Talking Team Tactical

Post » Fri Oct 01, 2010 1:43 am

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.

limit to 3 of each ? Where do u get that idea :confused: I've never heard about that.
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Kristian Perez
 
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Post » Fri Oct 01, 2010 2:53 pm

Actually, this conversation brings up a question, what if on a map with a class based objective, nobody on the team plays as that particular class.? How does the game handle that? Does it force someone to switch?
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Dark Mogul
 
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Post » Fri Oct 01, 2010 4:33 am

limit to 3 of each ? Where do u get that idea :confused: I've never heard about that.

Neither has anyone other than the guy who posted it, as far as I can tell.

Wraith didn't know it either.

As usual, not saying he's wrong, but a link to where that info comes from would be much appreciated (because it's obviously something I haven't seen/read yet, and it's about Brink. I want!)

And here's his quote:

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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Gemma Archer
 
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Post » Fri Oct 01, 2010 3:36 am

Actually, this conversation brings up a question, what if on a map with a class based objective, nobody on the team plays as that particular class.? How does the game handle that? Does it force someone to switch?

u can change class in the command post. If no one do that , u go a head
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brandon frier
 
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Post » Fri Oct 01, 2010 3:07 am

Actually, this conversation brings up a question, what if on a map with a class based objective, nobody on the team plays as that particular class.? How does the game handle that? Does it force someone to switch?


Their match making system is designed so that there will be at least one class needed to accomplish the goal in question. Even if they leave a bot takes their place.

Neither has anyone other than the guy who posted it, as far as I can tell.

Wraith didn't know it either.

As usual, not saying he's wrong, but a link to where that info comes from would be much appreciated (because it's obviously something I haven't seen/read yet, and it's about Brink. I want!


I'll go ahead and try to scour for the interview when I get home, I only remember it distinctly because I had a sinking feeling that I might get paired up with 7 other engineers. As you know, though, there are so many articles and interviews out there that I can't really give them that sort of attention at work.
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Brandi Norton
 
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Post » Fri Oct 01, 2010 2:37 am

Their match making system is designed so that there will be at least one class needed to accomplish the goal in question. Even if they leave a bot takes their place.

another question : can u choose dedicated sever or u have to use the match making system like in GOW ? 'Cause I'm 90% sure that no one in my region play this game :facepalm:
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I love YOu
 
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Post » Fri Oct 01, 2010 9:53 am

I've never played GOW before so I can't say first hand, but from my understanding it's based on dedicated servers.

Then again I'll be playing on Steam so that's as far as my knowledge goes.
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Patrick Gordon
 
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Post » Fri Oct 01, 2010 7:45 am

I've never played GOW before so I can't say first hand, but from my understanding it's based on dedicated servers.

Then again I'll be playing on Steam so that's as far as my knowledge goes.

Oh u're playing on steam too ? add me then : ryu150895
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Alexxxxxx
 
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Post » Fri Oct 01, 2010 4:02 am

The problem with the 3 class limit is it still forces someone to change their class or they just aren't allowed on that server because of lack of space. Just a thought, if you play a popular class, say Engineer, won't you come across prolonged match search times because there is already 3 Engineers on either team? Or what if that case comes along where neither 3 engineers are doing their job? You won't be able to switch to engineer to DO the job because of the limit, if this is true.

I'm not sure how it is before a match starts, if it asks what class, gun, etc. you are going to use, But If Gorillionaire is correct won't it be on a first come first serve basis? Then what's stopping a player from camping at the CP waiting for the class to open? Sounds fishy to me lol.

Or I could be blowing it way out of proportion? :flamethrower:
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Queen of Spades
 
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Post » Fri Oct 01, 2010 2:51 pm

How appropriate that I should post this today with the unveiling of the http://www.youtube.com/watch?v=9Hj5f8-wNPA&feature=share, which discussed class roles and mentioned that you should stick together with your team.

I've created two distinct builds of squads that support multiple distributions of bodytypes vs. class Abilities. Exactly which build is best for you is dependant on the squad's bodytypes and Abilities. The first build places more emphasis on the Heavy fireteam to be have the fully-upgraded Soldier and Engineer; the second build focuses on the Light fireteam being the more upgraded Soldier and Engineer. (These builds operate on the assumption that all characters ar Level 20; therefore Soldiers can use Satchel Charges and Engineers have access to Gatling Turrets.)

