15 (edited by Gwynzer 2009-09-11 05:21:16)

Re: Return of the Preplanned infantry squad

RSF Angel wrote:

A conquest game with no capturing is a deathmatch- with the arena shrunk to the area between two CP's.
Essentially what you are doing is holding the game at a standstill while both sides rack up kills- for the new guys it feels like they are going nowhere, banging their head against a wall.

It feels like loosing with no-chance-in-hell of winning when drain is on in the most frequently played 16
player map:Mos Espa.  In this, the "Drain" CP's are quite easy to defend by small, and even, numbers, so long as the team is competent - if it DOES get capped, the other team will have one helluva problem getting it back..  (The opposite it the case when it comes to higher numbers, oddly).   Once the game hits 4v4, I'll start going for the actual CPs.  After 4v4, everything goes, really.

Secondly, there's no such thing as 'back capping' on a push map. Back capping is ignoring the closest CP and possibly the next closest and going far away to cap a flag right at the back where the Enemy won't expect you to be- the EU base in 2142 for example.

Sorry, in this context I meant "Attacking/Capping from the rear". Yes, it's a perfectly valid tactic, I call it flanking in larger games.  However, in the small games we regularly have, the righting is usually limited to directly between the CPs.  Having one person on a team sneak the long way around to capture a CP while everyone else is enjoying a good fight is just lame, imo.  I discourage my own clan members from doing such stuff.  If the last remaining CP gets "flanked" in a small game, I get really pissed.  Again, most the time there are some decent firefights going on, while one team is managing to advance, an ll of a sudden the game ends.  Pisses me off, I've shouted at one or two BI people for doing it before. tongue  In small games the *fun* is in the fight, organising battle tactics over each individual encounter.  It's the larger games where the work comes from having to think about the current battle, the then next and the one after that.  Thats where flanking CPs and attacking from as many directions as possible comes into play.

Finally- PMG. <snip>

Indeed.  It's also very noisy and has a long reload time.  It's very inacurate while moving too.



@TY:

PMG - doesn't require line of sight
Sniper - target must be in view

PMG - Can damage in cover
Sniper - Has to wait for targets to leave cover

PMG - Works at close range (damages close-range targets if the projectile hits the troop)
Sniper - Innacruate up close, takes too long to fire between shots.




Try see both sides of the argument plz, some people worked quite hard to get it mroe balanced.

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

Re: Return of the Preplanned infantry squad

The PMG is fine as it is now. For the squad I'd use 5 guys as the 6th really isn't necessary. 3 with PMG's, one squad leader to rearm and protect the PMG's (works better at this than Support IMO but would have to be careful not to deplete his ammo) and a medic as a spotter on the front line. Medic because he can keep himself alive better with bacta. Not sure how well this squad would work though. It would take a lot of time and practice to get all the shots to go where they're supposed to but I could give it a try. I'm up for any position in the squad.

Also there's not much sense in trying this in a non-CG game. You'd need at least 20+ players for this.

Re: Return of the Preplanned infantry squad

Officer is better for spotter, he has macro bino's which can place markers down, and the sensor ping to detect enemies a large area around him.  However, the medic can also be helping the fights at the frontline while also doing the spotting job, by revieving people.

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

Re: Return of the Preplanned infantry squad

No point having a spotter unless he can place markers. Its difficult to direct fire down, since saying left a bit right a bit isnt very helpful. Particularly when dealing with a number of people. Unless its something that can be accurately done (by that I mean laying it to a specific grid co-ordinate for example) then there will be too much confusion, though folk are welcome to try.

That said, where exactly would this mortar team direct its efforts? On to a cp or to a choke point? Enemies will simply adjust to move from a chokepoint to a different direction, which requires your spotter to then move to co-rodinate. If its a flag, you need to stop firing when your own friendlies move in, that then leaves your team five or six men down.

Also, some may argue that sustained bombardment of a cp is akin to spawn rape.

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19 (edited by SamZi 2009-09-11 07:57:05)

Re: Return of the Preplanned infantry squad

Spawn rape my a s s (stupid language filter) big_smile Let's just test it and see just how hard it is to hit something. I guess the officer is better for spotting so that leaves a support for rearming. I could do support. Anyone else interested in trying this?

Re: Return of the Preplanned infantry squad

Best place to start with a small scale test would be 16p Espa. Go with a rebel mortar team starting from Jabbas utilising the large round tower with winding staircase. That gives views of the main Imperial approach road, some line of sight to ruins and good of line sight to defend the flag if required.

Need 12 people to test this out though tongue

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Re: Return of the Preplanned infantry squad

Gwynzer wrote:

Sorry, in this context I meant "Attacking/Capping from the rear". Yes, it's a perfectly valid tactic, I call it flanking in larger games. .....  If the last remaining CP gets "flanked" in a small game, I get really pissed.  Again, most the time there are some decent firefights going on, while one team is managing to advance, an ll of a sudden the game ends.  Pisses me off, I've shouted at one or two BI people for doing it before. tongue

Yes it is annoying! see the next thing for why:

Gwynzer wrote:

In small games the *fun* is in the fight, organising battle tactics over each individual encounter.  It's the larger games where the work comes from having to think about the current battle, the then next and the one after that.  Thats where flanking CPs and attacking from as many directions as possible comes into play.

Believe it or not, I'm agreeing with you about the formation of this PMG arty squad. I just get fun from the game in a different way to you I guess.

It annoys you when a CP is taken from under your nose because you love getting stuck in with your blasters, (your playstyle- as Twigs noted) and a sneaky player robs you of that. Thats fine! Its ok to get annoyed.
Just recognise that long range players with PMGs also rob you of your short range blaster fights. Thats why they annoy you- more than the skill involved.
Also recognise that there are ways to guard against flanking even in small games- they can't do it undetected if theres a radar on the point.

Now, If you're not going to advance a small game, it will deteriorate into sniping or shelling very fast, unless the other team don't like to do that.
(i'd also rather not go sniper or PMG in a small game for the same reason, like encourages like and then the game goes nowhere again.)


Which is why I'd reccommend Safe not try his shelling squad. If it sucks, great, you've just occupied half the team in a CG doing something ineffective.
But if its AWESOME! and works great, it will encourage more shelling.

PS- l love you all, especially Gwyn. Even when I disagree with your point of view.

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