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View Full Version : Multy purpose squads


SpartonX
2003-01-27, 11:50 PM
From what see, players that specialize in certain things, medic, engineer, ect. are not going to be the most effective soldiers because of the limitations put on them due to invintory space and certs.
Therefor, I Think it's going to be harder for squads to balance specializations than people realize. A multy purpose squad isn't going to work because there not going to be anyone specialized in combat.

I'm hopeing someone can prove me wrong to this thoery

Warborn
2003-01-27, 11:58 PM
A multy purpose squad isn't going to work because there not going to be anyone specialized in combat.

I think you're underestimating the amount of certs people will get. A Medic will be just as well armed and armored as a Grunt. The difference is that he will have a bit less ammo, and less diversity. But it'll be totally possible for people to get Reinforced armor, the rifle cert package (can't recall), and Medical/Advanced Medical, with some left over too for other stuff too. Honestly, there will be no such thing as a non-combatant in this game. Everyone will be capable of fighting and killing. Even Medics, Engineers and whatever else.

mistled
2003-01-28, 12:01 AM
Yeah, there won't be a problem as far as certs go from what they've told us so far.

If anything, the problem would be inventory space, as you mentioned. But I think that if you just plan what you are going to carry decently and don't try to be five kinds of player at once, you'll be fine.

Lexington_Steele
2003-01-28, 12:01 AM
What is so bad about having all your grunts carry a healing tool and a hacking tool in their pistol slots and a rifle (or two)?

Then each one of the fighters in your squad has the ability to hack bases and heal themselves.

I see the engineer as the only real dedicated class in this game. (There are only 2 hacking certs and not many healing certs as far as I know)

SpartonX
2003-01-28, 12:03 AM
thanks for the info

SpartonX
2003-01-28, 12:04 AM
A medic that can revive would come in hady though, but ya, i can see what you're talking about

Warborn
2003-01-28, 12:12 AM
I see the engineer as the only real dedicated class in this game. (There are only 2 hacking certs and not many healing certs as far as I know)

No, I disagree. Everyone one of the utility items apart from the REK use some kind of fuel to power them. Medics and Engineers will need to have fuel for their Medical Applications, BANKs, and whatever else if they want to be able to do their job. So the thing that'll make people dedicated Medics will hinge around how much ammo they carry for their weapon, and how much they carry for their utility.

This, by the way, means that people in an IS will also have very limited use of whatever utility they're carrying. Stealth Medics will run out of health canisters very quickly.

Lexington_Steele
2003-01-28, 12:17 AM
How much ammo do you think you'll need? I will have a medkit or two on my back.

In addition, the squad's MAXs can carry a bunch of extra ammo, med and repair supplies. Not to mention the supplies in the trunks of your vehicles and taken from fallen enemies.

Warborn
2003-01-28, 12:19 AM
I'm not sure how much. I imagine it'll be the same dimensions as a clip of ammo, and it might hold 100 points of health in each one. Maybe 50. Depends, really. But, yeah, Medkits (self-healing, one-shot items) are pretty small, so you can heal yourself through using them. And you don't need to take any cers for them either I think.

CDaws
2003-01-28, 05:40 PM
How much ammo really depends on how good of a shot you are and when you can resupply. So it really is a balance on how your skills as a shooter are and how deticated of a class or classes you are going to be. This is where the "TEAMWORK" factor really comes into play and the right balance of classes and certs in a squad we determan how sucessful that squad will be all the while balancing out there gear of what class or classes they are going to play or be for that mission. So it's really up to you the individual and what kind of "TEAMPLAY" you want to have and if your going to "know your role" as your class or classes. It's the same debate with all the other MMO RPG games if you try to be a jack of all trades then your going to be master of none and a ho hum character with little skills in multiple classes but, if you focus on just one or even a few then you really have to depend on your squadmates for help and that's where the teamplay element comes form. It's relying on your team for help that gives me the rush of playing a game like this. Like if the grunts don't lay down cover fire and let that medic come and heal you then your dead. Teamplay like that is what I like to see in a game.

Navaron
2003-01-28, 05:42 PM
You guys planning on walking? Just throw a metric shit ton of ammo in the trunk. Carry your rek and other options, then blaze away, go get ammo, rinse, repeat.

CDaws
2003-01-28, 05:50 PM
Originally posted by {BOHICA}Navaron
blaze away, go get ammo, rinse, repeat.
That is the best quote. I've seen in a while. :lol:

Navaron
2003-01-28, 05:52 PM
...and that's probably the only reason hamma hasn't banned me yet.

Airlift
2003-01-28, 10:21 PM
I think basic med cert will be a good thing for any infantry, but I'd skip the hacking except for 2 per squad at most. In a pinch, you can always let someone hack slowly.

And if you don't have enough ammo in the trunk, you can always pop over the hill to the AMS