Both builds require 3 Medics, 2 Soldiers (only one needs a Satchel Charge and both alternate grenade Abilities), 2 Engineers (only one needs the Gatling Turret and the Mine Capacity upgrade), and 1 Operative.

Both builds are divided into three fireteams:
1. A Soldier, an Engineer, and a Medic,
2. A Soldier, an Engineer, and a Medic,
3. An Operative and a Medic.

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.

Looks like someone beat me to the punch on that one. :spotted owl:

The reasoning behind the first two fireteams being identical is straightforward: So long as they stay together, the Soldier supplies the ammo, the Engineer buffs the team's weapons, and the Medic keeps everyone up and active. In theory, this should create a nearly unstoppable three-man fireteam (so long as the Medic stays alive).

As for the third fireteam, in the event (hopefully unlikely) that the Operative is caught tampering with turrets/when his disguise disappears/with his pants down hacking an objective, the Medic can support him in direct combat, provide cover fire for the Operative's escape, or if the Operative becomes incapacitated (but not killed), the Medic will be nearby ready to revive him when the bad guys leave.

Terminology
  • Specialist: A class-based, ability-driven role that is assigned one to most fireteams within the squad; examples include Ammo Specialist (Soldier) and Weapon Buff/Kevlar Armor Specialist (Engineer).
  • Expert: A class-based, ability-focused role that is assigned one to every squad; examples include Explosives Expert (Soldier) and Turret and Mine Expert (Engineer).
  • Ammo Specialist: A Soldier role whose task is to keep his fireteam supplied with ammunition; this will be the most common use of his supply pips.
  • Explosive Expert: A Soldier role that focuses on grenades and Satchel Charges to keep enemies away from key postions. Only one of these is required per squad.
  • Weapon Buff/Kevlar Armor Specialist: an Engineer role to make sure his fireteam's damage-dealing and damage-resistance are increased.
  • Turret and Mine Expert: an Engineering role where his Abilities have been poured into, obviously, turrets and mines. Like the Explosive Expert, this is a more defensive role meant to keep enemies at bay, and only one of these is required per squad. Turret and Mine Experts are never Command Post Specialists.
  • Command Post Specialist: a shared Engineer and Operative role designed to maximize the usefulness and resistance of friendly CPs. They would therefore be ideal for capturing Command Posts as well while the rest of the fireteam watches his back. There are two Command Post Specialists per squad; one is an Engineer (not the Turret and Mine Specialist) and the other is the Squad Operative.
  • Combat Medic: Unlike Solders and Engineers, there really is only one specialty for a Medic, and that is to be a fully-dedicated Medic, buffing his fireteam and reviving teammates. One is assigned to every fireteam.
  • Squad Operative: Like the Medic, there are no alternative specialties for Operatives. Given the need for there to be several fireteams of Soldiers, Engineers, and Medics, I am working on the assumption that only one fully-dedicated Operative is absolutely necessary for completing Operative objectives and compromising enemy defensives, although of course this number may be flexed for specific objectives. Still, I would hesitate to have more than three (3) Operatives on the field as that would compromise the buffing and ammo supply structure I have designed into each of the main fireteams.


___________________________________________________________________________________________________________________



Squad Build 1:

This build focuses on objective completion by a three-man fireteam made up of Light or Medium characters, objective defense by a fireteam of three Medium or Heavy characters, and a pair of stealthy Lights for Operative objectives. This is probably the best build I can think of for sustained combat.

REQUIRED:
MEDIUM OR HEAVY SOLDIER WITH SATCHEL CHARGE AND ALTERNATE GRENADES;
MEDIUM OR HEAVY ENGINEER WITH GATLING TURRET AND INCREASED MINE CAPACITY UPGRADE


Fireteam Alpha is made up of three Light or Medium players: an Engineer, a Soldier, and a Medic. Their job is to complete objectives and keep the Alpha fireteam and themselves buffed and supplied with ammo.

