1 (edited by Safe-Keeper 2009-09-10 18:47:50)

Topic: Return of the Preplanned infantry squad

OK, so we've done this once or twice before, but I want to do it again, hence this thread. I personally would like to see a proper PMG Team.

The squad would consist of, naturally, HWS units with PMG's. We also would need someone, preferably in the same squad, to act as a forward observer, telling everyone in the squad where their shots land (for example, "spread your shots out a bit", "all shots landing in CP area", "one volley hitting too far to the left", etc.). Everyone should be on Ventrilo, but whoever picks this role also must have a mic and come across loud and clear. If there are enough players, a support and medic can be added to the squad as well.

This should preferably be a six-man team, but naturally if there aren't enough people on the server we will have to limit the team size somewhat (if there are 10 players on the team, for example, we can't have 6 of them sit back providing fire support, we'll need more people on the front). So most likely this will be a small unit of 3 or so people. 3 men is enough to be a major annoyance with their PMG's, but not many enough to leave the team without sufficient offensive and defensive power at CP's.

Proposed setup, 6-man mortar team
Listed in order of importance.

  ○  [SL] Officer/Heavy Weapons Specialist
        Squad leader. Provides MKII, area scans, and ammunition. Issues
        targets and fire method (take turns firing, fire all at once, fire one
        shot at a time to zero in target, seize fire, etc.) to mortar team.
        Candidate for FO role as he can place move
        markers to show where shots land. If there is a lack of players, the SL
        can also go HWS and help provide mortar support.

  ○  3 Heavy Weapons Specialists
        Choose mortars for weapons and provide the actual fire support,
        after having placed shields and, if applicable, antitank mines
        to protect mortar site.

  ○  Support
        Lays mines around mortar site, provides ammunition for mortars
        and MKII, helps defend mortar site when attacks occur.

  ○  Medic
        Helps drive off enemies when mortar site comes under direct attack.
        Another candidate for FO role as she won't be of much use at the
        site itself most of the time, and can thus be sent to the front.

I judge Mos Espa, Bestine and to a certain degree Mos Entha to be good PMG maps. Endor has too many trees and Bandomeer has too much anti-aircraft strafing cover over CP's for PMG's to be effective.


I call HWS/PMG smile .

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Return of the Preplanned infantry squad

Won't work.

Your sending a medic who you say should help defend the FP, while also acting as FO. (FP = Firing position, FO = forward observer).

Officer? Why? Might as well go heavy weaps as well. the amount of shields thrown up makes little use for a beacon, particularly with a mdeic around, and scans wont last indefinitely.

I'd go with 3 heavy weaps, support trooper, medic and trooper were I to make such a squad.

One FP utilising medic, (best played by the SL) HW mortar team and support tropper rearming, SL and support can both provide the defence part. Trooper can then be used as either local observer using binocs, as well as putting out a fire marker, as well as provide constant area scan using the UAV droid, or be pushed out as a FO.

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

3 (edited by Safe-Keeper 2009-09-10 18:53:53)

Re: Return of the Preplanned infantry squad

As always, the OP is just a suggested setup - a frist draft, if you will. The other time we set up a preplanned squad, we went through a good deal of discussion before we reached agreement on a final solution. I'm sure the same will happen here smile .

Regarding the fire marker - I once again wonder if PMG rounds shouldn't have red distance markers like Freerunner bolts do.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

4 (edited by Gwynzer 2009-09-10 18:54:29)

Re: Return of the Preplanned infantry squad

I won't be involved in this.  6 people sitting back is 6 people giving the appearence to of not helping the team.  Also, PMG shots damage allies too.   PMG is overused, overrated and used in this way by people without the skill/too cowardly to go into the battle to fight.


I'm what I class as an "honourable" FS player.  I go easy for new guys, on small maps I don't capture the CP's which enable ticket bleed.  I avoid back capping unless it is a very hard to take CP or lots of players are online.  I also try to keep the fights fairly close up so the opposition feels like it's a fair fight.  Instead of being bombarded from 3 streets away, by enemies you can't see - I put that down as dishonourable play, though I will not go out of my way to stop it happening, I will not be part of it.



A Squad, however, which is more designed for actually capturing of defending CP's, I'm all for.  However, limiting thigns to classes of x, y and z has shown not to be a great idea - it makes you predictable and easier to counter.  Winning squads are dynamic.

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

Mortars...You like them...We get it. Annoying mortar whoring is never a good idea, in my opinion, and that seems to be your favorite thing to do.

Founder, User, and Supporter of the First Strike Wiki!

Re: Return of the Preplanned infantry squad

A winning squad has Twigs. Twigs plays trooper. the end smile

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

7 (edited by Safe-Keeper 2009-09-10 19:17:45)

Re: Return of the Preplanned infantry squad

This may come as a surprise to you, Gwyn, given the nature of my OP tongue, but I actually happen to agree with you (I'm choosing to ignore TIEPilot's incredibly constructive input here - I'm not having another good discussion turned into a flamewar roll ). The PMG is all those things, which is why I have repeatedly called for it to have several nerfing effects applied to it such as damage drop over distance, deviation so that it's not laser-accurate at a range of several hundred meters, a reduced number of clips, and/or a dazing/suppressing effect like that from a grenade, with a to-be-decided degree of severity and duration. This would mean that no one would be able to sit three blocks away and mow down people with no chance of them striking back - the PMG would be more of a suppressing fire weapon than the deadly hand-held mini-artillery freerunner it is now. It'd probably slightly demoralize the enemy and maybe do some limited damage, but it shouldn't be useful for far more than make the enemy seek cover*. It'd be a bit like throwing an EMP grenade at enemy infantry - it reduces their fighting skills slightly, but isn't a show-stopper like a frag grenade.

Every time I've been shouted down by people saying it's fine as it is, that you shouldn't nerf it for being effective, and that there's nothing wrong with bombarding a position from afar. Just so it's clear that while I am the person suggesting a mortar squad, I'm not the person to come to crying that it's over- anything wink .

I agree with you, which is also why I've taken a long break, for the longest time, from using my favorite weapon at all. After the newest patch came out and someone praised the PMG so much, though, I just had to pull it back out of the dust again and have some more fun with it, mostly failing to do more damage than would an ordinary sniper, and dying about twice as often (most of the time when I use the PMG, like today when I was in the tower, I used the PMG because I feel it requires more skill than a sniper rifle to be accurate. A sniper rifle you just point at the enemy and click the mouse button - with a PMG you have to constantly think about angles and whatnot).

Look - is it really that big a problem if someone spends one single round having fun doing this smile ? Who says we'll dominate anything**? Last time we tried to make an organized mortar team (with JAFAR, loong ago before 1.2), it was pretty much a disaster - we fired for a short time not even hitting close to the CP area, and then when attacked we lost the CP we were based at to the enemy and lost the round.

A Squad, however, which is more designed for actually capturing of defending CP's, I'm all for.  However, limiting thigns to classes of x, y and z has shown not to be a great idea - it makes you predictable and easier to counter.  Winning squads are dynamic.

Point taken.

--------------
*maybe this could be another one for your boys to play around with and submit as a "community patch", Gwyn?
**this entire paragraph may be disregarded, as I have just noted the addition of a Trooper-wielding Twigs to the squad big_smile tongue .

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.