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2012-05-26, 10:22 PM
In PS1 it seems a medic was crucial to keeping your squad alive? Is that a mechanic people would like to see kept or changed? Was your squad basically dead when the medic was no longer there?

What will the mechanics be like in PS2 when you lose a squadmate? Same kind of resurrection thing?

What if you can't find someone to play medic? One suggestion I'd have is Perhaps allow MAXs to warp a squad or outfit member to them on a VERY long cooldown (half hour), so that squads arent strictly required to carry medics but certainly can't handle as much combat either unless they get one.

It would certainly suck to be on an operation deep behind enemy lines and lose your medic early on. Could doom the whole operation. Maybe thats what's good about it and it should stay like that.

Failure does make everything more fun in the long run.

Toppopia
2012-05-26, 10:25 PM
In PS1 it seems a medic was crucial to keeping your squad alive? Is that a mechanic people would like to see kept or changed? Was your squad basically dead when the medic was no longer there?

What will the mechanics be like in PS2 when you lose a squadmate? Same kind of resurrection thing?

What if you can't find someone to play medic? One suggestion I'd have is Perhaps allow MAXs to warp a squad or outfit member to them on a VERY long cooldown (half hour), so that squads arent strictly required to carry medics but certainly can't handle as much combat either unless they get one.

It would certainly suck to be on an operation deep behind enemy lines and lose your medic early on. Could doom the whole operation. Maybe thats what's good about it and it should stay like that.

Failure does make everything more fun in the long run.

If anyone ever needs a medic, i would most likely play as that class, but if you are planning an operation, you would make sure to have a medic, and tell them to stay back unless called upon so they don't die. But yes, a medic should be essential for any squad/platoon.

SgtMAD
2012-05-26, 10:35 PM
In PS1 it seems a medic was crucial to keeping your squad alive? Is that a mechanic people would like to see kept or changed? Was your squad basically dead when the medic was no longer there?

What will the mechanics be like in PS2 when you lose a squadmate? Same kind of resurrection thing?

What if you can't find someone to play medic? One suggestion I'd have is Perhaps allow MAXs to warp a squad or outfit member to them on a VERY long cooldown (half hour), so that squads arent strictly required to carry medics but certainly can't handle as much combat either unless they get one.

It would certainly suck to be on an operation deep behind enemy lines and lose your medic early on. Could doom the whole operation. Maybe thats what's good about it and it should stay like that.

Failure does make everything more fun in the long run.


this is the type of situation that can be avoided by finding the right outfit.

Bags
2012-05-26, 10:41 PM
If you lose your medics early on get a better player medicing or get more medics.

Blackwolf
2012-05-26, 10:41 PM
Squad spawning? Just make sure the Squad leader isn't the medic and you're good.

Toppopia
2012-05-26, 10:43 PM
I wonder if BF3 style looting will ever be discussed by the devs, because it was fun being a non-medic class, then grabbing a dead soldiers medic class and reviving everyone, but some people say thats annoying because you can't trade back, then i think, just use the class that you got swapped with, you'll die soon enough.

Bags
2012-05-26, 10:58 PM
Squad spawning? Just make sure the Squad leader isn't the medic and you're good.

It works via drop pod, you can't do it indoors.

Yenni
2012-05-27, 12:04 AM
It works via drop pod, you can't do it indoors.

This^^

Squad spawning is, if done to the rapidity of BF, will cut into a medics job in truth.

I know you guys have a moment where you're screaming at your friend, "DONT REZ ME!! I WANT TO CHANGE CLASSES!"

Dont worry though, the medic will have rez. But probably more importantly. They will keep everyone at 100% which increases their effectivness by some odd percentage.

KiddParK
2012-05-27, 12:11 AM
and in the grand style of every FPS i've been a medic in. They have built in little X's targets on them. And you know they'll be the first ones the enemy aims for, even in the rear. At least it's what I'll tell my guys to aim for whenever possible.