Fireteam Alpha: buff fireteams Alpha and Charlie; complete/defend objectives
1A. Light/Medium Soldier--Alpha and Charlie Ammo Specialist
2A. Light/Medium Engineer--Alpha and Charlie Weapon Buff/Kevlar Armor Specialist, Alpha Command Post Specialist
3A. Light/Medium Medic--Alpha Combat Medic

Fireteam Bravo is the Heavy fireteam (although Mediums can subsitute if necessary), consisting of a Soldier, an Engineer, and a Medic, just like Fireteam Alpha. The difference lies firstly on their combat role: Bravo is focused entirely on defending Fireteam Alpha and/or the objective, using their heavier weapons, grenades, mines, and turret to waste approaching enemies while sharing buffs and ammo amongst themselves to essentially create an turtling effect.

Fireteam Bravo:
defend objectives and fireteam Alpha; buff fireteam Bravo
1C. Medium/Heavy Soldier--Explosives Expert, Bravo Ammo Specialist
2C. Medium/Heavy Engineer--Turret and Mine Expert, Bravo Weapon Buff/Kevlar Armor Specialist
3C. Medium/Heavy Medic--Bravo Combat Medic

Fireteam Charlie is the Light fireteam and is comprised of only two players: an Operative, and his personal Medic. Together they support each other on objectives where stealth and speed is preferred over brute force.

Fireteam Charlie: infiltrate enemy territory; capture enemy Command Posts; compromise enemy defenses (mines and turrets); complete class objectives
1C. Light/Medium Operative--Squad Operative, Charlie Command Post Specialist
2C. Light/Medium Medic--Charlie Combat Medic

___________________________________________________________________________________________________________________


Squad Build 2:

Seeing as most players are planning to run as Lights and Mediums, I have designed a squad where Heavy characters are not necessary to the squad (certainly would be a welcome addition, but not necessary). This required me to rethink the squad's whole strategy: instead of the Heavy fireteam defending the objectives while the Medium fireteam completed them, I decided that the Lights could, if they use good tactics, get to and defend the objectives before the Medium fireteam even arrived, leaving it up to the Medium fireteam to reinforce the Lights, clear the area upon arrival, and complete the objective.

REQUIRED:
LIGHT OR MEDIUM SOLDIER WITH SATCHEL CHARGE AND ALTERNATE GRENADES;
LIGHT OR MEDIUM ENGINEER WITH GATLING TURRET AND INCREASED MINE CAPACITY UPGRADE


Consisting of either Light or Medium characters, the Strike Fireteam's role is the equivalent of "rushing" in RTS games: get to the objective first, defend it against the enemy, and hold out for the Assault Fireteam. They will buff each other immediate at the start of the game and on the run to the next objective as needed. When they reach the position of the objective, the Engineer sets up his mines and Turret, while the Soldier plants Satchel Charges in other key choke points, and then they just hold out for the Assault Fireteam to arrive as combat support reinforcements and objective completion.

Strike Fireteam: buff Strike Fireteam; rush objective; secure area with turret, mines, and charges; defend against hostiles until Assault Fireteam arrives
1S. Light/Medium Soldier--Explosives Expert, Strike Ammo Specialist,
2S. Light/Medium Engineer--Turret and Mine Expert, Strike Weapon Buff/Kevlar Armor Specialist
3S. Light/Medium Medic--Strike Combat Medic

The Assault Fireteam is the Medium-Heavy force meant to clear the area of hostiles (essentially playing janitor) and actually completing the objective. The Assault Fireteam also can help resupply/re-buff the Strike Fireteam for their next rush.

Assault Fireteam: buff Assault and Infiltration Fireteam; capture, upgrade, and firewall Command Post(s); reinforce Strike Fireteam and secure area of objective; complete objective; buff Strike Fireteam
1A. Medium/Heavy Soldier--Assault Ammo Specialist
2A. Medium/Heavy Engineer--Assault Weapon Buff/Kevlar Armor Specialist, Assault Command Post Specialist
3A. Medium/Heavy Medic--Assault Combat Medic

The Infiltration Fireteam is identical to Fireteam Charlie in Squad Build 1 in everything but name.

