8 (edited by Safe-Keeper 2008-06-02 18:51:22)

Re: Redeployable mounted blaster

When you consider all the assets of a good mixed class squad, the Officer's UAV, ammo and bacta are pretty redundant; the spawn beacon and mounted gun are the only unique items, and one of those you can't take with you!

I honestly don't understand your logic. You can't take homing beacons or mines with you, either, are those useless too in your eyes? What about stationary turrets like those on Ice Plains?

I agree that bacta canisters are sort of redundant, though. The ammo box is Ok, since no one else have it (although, of course, the generator does what the ammo box does and more), but the bacta can just as easily be provided by a medic.

At close quarters, I'm not bad with the Officer's pistol, but I'm buggered against a sniper on the far side of, say, Bestine or Endor clearing, and my fixed mounted weapon is also another easy sniper target. I don't want to be running round with a rifle, but I do need to keep moving and I'd just like the ability to move all my kit with my squad from one position to another, say, guarding the spawn beacon. If it's a crash issue, then fair enough, there's not much to do about it, but even the vanilla auto-turrets were redeployable.

Look at the repeater as a fortification. You're not meant to take it with you more than you're meant to take sandbags and minefields with you.

No class in FS should be a one-man army. All of them should have weaknesses. Got a rocket launcher? Then you're vulnerable to infantry. Did you choose to spawn with a sniper rifle? Then you're vulnerable to tanks. Did you spawn as Trooper? Then you can't replenish others' supplies.

Again, the Squad Leader is not a fighter, he's an officer directing and, like the Support class, supporting his squad. As a Squad leader, you're supposed to have a Squad (see what I did there?) with you at all times to take out those pesky enemy snipers and tanks and whatever. Yes, your fixed weapon is an easy sniper target. That's why the HWS class has a deployable shield. That's just one example of how squads in FS need to work together.

Just be smart when placing your turret. I once was squad leader on Mos Espa and placed a turret, mowed down troops with it, left it behind, and then, later in the round, came back to the same spot, found the repeater still there, and mowed down another team of unsuspecting troopers with it. Think ahead when placing it.

If the repeater becomes redeployable, there should be a significant delay from the time you hit Fire to the time it appears, much longer than it currently is. Otherwise you'll just have officers deploying it, mowing down the enemy, picking it up and repeating, in effect turning it into an offensive weapon, not a defensive one.

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Re: Redeployable mounted blaster

The auto-cannons in vanilla are not vehicles, and they do not have ammo, and they do not need generators. Very different from the deployable weapons.

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Re: Redeployable mounted blaster

I view the officer class as I view any class- not required until needed. Some maps like Endor strike need officers with spawn beacons and ewebs to garrison areas and assault them effectively- but other times the benefit is minimal.

In a defensive capacity- the larger sensor ping is invaluable-was on ice plains yesterday with RSF_Krow and my squad had ably captured a research facility. We were considering redeploying in response to commanders orders, since nothing was showing up in the troopers sensors and there was a few lone wolves to guard it.
I fired off the sensors and the radius revealed an incredible amount of enemy infantry closing on our position- my squad started exclaiming and exchanging consternation over VOIP.

However, offensively, although I won't suicide out of officer class, its often a better choice for a squad leader to go trooper, especially on Mos entha when the distances tend to be shorter and the fighting tighter.

Officer is a great kit and I regularly rambo bacta myself so my medic doesn't have to leave cover or a fire fight, and its good to supply your heavy weapons guy with rockets when the AT-St's are bearing down.

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Re: Redeployable mounted blaster

Oh yes you can redeploy beacons and mines. Didn't you know that?! Walk up to the item, centre it in your reticle and press 'G' (by default). Everything in Vanilla was redeployable, but you can't get close enough to your own Proximity Mines in FS – not with FF On anyway.

Everything Safe Keeper says about the Officer kit is correct - but only if you are defending on a Push mode map. Assaulting is different, you have to keep moving. I play with however many squad members are willing to join my squad. I support them as best I can and I direct them efficiently. Ask anyone who's played with me; they get relevant, frequently updated orders (and all the bonus points associated with that).

A fairly typical assaulting tactic for me is to select a defendable forward base near the next objective as a beacon site (and I need a decent size squad before I can use it remember), plant the mounted gun as a defence of that position while my squad goes in to capture the CP. Job done. Time to move on, but at present I've got to die before I can repeat the process. I'm better off playing as a Medic squad leader and acting as the beacon myself, remaining in the forward position while my squad spawns on me.

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Re: Redeployable mounted blaster

I've always been a good shot with pistols, so I generally go officer class and add a sixth gun to my squad in firefights, deploying spawn beacons in order to give freshly spawned members a chance to orient themselves, and using the area scan to keep intelligence at maximum. With any other class, I have to be more conservative with myself because I'm a spawn point, and I thus can't use the extra firepower as much in firefights.

Only thing officer needs is less bacta and more power at very close range (0-15 m) with the pistol.

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Re: Redeployable mounted blaster

RSF Angel wrote:

I view the officer class as I view any class- not required until needed. Some maps like Endor strike need officers with spawn beacons and ewebs to garrison areas and assault them effectively- but other times the benefit is minimal.

Im pretty much the same, I only play officer when the beacon is needed, other than that im never officer.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Redeployable mounted blaster

Same, and its annoying if the front line has moved up to Go back and kill/pick up your becon in order to place it near the new battle.   Should auto-destroy the old one sad