You want your medic to save your squad? Better protect him first. Hell, maybe I'll ASSIGN a dedicated soldier to protect his ass. Dead medics seldom rez fellow soldiers.

MacXXcaM
2012-05-27, 03:39 AM
It works via drop pod, you can't do it indoors.

Really? Was this officially confirmed?
Sounds like a great sollution.

Playing as a medic in almost every game that allows it I think there should always be at least two medics per squad. If one dies the other one can revive him so the chance the squad loses all his medics stays quite low.

Zekeen
2012-05-27, 03:44 AM
Really? Was this officially confirmed?
Sounds like a great sollution.

Playing as a medic in almost every game that allows it I think there should always be at least two medics per squad. If one dies the other one can revive him so the chance the squad loses all his medics stays quite low.

Squad Drop Pod Spawning also has a cooldown. So once member A hot drops in, member B will have to spawn elsewhere or wait a while for the cooldown.

And obviously, drop pods can't just... break through the ceiling of bases.

But yes, it has been confirmed.

SKYeXile
2012-05-27, 03:53 AM
Yea...we dont really need more people playing MAX's. Medics needs to be your most germy cunts at staying alive, i shall be assigning LtSmash.

MacXXcaM
2012-05-27, 04:01 AM
Squad Drop Pod Spawning also has a cooldown. So once member A hot drops in, member B will have to spawn elsewhere or wait a while for the cooldown.

And obviously, drop pods can't just... break through the ceiling of bases.

But yes, it has been confirmed.

Very pleased to hear :)

ringring
2012-05-27, 05:52 AM
In ps1, killing the enemy, destroying enemy spawnpoints kept your squad alive :p

However, it you're doing behind the lines stuff you need to think about your ability to respawn. In ps1 that mainly meant get an AMS which aren't goingt to be available in ps2 or have an advanced medic with you.

Squad spawn will have a limited tactial role since when you do spawn you descend in a highly coloured drop pod. It will be like a big flag to the enemy saying 'come get me, free kill here'.

Soooo, the medic class will be much more important than adv. medics were in ps1. especially for behind the lines stuff.

Toppopia
2012-05-27, 06:00 AM
In ps1, killing the enemy, destroying enemy spawnpoints kept your squad alive :p

However, it you're doing behind the lines stuff you need to think about your ability to respawn. In ps1 that mainly meant get an AMS which aren't goingt to be available in ps2 or have an advanced medic with you.

Squad spawn will have a limited tactial role since when you do spawn you descend in a highly coloured drop pod. It will be like a big flag to the enemy saying 'come get me, free kill here'.

Soooo, the medic class will be much more important than adv. medics were in ps1. especially for behind the lines stuff.

Thats what the galaxy is now for, i feel sorry for the poor sap that has to guard that. Then either nothing happens and they did basically nothing, or they die and the galaxy is destroyed and the outfit hates them for not defending it better, its a lose lose situation. :doh:

Gogita
2012-05-27, 06:54 AM
It's a part of the game. It's as easy as that. Why should a squad be compensated for losing their medic? If a squad lost its medic, then it has to pay the price for it.

MacXXcaM
2012-05-27, 06:58 AM
It's a part of the game. It's as easy as that. Why should a squad be compensated for losing their medic? If a squad lost its medic, then it has to pay the price for it.

I imagine people will die quite frequently in PS2. So each time a medic dies the squad play will be broken...

Gogita
2012-05-27, 07:03 AM
I imagine people will die quite frequently in PS2. So each time a medic dies the squad play will be broken...

That's not true. if you are outside, the medic can squad spawn. If you are inside with a squad, you should have multiple medics.

And also, if your medic dies inside, it is not as if the medic is dead forever. He/she can just respawn and try to get back in again.

Also, I forgot to mention that there are med packs as consumables in PS2

MacXXcaM
2012-05-27, 07:10 AM
Ok, sounded like you were arguing against squad spawn...

Gogita
2012-05-27, 07:17 AM
Ok, sounded like you were arguing against squad spawn...