Infiltration Fireteam: infiltrate enemy territory; capture enemy Command Posts; compromise enemy defenses (mines and turrets); complete class objectives
1I. Light/Medium Operative--Squad Operative, Infiltration Command Post Specialist
2I. Light/Medium Medic--Infiltration Combat Medic
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Irmacuba
 
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Post » Fri Oct 01, 2010 2:41 pm

most people will probably play like COD where there's no strategy at all, so most people will most likely go SOLDIER.
i however will almost always go MEDIC. if not medic i'll go ENGINEER. in class-based and mmos, anything with classes i'll mostly be a SUPPORT character. they do exactly what they are called "support" their team-mates.
i hope people don't go the COD route and all go soldier and play the game like it's TDM... this game is a tactical game that is based with using small squads and it is OBJECTIVE based.
i hope NOOBIES don't ruin this game. :'(
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REVLUTIN
 
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Post » Fri Oct 01, 2010 3:03 am

Good observations, I agree although I think I would take it further.

The first thing I would point out is that, in the case of Brink, Soldiers are a form of specialist as well. We all carry guns, can fight, etc. A Heavy Engineer with a minigun might be just as effective as a Heavy Soldier with a minigun, aside from the class abilities.

My thought is that weight and weapon define the "team" play more than class in many cases, so my line up might not break down quite the same.

I'm thinking along the lines of an 8 man team divided into a primary "frontline" force of 4, a loose 3 man team, a single.

The 4 man front (alpha) includes a mix of heavies and mediums depending on weapon skill with
2 Gunners (soldier or Engi ideally) with MGs or ARs to either supress the attacking force (when on D) or press forward on offense.
1 Medic (preferably an accuracy player) with an AR to keep his front men covered and so he can move in and out to heal as needed.
1 Heavy Crowd Control (another soldier or engineer) with a Grenade launcher to keep his front from being over run.

The 3 man team (bravo) covers alpha and plugs the holes to keep alpha from getting flanked in attack or defense. Mediums or lights are more ideal here for speed and movement. They don't stay with each other neccesarily, but stay in the same "Zone" so to speak.
1 Engineer with shotgun and good turret ability
1 Operative with a mix of close range and longer range weaponry, specifically set up for Counter Operative play
1 Medic with good close to mid range gear. He covers both Bravo team and any clean up needed for Alpha.

And the single is likely an Op sent out to screw with the enemy and keep them guessing.

yeah i would totally be that op with four classes with a sniper shotgun smg and assault rifles to go on witht the keep them guessing. the sniper BTW is for helping weakening up the main defense or attack force and its also my specialty
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Alexandra Ryan
 
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Post » Fri Oct 01, 2010 4:25 am

Im dreading walking around corridors & out of no where I get ninja'd by 3 or 4 Operatives, Im gonna feel like a woman walking down an alley way getting mugged by thugs......*sigh* :cryvaultboy: : :toughninja:
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Zoe Ratcliffe
 
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Post » Fri Oct 01, 2010 1:34 am

How appropriate that I should post this today with the unveiling of the http://www.youtube.com/watch?v=9Hj5f8-wNPA&feature=share, which discussed class roles and mentioned that you should stick together with your team.

I've created two distinct builds of squads that support multiple distributions of bodytypes vs. class Abilities. Exactly which build is best for you is dependant on the squad's bodytypes and Abilities. The first build places more emphasis on the Heavy fireteam to be have the fully-upgraded Soldier and Engineer; the second build focuses on the Light fireteam being the more upgraded Soldier and Engineer. (These builds operate on the assumption that all characters ar Level 20; therefore Soldiers can use Satchel Charges and Engineers have access to Gatling Turrets.)

Both builds require 3 Medics, 2 Soldiers (only one needs a Satchel Charge and both alternate grenade Abilities), 2 Engineers (only one needs the Gatling Turret and the Mine Capacity upgrade), and 1 Operative.

Both builds are divided into three fireteams:
1. A Soldier, an Engineer, and a Medic,
2. A Soldier, an Engineer, and a Medic,
3. An Operative and a Medic.


Looks like someone beat me to the punch on that one. :spotted owl:

The reasoning behind the first two fireteams being identical is straightforward: So long as they stay together, the Soldier supplies the ammo, the Engineer buffs the team's weapons, and the Medic keeps everyone up and active. In theory, this should create a nearly unstoppable three-man fireteam (so long as the Medic stays alive).

