have to leave someone behind again...
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            • #7
              Re: Helo Evac Squad

              Another interesting thing that I've seen is using helos for rapid destruction of bridges and commander assets. Basically a spec ops sits in the back of a helo, and while it hovers/lands he pegs c4 out the side onto the bridge/radar/uav station/arty. The great thing about this is the sheer speed in which it can be carried out. For example, any given side on Mashtuur can reach the opposition's arty in under 30secs in a helo, and with a support nearby he can carry this out multiple times. A commander with no assets 1min into the game is a very pissed off one.

              [conduct][volun][drill][sg-c1][tpf-c1]
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              • #8
                Re: Helo Evac Squad

                I don't see the shortage of seats as being a problem. For insertions just have the squad wait and spawn once the SL is out. For extractions, especially hot ones, one or two guys are liable to be dead anyway. For cold extractions from capped bases, it would be wise to leave a man behind to get the spawned vehicle now available to the team anyway.

                Honestly, in my experience helo inserted attacks on defended bases without vehicle support rarely work. Or if they do without vehicle support or a vehicle spawning there, they are easily pushed off. This is best used for special missions and blitzes into undefended areas most likely. Not saying a determined squad with a bulletproof leader can't take points. They just can't hold them.

                A single squad realistically needs 2 ATs to effectively neutralize armor before it neutralizes the static squad(i.e. a squad unable to maneuver from objectives to use terrain to buy a single AT time for multiple shots). And with only 4 anti-infantry shooters, even a single enemy squad with a single vehicle has the firepower advantage.

                That's a bit over-stated and over-simplified but that's kind of how I see it.
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                • #9
                  Re: Helo Evac Squad

                  I think the MedEvac has a chance, if you had engineer and support for gunners, and three medics you could swoop down and hover above a friendly unit, healing, repairing, an rearming in seconds. Depending on if multiple engineers repairs faster or not, pilot could also be engineer. It would take some work to get your medics accurate when throwing out med bags, but they still heal without them and on a quick resupply of an embattled squad, they'd be a huge help. I would definitely love to try this out, it could be a faster, more accurate supply crate.

                  As for the squad evac, sometimes it's simply too hot to pick a squad up. People see a blackhawk and immedietly start to fire on it, even if you come down fast and never touch the ground you have to allow for a few seconds to get everyone in, and if you try to rotate and give your gunners a shot on the enemy you risk teamkills. It's plausible, but I think you would need direct TS channel between SL and Pilot, and coordination by commander. I'm guessing the commands could go like this:

                  SL: "Commander, this is squad 4, we need evac and transport to the northeasternmost flag"
                  CO: "Roger 4, evac incoming"
                  CO: "5 (BH) You need to move to this position and pick squad 4 up (sets waypoint)"
                  BH flies to squad and picks them up, here's where we could either go TS or through the CO. If TS is too much of a hassle then the SL could have the CO set the BH with another waypoint on where to go. But, if we used TS then the SL would be able to tell the BH where to go, and how to do it. If he maybe wanted to drop in and HALO, or swoop in guns blazing, drop off all but the gunners, and then have the BH circle around.



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                  • #10
                    Re: Helo Evac Squad

                    I really like the idea.

                    Dedicated squad transport would be extremely usefull on a lot of maps.
                    The rearming and fast c4 you could combine with the dedicated transporting, because you will probably have your hands free from time to time.
                    I think evacuating squads is a bit too complicated. By the time you arrive, the squad can be wiped out and spawned somewhere else. It's a chaotic game.

                    One very important thing is that you let the commander know what your role is.
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                    • #11
                      Re: Helo Evac Squad

                      Honestly, I'd rather just have squads take BHs and blow them up when they're done with them. You don't have the communications problems that Santa mentioned, and the chopper will respawn in 30s anyway, so it's not like you're saving a lot of time by flying it back to the carrier/helo pad.

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                      • #12
                        Re: Helo Evac Squad

                        When I can get on in a big game, then I'm thinking I might try this MedEvac squad out. I don't know if I'll be able to get back on tonight though. I'll probably name it AirSupply or something like that, and tell the CO about it.



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                        • #13
                          Re: Helo Evac Squad

                          Originally posted by ABRA
                          ...Honestly, in my experience helo inserted attacks on defended bases without vehicle support rarely work. Or if they do without vehicle support or a vehicle spawning there, they are easily pushed off. This is best used for special missions and blitzes into undefended areas most likely. Not saying a determined squad with a bulletproof leader can't take points. They just can't hold them.

                          A single squad realistically needs 2 ATs to effectively neutralize armor before it neutralizes the static squad(i.e. a squad unable to maneuver from objectives to use terrain to buy a single AT time for multiple shots). And with only 4 anti-infantry shooters, even a single enemy squad with a single vehicle has the firepower advantage...
                          This would be a great job for the attack heli squad. Escort in the buses, and then pound the area while the squad takes the point. Instant anti vehicular, without all that messy SMG disadvantage. It also gives the choppers a bit of focus. I would be up for it.

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                          • #14
                            Re: Helo Evac Squad

                            Are you saying something like a BH with AT in the side that could just fly in, turn the side and hover for a second while the 2 AT guys let loose on vehicles and the minigun opens up on the infantry?



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                            • #15
                              Re: Helo Evac Squad

                              The AT BH sounds good if the pilot stabilizes enough too. But I think Phelan is saying have a dedicated attack helo fly with the transport chopper to reinforce the inserted infantry squad. That way the infantry can not waste the slots on AT. No offense to any ATs out there but I'm sure you know the limits of your class better than anybody.
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