Talking Team Tactical

Post » Fri Oct 01, 2010 9:57 am

Oops. I keep forgetting what the divisions are. q-(>.<)-p

Whatever rank it is multiply by 4 thats the highest level of that rank

rank 4- last level is 16
rank 3- last level is 12

so rank 4 starts at 13 goes to 16
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Barbequtie
 
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Post » Thu Sep 30, 2010 10:55 pm

I kind of wonder how the team dynamic is going to work. You need all of the classes working together to succeed, but there's always that one class that is almost useless and yet everyone flocks to. In Bad Company 2, you can tell if your team is going to lose by seeing if you have more than 2 Recon and fewer than 3 Medics. It's a delicate balance.
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STEVI INQUE
 
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Post » Fri Oct 01, 2010 2:27 am

As soon as it's available, I'll have Silent Running.

Just like as soon as it's available, I'll have Battle Hardened.

I'm planning to be me in this game. Small, agile, sneaky sneaky STABBY DEATH, and "I'm not immortal. I'm just not very good at dying."
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Stephanie Nieves
 
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Post » Fri Oct 01, 2010 11:40 am

Whatever rank it is multiply by 4 thats the highest level of that rank

rank 4- last level is 16
rank 3- last level is 12

so rank 4 starts at 13 goes to 16

Thanks for the refresher course. Every 4 levels is a new rank. And now I need to go back and look at the Abilities in that context. :glare:
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Princess Johnson
 
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Post » Fri Oct 01, 2010 9:25 am

I kind of wonder how the team dynamic is going to work. You need all of the classes working together to succeed, but there's always that one class that is almost useless and yet everyone flocks to. In Bad Company 2, you can tell if your team is going to lose by seeing if you have more than 2 Recon and fewer than 3 Medics. It's a delicate balance.


No useless classes like in Bad Company, each map has objectives that can only been completed by a certain class.


As soon as it's available, I'll have Silent Running.

Just like as soon as it's available, I'll have Battle Hardened.

I'm planning to be me in this game. Small, agile, sneaky sneaky STABBY DEATH, and "I'm not immortal. I'm just not very good at dying."


Indeed we shall be Shinobi.
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Katie Samuel
 
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Post » Fri Oct 01, 2010 3:28 am

Whatever rank it is multiply by 4 thats the highest level of that rank

rank 4- last level is 16
rank 3- last level is 12

so rank 4 starts at 13 goes to 16


Honestly I never thought about it that way. Thanks for the easy way of remembering. Lol.
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adam holden
 
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Post » Fri Oct 01, 2010 10:00 am

Indeed we shall be Shinobi.

How did I know you'd spot that reference?
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Nick Swan
 
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Post » Fri Oct 01, 2010 3:28 am

How did I know you'd spot that reference?


I am well read and watched. Along with my devastating charm and wit.
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Damien Mulvenna
 
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Post » Fri Oct 01, 2010 12:02 am

I am well read and watched. Along with my devastating charm and wit.

Well... yeah...

But how did I KNOW?
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LijLuva
 
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Post » Fri Oct 01, 2010 7:30 am

Well... yeah...

But how did I KNOW?


You know that I know that I know everything... if that makes sense. :spotted owl:
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Mimi BC
 
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Post » Fri Oct 01, 2010 8:41 am

I want to flip the initial premise/strategy people have on its head. People are going to focus on heavies in most cases, thinking that they are the soldier and lights as operatives. I am going to make a heavy operative and then the other team will believe it is probably just a soldier. I am pretty sure that lights and mediums will be given a double glance whereas soldiers get a quick glance. Also, as long as the friendly fire is on, then this would also provide the initial damage absorption.

I will probably build my engineer to be a light build. The focus should be on strategy and staying out of the fray for this guy. I also want him very nimble


*This is a repost from the other Tactical Thread*
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Auguste Bartholdi
 
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Post » Fri Oct 01, 2010 11:23 am

Operatives throw flashbang , Heavy Soldiers with a mingun and Egineer's turret draw attention ,Medic charge into the front line to revive fallen allies :hubbahubba: So good eh ?
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Unstoppable Judge
 
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Post » Fri Oct 01, 2010 3:07 pm

So i take it that every player has to be able to play every class to play in a team environment? Your not going to be able jump into a unknown match and say, "I'm playing Engineer and I don't care that we already have 6." That'll hopefully never be the case but you get my point? Will the community be willing to change their class to what is needed or like every other game will they all go off on their own?
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Richard
 
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Post » Fri Oct 01, 2010 10:59 am

So i take it that every player has to be able to play every class to play in a team environment? Your not going to be able jump into a unknown match and say, "I'm playing Engineer and I don't care that we already have 6." That'll hopefully never be the case but you get my point? Will the community be willing to change their class to what is needed or like every other game will they all go off on their own?


I think you're going to find that there will be room for specialists and utility players, so most will be able to pick a player from the start and run with it. There will certainly be players that aren't interested in switching classes, but the more we learn about the various abilities the more likely it is that we will be able to build our "specialists" as a split player capable of running well for two classes and not just one.