As for the third fireteam, in the event (hopefully unlikely) that the Operative is caught tampering with turrets/when his disguise disappears/with his pants down hacking an objective, the Medic can support him in direct combat, provide cover fire for the Operative's escape, or if the Operative becomes incapacitated (but not killed), the Medic will be nearby ready to revive him when the bad guys leave.

Terminology
  • Specialist: A class-based, ability-driven role that is assigned one to most fireteams within the squad; examples include Ammo Specialist (Soldier) and Weapon Buff/Kevlar Armor Specialist (Engineer).
  • Expert: A class-based, ability-focused role that is assigned one to every squad; examples include Explosives Expert (Soldier) and Turret and Mine Expert (Engineer).
  • Ammo Specialist: A Soldier role whose task is to keep his fireteam supplied with ammunition; this will be the most common use of his supply pips.
  • Explosive Expert: A Soldier role that focuses on grenades and Satchel Charges to keep enemies away from key postions. Only one of these is required per squad.
  • Weapon Buff/Kevlar Armor Specialist: an Engineer role to make sure his fireteam's damage-dealing and damage-resistance are increased.
  • Turret and Mine Expert: an Engineering role where his Abilities have been poured into, obviously, turrets and mines. Like the Explosive Expert, this is a more defensive role meant to keep enemies at bay, and only one of these is required per squad. Turret and Mine Experts are never Command Post Specialists.
  • Command Post Specialist: a shared Engineer and Operative role designed to maximize the usefulness and resistance of friendly CPs. They would therefore be ideal for capturing Command Posts as well while the rest of the fireteam watches his back. There are two Command Post Specialists per squad; one is an Engineer (not the Turret and Mine Specialist) and the other is the Squad Operative.
  • Combat Medic: Unlike Solders and Engineers, there really is only one specialty for a Medic, and that is to be a fully-dedicated Medic, buffing his fireteam and reviving teammates. One is assigned to every fireteam.
  • Squad Operative: Like the Medic, there are no alternative specialties for Operatives. Given the need for there to be several fireteams of Soldiers, Engineers, and Medics, I am working on the assumption that only one fully-dedicated Operative is absolutely necessary for completing Operative objectives and compromising enemy defensives, although of course this number may be flexed for specific objectives. Still, I would hesitate to have more than three (3) Operatives on the field as that would compromise the buffing and ammo supply structure I have designed into each of the main fireteams.


___________________________________________________________________________________________________________________



Squad Build 1:

This build focuses on objective completion by a three-man fireteam made up of Light or Medium characters, objective defense by a fireteam of three Medium or Heavy characters, and a pair of stealthy Lights for Operative objectives. This is probably the best build I can think of for sustained combat.

REQUIRED:
MEDIUM OR HEAVY SOLDIER WITH SATCHEL CHARGE AND ALTERNATE GRENADES;
MEDIUM OR HEAVY ENGINEER WITH GATLING TURRET AND INCREASED MINE CAPACITY UPGRADE


Fireteam Alpha is made up of three Light or Medium players: an Engineer, a Soldier, and a Medic. Their job is to complete objectives and keep the Alpha fireteam and themselves buffed and supplied with ammo.

Fireteam Alpha: buff fireteams Alpha and Charlie; complete/defend objectives
1A. Light/Medium Soldier--Alpha and Charlie Ammo Specialist
2A. Light/Medium Engineer--Alpha and Charlie Weapon Buff/Kevlar Armor Specialist, Alpha Command Post Specialist
3A. Light/Medium Medic--Alpha Combat Medic

Fireteam Bravo is the Heavy fireteam (although Mediums can subsitute if necessary), consisting of a Soldier, an Engineer, and a Medic, just like Fireteam Alpha. The difference lies firstly on their combat role: Bravo is focused entirely on defending Fireteam Alpha and/or the objective, using their heavier weapons, grenades, mines, and turret to waste approaching enemies while sharing buffs and ammo amongst themselves to essentially create an turtling effect.

