Jagd
2003-08-30, 01:09 PM
Post here some ideal combos to give lower level characters a specific role. I'm considering starting a new outfit, and think it'd be a neat idea to give out promotions to players maintaining any one of these "preferred cert combos".
Combat Medic
Advanced Medical, Engineering (8 pts)
Transportation Corps
Any 3 of these vehicles: Galaxy, AMS, Sunderer or Deliverer (8-9 pts)
Heavy Infantry
Any 3 from: MAX armor, Heavy Assault or Special Assault. (8-10pts)
Armored Corps
Prowler/Vanguard/Magrider, Lightning and Engineering (9 pts)
Flight Wings
Any 3 air vehicles. (9-10 pts)
Intelligence Officer
Advanced Hacking, Combat Engineering (10 pts)
Mobile Infantry (the getaway driver)
Advanced Hacking, Marauder/Enforcer/Thresher and Harasser (10 pts)
The combos are set up the way the are (with what may appear to redundant vehicles) to guarantee that the player will be able to fullfill their specific role as often as possible. Ie: Tech plant or not, our getaway driver will always be able to grab a fast ride for the LLU carrier.
By getting outfit mates to use these combos as the basis for their characters, squad leaders will have a much better time getting their battle plans happening because they could just say "ok we need a combat medic and an intelligence officer to meet up with a mobile infantry grunt at wp2, take a marauder and go for the llu. i need 2 from our tranpost corps to set up an ams and a sunderer as a roadblock at wp3 to protect their escape."
Thoughts? Any other combinations you can think of?
-Jagd
Combat Medic
Advanced Medical, Engineering (8 pts)
Transportation Corps
Any 3 of these vehicles: Galaxy, AMS, Sunderer or Deliverer (8-9 pts)
Heavy Infantry
Any 3 from: MAX armor, Heavy Assault or Special Assault. (8-10pts)
Armored Corps
Prowler/Vanguard/Magrider, Lightning and Engineering (9 pts)
Flight Wings
Any 3 air vehicles. (9-10 pts)
Intelligence Officer
Advanced Hacking, Combat Engineering (10 pts)
Mobile Infantry (the getaway driver)
Advanced Hacking, Marauder/Enforcer/Thresher and Harasser (10 pts)
The combos are set up the way the are (with what may appear to redundant vehicles) to guarantee that the player will be able to fullfill their specific role as often as possible. Ie: Tech plant or not, our getaway driver will always be able to grab a fast ride for the LLU carrier.
By getting outfit mates to use these combos as the basis for their characters, squad leaders will have a much better time getting their battle plans happening because they could just say "ok we need a combat medic and an intelligence officer to meet up with a mobile infantry grunt at wp2, take a marauder and go for the llu. i need 2 from our tranpost corps to set up an ams and a sunderer as a roadblock at wp3 to protect their escape."
Thoughts? Any other combinations you can think of?
-Jagd