Re: Return of the Preplanned infantry squad
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.
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.
DUKE815: Teamwork's complicated. I've found that ramming a Lambda with a Y-wing at full boost is most effective.