I've played PC, Wii, and PS3 online and while you certainly get loners, I rarely see games unfold into complete anarchy. Most players even without communication will gravitate to the pack so as long as there are players that understand what to do and where to go the rest will follow.
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ashleigh bryden
 
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Post » Fri Oct 01, 2010 3:10 pm

Bare in mind you can't have more than 3 of the same class per team, so the idea of 6 engineers is a non-possibility. There won't be a need for people to switch classes because there will be at least one in the group to accomplish the objective, and a person's combat capacity is relative to their build, not their class.

Frankly I wasn't even aware that you could switch class mid game, I thought there were systems in places to make sure that wasn't a possibility.
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HARDHEAD
 
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Post » Fri Oct 01, 2010 2:08 am

Oh there's a class limit of three? I hadn't heard about this...

I do think it's good though. Any more would just be silly.
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Dewayne Quattlebaum
 
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Post » Fri Oct 01, 2010 4:40 am

Bare in mind you can't have more than 3 of the same class per team, so the idea of 6 engineers is a non-possibility. There won't be a need for people to switch classes because there will be at least one in the group to accomplish the objective, and a person's combat capacity is relative to their build, not their class.

Frankly I wasn't even aware that you could switch class mid game, I thought there were systems in places to make sure that wasn't a possibility.


Where did you heard the 3 per team info. Yes classes can be changed at CP's.
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Michelle Smith
 
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Post » Fri Oct 01, 2010 1:59 pm

Yeah it was in one of the millions of PAX interviews.
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Sarah Edmunds
 
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Post » Fri Oct 01, 2010 12:48 pm

Bare in mind you can't have more than 3 of the same class per team, so the idea of 6 engineers is a non-possibility. There won't be a need for people to switch classes because there will be at least one in the group to accomplish the objective, and a person's combat capacity is relative to their build, not their class.


That could be trouble if you get stuck with 3 of a kind that don't want to do the objective. I know SD has done it in the past, although it may have changed per map, but they've never had the amount of ability customization they have here. If I show up to play as my engineer and it tells me know how is it going to determine what I then have to be, since the character is spec'd for an engineer.
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Samantha Pattison
 
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Post » Fri Oct 01, 2010 9:01 am

Well, the one thing I've always noticed is that well-rounded trumps specialist in basic combat. I'm not saying that a specialist isn't going to be amazing, but in the case of a team, I'd be bulking up on soldiers as my primaries. Probably go four soldiers, two engineers, one medic one operative. Medic stays well back...operative is on his own.

my only concern with a good strategy like that, is the probablility of the usual "team-based" stuff... meaning : everyone does their own thing, even though we're all on a team... personally, I'm leaning towards the soldier, I'm a runner and gunner..
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john palmer
 
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Post » Fri Oct 01, 2010 2:04 am

my only concern with a good strategy like that, is the probablility of the usual "team-based" stuff... meaning : everyone does their own thing, even though we're all on a team... personally, I'm leaning towards the soldier, I'm a runner and gunner..


A great team is everyone doing their own thing in a coordinated fashion.

Generally your own thing is what you're good at, so making a team great is dependant on allowing everybody to do what they are good at with a team purpose.
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Bambi
 
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Post » Fri Oct 01, 2010 4:26 pm

That could be trouble if you get stuck with 3 of a kind that don't want to do the objective. I know SD has done it in the past, although it may have changed per map, but they've never had the amount of ability customization they have here. If I show up to play as my engineer and it tells me know how is it going to determine what I then have to be, since the character is spec'd for an engineer.


How likely will it be that you have 3 of a kind that don't want to accomplish their respective objectives? Presumably they're playing the game to win, I think we all understand that kill counts don't amount to jack diddle, more or less. As unfortunate as it may be you will encounter poor players, no matter how many fail safes the designers make. I am, however, putting faith in their match making systems that they've been raving about for a while now, but that's just me.
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Setal Vara
 
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Post » Fri Oct 01, 2010 1:36 am

I think this will require some trial and error once the game comes out, but for now I think I will divide my team like this:

2 Fire Teams of three players each consisting of a medic, engineer, and soldier. (all medium or light)
A heavy soldier or engineer depending on if we are focusing on attacking or defending.
A light operative to flank, undermine, and hassle.
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Siidney
 
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Post » Fri Oct 01, 2010 3:23 pm

That could be trouble if you get stuck with 3 of a kind that don't want to do the objective. I know SD has done it in the past, although it may have changed per map, but they've never had the amount of ability customization they have here. If I show up to play as my engineer and it tells me know how is it going to determine what I then have to be, since the character is spec'd for an engineer.

If u stuck with a team that half of them don't want to do the objective , of course u will lose no matter what class they are.
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Jesus Lopez
 
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Post » Fri Oct 01, 2010 7:16 am

If u stuck with a team that half of them don't want to do the objective , of course u will lose no matter what class they are.


Not at all true. If the whole team wants to kill the enemy they're going to be doing it where the enemy is, the enemy will be trying to defend the objectives, so it only takes one player willing to do the main objectives to win while the rest of the team inadvertently keeps the objective clear.

I was under the impression that the reason we could switch classes at the CPs was so that we didn't get stuck not moving forward because somebody wasn't doing the objective assigned to their class. If we are limited to 3 of each and we have 3 soldiers that are having a blast running around with their miniguns then the team is screwed, if I can switch over to soldier to complete the soldier objective despite them, then there's still a chance to win.
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Neliel Kudoh
 
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