Oh no no no, maybe I wasn't clear enough. I'm ok with squad spawning outside bases. However, I would be against squad spawning inside bases.

The thing that I do not agree with that the OP started was that there should be something that replaces the medic if the medic dies (max can spawn in people), because that defeats the purpose of a medic.

ringring
2012-05-27, 08:07 AM
Thats what the galaxy is now for, i feel sorry for the poor sap that has to guard that. Then either nothing happens and they did basically nothing, or they die and the galaxy is destroyed and the outfit hates them for not defending it better, its a lose lose situation. :doh:

Yea, but to my mind galaxies are too big and too obvious.... unless you have a lot of firepower to defend it, which implies you're not talking about spec ops of 1 or 2 squads, you're talking about a fair sized invasion.

Gogita
2012-05-27, 08:53 AM
Me and a friend of mine are also wondering how defending a galaxy is going to be. The switch from an invisible small spawn-vehicle to a large non-cloaked transportation fortress is going to be major.

Who know, maybe SOE wants to change the whole concept of the AMS. In planetside 1 the AMS could sometimes function as an almost permanent spawn location with the only alternative being a base that is very far away or the single tower that is close to the base. As there are way more spawn locations in Planetside 2, i.e. outposts, drop-able(?) towers etc, having a mobile spawn point might become less important.

Shade Millith
2012-05-27, 08:55 AM
Squad spawning? Just make sure the Squad leader isn't the medic and you're good.

I'm really hoping that it's a massive pain in the arse to use a Squad Spawn.

Making it too easy to return to the fight after death just makes death even more meaningless than it already is.

Gogita
2012-05-27, 08:58 AM
I'm really hoping that it's a massive pain in the arse to use a Squad Spawn.

Making it too easy to return to the fight after death just makes death even more meaningless than it already is.

At least there are a few things that we know can become a pain with regards to squad spawning:

- It will costs cert points as the squad leader will need to have squad-spawning certed. This means you will have to 'sacrifice' something in order for your squad to have this ability.

- A large droppod will drop out of the sky, therefore immediately showing your location to any enemy that looks up into the sky.

ringring
2012-05-27, 09:18 AM
Thats what the galaxy is now for, i feel sorry for the poor sap that has to guard that. Then either nothing happens and they did basically nothing, or they die and the galaxy is destroyed and the outfit hates them for not defending it better, its a lose lose situation. :doh:
Well, if your behind the lines operation is being effecitive it is also noticable and you should attract attention from multiple people, and they're probably tooled up.

The first thing they're going to do is try to work out how many of you there are. The second thing they're going to do is to find and kill your spawn point. Your 1 guy defending may well be the first to die.

MacXXcaM
2012-05-27, 09:19 AM
I must say I like the direction the squad mechanics are going to. Clearly the devs see that copying Battlefield mechanics isn't going to work well in a game like Planetside.

Hopefully they will see the same considering 3D spotting. ^^

ringring
2012-05-27, 09:21 AM
I imagine people will die quite frequently in PS2. So each time a medic dies the squad play will be broken...

There's only one thing to do which is to make sure you take enough medics, at least until you can capture a spawn point.

Sledgecrushr
2012-05-27, 09:23 AM
Are we going to be able to designate a squad command vehicle and put some kind of banner on it?

roguy
2012-05-27, 09:53 AM
Hopefully they will see the same considering 3D spotting. ^^

Why? 3d spotting worked completely fine in BF2, without destructible cover.

It only became broken when it allowed snipers to head shot you through 4 walls in BC2:Vietnam (and BC2 to a lesser extent).

MacXXcaM
2012-05-27, 10:26 AM
Why? 3d spotting worked completely fine in BF2, without destructible cover.

It only became broken when it allowed snipers to head shot you through 4 walls in BC2:Vietnam (and BC2 to a lesser extent).

Didn't play BF2.

In BF3 you just need to point anywhere on the map and somewhere a marker appears so you know exactly where enemy troops are. Imo this feature is completely lame the way it works.