Fireteam Bravo:
defend objectives and fireteam Alpha; buff fireteam Bravo
1C. Medium/Heavy Soldier--Explosives Expert, Bravo Ammo Specialist
2C. Medium/Heavy Engineer--Turret and Mine Expert, Bravo Weapon Buff/Kevlar Armor Specialist
3C. Medium/Heavy Medic--Bravo Combat Medic

Fireteam Charlie is the Light fireteam and is comprised of only two players: an Operative, and his personal Medic. Together they support each other on objectives where stealth and speed is preferred over brute force.

Fireteam Charlie: infiltrate enemy territory; capture enemy Command Posts; compromise enemy defenses (mines and turrets); complete class objectives
1C. Light/Medium Operative--Squad Operative, Charlie Command Post Specialist
2C. Light/Medium Medic--Charlie Combat Medic

___________________________________________________________________________________________________________________


Squad Build 2:

Seeing as most players are planning to run as Lights and Mediums, I have designed a squad where Heavy characters are not necessary to the squad (certainly would be a welcome addition, but not necessary). This required me to rethink the squad's whole strategy: instead of the Heavy fireteam defending the objectives while the Medium fireteam completed them, I decided that the Lights could, if they use good tactics, get to and defend the objectives before the Medium fireteam even arrived, leaving it up to the Medium fireteam to reinforce the Lights, clear the area upon arrival, and complete the objective.

REQUIRED:
LIGHT OR MEDIUM SOLDIER WITH SATCHEL CHARGE AND ALTERNATE GRENADES;
LIGHT OR MEDIUM ENGINEER WITH GATLING TURRET AND INCREASED MINE CAPACITY UPGRADE


Consisting of either Light or Medium characters, the Strike Fireteam's role is the equivalent of "rushing" in RTS games: get to the objective first, defend it against the enemy, and hold out for the Assault Fireteam. They will buff each other immediate at the start of the game and on the run to the next objective as needed. When they reach the position of the objective, the Engineer sets up his mines and Turret, while the Soldier plants Satchel Charges in other key choke points, and then they just hold out for the Assault Fireteam to arrive as combat support reinforcements and objective completion.

Strike Fireteam: buff Strike Fireteam; rush objective; secure area with turret, mines, and charges; defend against hostiles until Assault Fireteam arrives
1S. Light/Medium Soldier--Explosives Expert, Strike Ammo Specialist,
2S. Light/Medium Engineer--Turret and Mine Expert, Strike Weapon Buff/Kevlar Armor Specialist
3S. Light/Medium Medic--Strike Combat Medic

The Assault Fireteam is the Medium-Heavy force meant to clear the area of hostiles (essentially playing janitor) and actually completing the objective. The Assault Fireteam also can help resupply/re-buff the Strike Fireteam for their next rush.

Assault Fireteam: buff Assault and Infiltration Fireteam; capture, upgrade, and firewall Command Post(s); reinforce Strike Fireteam and secure area of objective; complete objective; buff Strike Fireteam
1A. Medium/Heavy Soldier--Assault Ammo Specialist
2A. Medium/Heavy Engineer--Assault Weapon Buff/Kevlar Armor Specialist, Assault Command Post Specialist
3A. Medium/Heavy Medic--Assault Combat Medic

The Infiltration Fireteam is identical to Fireteam Charlie in Squad Build 1 in everything but name.

Infiltration Fireteam: infiltrate enemy territory; capture enemy Command Posts; compromise enemy defenses (mines and turrets); complete class objectives
1I. Light/Medium Operative--Squad Operative, Infiltration Command Post Specialist
2I. Light/Medium Medic--Infiltration Combat Medic


Very nice.
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Ben sutton
 
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Post » Fri Oct 01, 2010 2:20 am

My tactics....
There's a time and a place for thinking, this isn't one of them. Play, don't think.
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Alba Casas
 
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Post » Fri Oct 01, 2010 6:10 am

Very nice.

Thanks. It took a bit but if our group can stick to that plan I think we have a good chance of success depending on the objectives. Knowing the current members of the Legion we'd have to play as the second build but I have no problem with that, so long as I'm the Assault Engineer XD
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Brian Newman
 
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Post » Fri Oct 01, 2010 4:18 am

Thanks. It took a bit but if our group can stick to that plan I think we have a good chance of success depending on the objectives. Knowing the current members of the Legion we'd have to play as the second build but I have no problem with that, so long as I'm the Assault Engineer XD


We need to sit down tonight and talk tactics on xboxlive. You game?
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SaVino GοΜ
 
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Post » Fri Oct 01, 2010 12:49 pm

We need to sit down tonight and talk tactics on xboxlive. You game?

Logging on now.
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Zoe Ratcliffe
 
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Post » Fri Oct 01, 2010 6:11 am

Sigh, this is why I hate not having anyone to talk to on PC.
Last time I did, I was playing WoW. <_<

Guess that'l be after release then.
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Horror- Puppe
 
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Post » Fri Oct 01, 2010 5:19 pm

Sigh, this is why I hate not having anyone to talk to on PC.
Last time I did, I was playing WoW. <_<

Guess that'l be after release then.


That's why I gave up on my PC for gaming.
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Micah Judaeah
 
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Post » Fri Oct 01, 2010 3:49 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.



Why is a 2/2/2/2 group not ideal? Isn't that truly the most well rounded? Everyone is capable of getting kills and medics and engineers can be frontline soldiers in some situations. 4 soldiers seems like overkill and 1 medic doesn't seem like enough.

Not trying to be critical. Just...Curious.
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Jenna Fields
 
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Post » Fri Oct 01, 2010 3:17 pm

This is my clans idea for tactics.


Idea for a squad
Dark_Star Today at 4:43 pm

.I think that the most important factor in the success of a squad is having a set up that will give us the flexibility to respond quickly and efficiently to changes on the battlefield. Once again since I haven’t played yet these are very loose ideas, I don’t think that there is going to be only one squad set up that will dominate all others.

I like the idea of assigning groups within the group, which will allow us to stay organized when the [censored] hits the fan.
I think there should be a heavy hitting group that can serve as our front line, giving out massive amounts of punishment as well as drawing the attention of the enemy. I think a good make up for this squad would be:
2 soldiers (Heavy or Med)
1 medic(heavy or med)
1 engineer (heavy or med)

Then there should be a 2nd lighter squad that is available to flank enemies, or fill in the gaps if the heavy squad starts going down. Also they could take care of secondary objectives. This “ninja crew” could have:
1 soldier(med / light)
1 medic (med)
1 engineer / Op (med / light)

The final slot should be an Op that is causing havoc / getting intel while the main squads draw the enemies fire. He can drop in to assist them when needed.

This set up would allow us to have a strong central core, with a flexible lighter squad available to fill in the weak spots as well protecting the flanks. We could also assign, who buffs who and etc allowing us to quickly recover after spawning

To join my clan visit http://UBrinkN.weebly.com
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Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Fri Oct 01, 2010 9:32 am

Looks like someone beat me to the punch on that one. :spotted owl:


I may have beaten you to the punch, but you seem to have thought your strategy out more. Eventually I will have my team so that each player has a specific specialty, but I try to not plan too far ahead. I've done that with other games and always seem to fail, so for now all I have is the basic outline of how the team will be divided, not so much who will specialize in what.

Feel free to add me on XBL if you want to talk there. My gamertag is Slug 360.
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Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Fri Oct 01, 2010 2:42 am

Ok. So like a couple of toons like in Ender's Game. Flexible. Efficient. Deadly. Awexome.
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Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Fri Oct 01, 2010 2:37 am

My plan is based on one of my favorite WRAITH quotes "Heavies are decoys."
The Squad is separated into 3 teams:
Alpha: Decoy
Heavy Engineer: Mini-gun with AR
Heavy Soldier:EZ-nade and AR
Heavy Medic:Auto-Shotgun and AR
Bravo:Support
Medium Medic: Shotgun and SMG
Medium Engineer:AR and LR
Charlie: Infiltration
Light Soldier: SMG and Revolver
2 Light Operatives: 1 with LR and Machine Pistol/1 with Smg and Semi-Auto
Strategy
Alpha team heads for the main obj to draw enemy fire. Bravo is the flex team and helps where needed. Once the enemy has engaged Alpha, Charlie team goes behind the enemy to capture command posts and plant explosives.
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Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

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