Anderz
2012-05-27, 10:47 AM
Didn't play BF2.

In BF3 you just need to point anywhere on the map and somewhere a marker appears so you know exactly where enemy troops are. Imo this feature is completely lame the way it works.

BF2 did not have 3D spotting. It had 2D spotting, which caused a red marker to be highlighted on the mini-map and a voice and text prompt to appear.
The only way I recall ever seeing an enemies name-tag in BF2 was by looking directly at them.

As for the squad system, it sounds great. Punishing, but not to the point where it breaks up squads. I do, however, wish you could pick up the kits of fallen soldiers and use their tools/weapons so a fallen medic can be revived with their own kit. It's a great feature that really rewards those who are quick on their feet and pay attention to the various classes of their teammates and enemies. Also lets me experiment with enemy tech!

Fenrys
2012-05-27, 01:24 PM
In PS1 it seems a medic was crucial to keeping your squad alive? Was your squad basically dead when the medic was no longer there?

I'd guess that about 95% of players could heal (Medic), and 50% of players could rez (Advanced Medic). Lack of medics usually wasn't an issue because almost everybody was both a medic and an engineer.

SpcFarlen
2012-05-27, 01:43 PM
Thats what the galaxy is now for, i feel sorry for the poor sap that has to guard that. Then either nothing happens and they did basically nothing, or they die and the galaxy is destroyed and the outfit hates them for not defending it better, its a lose lose situation. :doh:

Mobile spawn point for team. I dont see why no one would want to protect that. But there will be some tactics needed to be used as to where to land the thing. Certainly landing between two base turrets will not be wise.

But i feel it is a good move so defending a base is easier, as it should be, and taking one becomes a bit harder. But even then the galaxy does have weapons that can be used when it has landed. So defending it really shouldnt be that much of a problem. Unless you place it in a really bad spot.

SteinB
2012-05-27, 03:53 PM
It has been stated that spawn points within enemy bases will be capturable and usable. Galaxies are not the only way to keep an assault alive. Also, the developers can certainly add mechanics to increase a deployed Galaxies survivability if so needed. The Heavy Assault class lockdown ability where they become immobile but much tougher comes to mind as a way to accomplish this.

Back on topic to medics..There will be no excuse for any squad not to have a medic since classes can be changed at any terminal or upon spawning. Maybe you won't have a greatly skilled medic, but if your squad leader doesn't make sure there is one in squad find another squad leader.

ringring
2012-05-27, 05:05 PM
It has been stated that spawn points within enemy bases will be capturable and usable. Galaxies are not the only way to keep an assault alive. Also, the developers can certainly add mechanics to increase a deployed Galaxies survivability if so needed. The Heavy Assault class lockdown ability where they become immobile but much tougher comes to mind as a way to accomplish this.
.
Yep ... whether this is the solution or not depends on how long it takes to capture a spawn room 'behind the lines' as it were.


Back on topic to medics..There will be no excuse for any squad not to have a medic since classes can be changed at any terminal or upon spawning. Maybe you won't have a greatly skilled medic, but if your squad leader doesn't make sure there is one in squad find another squad leader.
It does depend on how far up the medic cert tree stuff like revive is. I'd imagine quite far.

basti
2012-05-27, 06:17 PM
Really? Was this officially confirmed?
Sounds like a great sollution.

Playing as a medic in almost every game that allows it I think there should always be at least two medics per squad. If one dies the other one can revive him so the chance the squad loses all his medics stays quite low.

Da hell? They SPAMMED this in everyones face EVERYWHERE.


Oh well, gotta start a big FAQ with all the stuff we know. :)

SKYeXile
2012-05-27, 06:27 PM
Da hell? They SPAMMED this in everyones face EVERYWHERE.


Oh well, gotta start a big FAQ with all the stuff we know. :)

it needs to be updates weekly like patch notes, we know this now, this has changed, this nolonger exists ect.