Sylvanicus
2012-10-05, 03:30 PM
Posted this on the official SOE forums and no one seemed to want to have anything to do with it so I figured I'd post it here since you all seem to be more interested in things like this.
So recently BuzzCutPsycho started a series on basically... everything you need to know to lead an outfit and generally be awesome at Planetside 2. See it here. Well this inspired me. He'll probably cover this very subject at some point in the near future, but I still thought I'd bring it up.
I also recently found this video/thread. (http://forums.station.sony.com/ps2/index.php?threads/how-to-be-a-good-squad-leader.27468/)
I've seen a lot of squads/platoons ruined, killed, what have you, because someone winds up in charge who didn't join to be in charge. Leader leaves, or crashes or what have you, and #2 suddenly finds himself in charge of 10 other guys.
In this thread I want to compile various tips, tricks, tactics, etc. for making the most out of a sudden position of leadership. This is kind of the "reluctant leader"'s guide. This is for people who don't really make much of a habit of studying tactics and leadership, but end up having to use it anyways.
Think of it as a bare bones guide to tactics.
I'll start with a few small tips of my own.
1. Speed can win you a war, but it can also cost you one as well. It's a fine line to know when to rush in guns a-blazin' and when to regroup, plan it out, and come in at just the right time. In general, it comes down to a question of what will happen if we're not there doing whatever needs to be done in the next five minutes? If bad things are going to happen, a hot drop of shock troopers might be a good idea. If nothing particularly bad, just a mild annoyance might occur, it's probably better to do it right.
2. There is no shame in asking your men for input. In fact, it'd be stupid not to. They're all individuals which means they all have different skills, abilities, experiences, ideas, perspectives, knowledge, and philosophies. That's an amazing wealth of wisdom you can tap in to.
3. Neither is there any shame in admitting you really have no idea what you're doing as a leader. You can always pass it on to someone else or just warn them. 99% of the time, they'll totally understand. Even if you screw up big time, it can still just be a laugh.
4. Coordinate with other leaders however you can. The command channel is best, but there are other ways. Ask their advice, ask if they need help anywhere, you get the idea.
5. Recon can save your hides. I'm not talking a full scale three man fire team of infiltrators spends two days in the field ahead of the squad, but just send someone ahead to take a quick look if you're thinking of hitting something.
6. The skills of your men are like tools in a toolbox. Don't just say, "OK Jim, you drive." Ask, "Is anyone here a really good driver?" Learn and/or ask about the skills of each guy and use them accordingly.
7. Fun vs. Effect is a constant balance to maintain. Two infiltrators can capture half an enemy's territory. I've done it. That'll win you many points and resources. But it takes about 2 hours and is mostly waiting and hiding. Tank charging and enemy emplacement won't do much good in terms of mechanics, but it sure is fun.
8. When trying to take a fortified position with a lot of infantry in it, tanks and the like often can just be too unwieldy and slow and big to do much good. A well coordinated infantry assault can sometimes sweep a base clean in a minute and a half. Same goes in reverse. If they've got tanks, think about fielding a bunch of HA in a fortified area.
So recently BuzzCutPsycho started a series on basically... everything you need to know to lead an outfit and generally be awesome at Planetside 2. See it here. Well this inspired me. He'll probably cover this very subject at some point in the near future, but I still thought I'd bring it up.
I also recently found this video/thread. (http://forums.station.sony.com/ps2/index.php?threads/how-to-be-a-good-squad-leader.27468/)
I've seen a lot of squads/platoons ruined, killed, what have you, because someone winds up in charge who didn't join to be in charge. Leader leaves, or crashes or what have you, and #2 suddenly finds himself in charge of 10 other guys.
In this thread I want to compile various tips, tricks, tactics, etc. for making the most out of a sudden position of leadership. This is kind of the "reluctant leader"'s guide. This is for people who don't really make much of a habit of studying tactics and leadership, but end up having to use it anyways.
Think of it as a bare bones guide to tactics.
I'll start with a few small tips of my own.
1. Speed can win you a war, but it can also cost you one as well. It's a fine line to know when to rush in guns a-blazin' and when to regroup, plan it out, and come in at just the right time. In general, it comes down to a question of what will happen if we're not there doing whatever needs to be done in the next five minutes? If bad things are going to happen, a hot drop of shock troopers might be a good idea. If nothing particularly bad, just a mild annoyance might occur, it's probably better to do it right.
2. There is no shame in asking your men for input. In fact, it'd be stupid not to. They're all individuals which means they all have different skills, abilities, experiences, ideas, perspectives, knowledge, and philosophies. That's an amazing wealth of wisdom you can tap in to.
3. Neither is there any shame in admitting you really have no idea what you're doing as a leader. You can always pass it on to someone else or just warn them. 99% of the time, they'll totally understand. Even if you screw up big time, it can still just be a laugh.
4. Coordinate with other leaders however you can. The command channel is best, but there are other ways. Ask their advice, ask if they need help anywhere, you get the idea.
5. Recon can save your hides. I'm not talking a full scale three man fire team of infiltrators spends two days in the field ahead of the squad, but just send someone ahead to take a quick look if you're thinking of hitting something.
6. The skills of your men are like tools in a toolbox. Don't just say, "OK Jim, you drive." Ask, "Is anyone here a really good driver?" Learn and/or ask about the skills of each guy and use them accordingly.
7. Fun vs. Effect is a constant balance to maintain. Two infiltrators can capture half an enemy's territory. I've done it. That'll win you many points and resources. But it takes about 2 hours and is mostly waiting and hiding. Tank charging and enemy emplacement won't do much good in terms of mechanics, but it sure is fun.
8. When trying to take a fortified position with a lot of infantry in it, tanks and the like often can just be too unwieldy and slow and big to do much good. A well coordinated infantry assault can sometimes sweep a base clean in a minute and a half. Same goes in reverse. If they've got tanks, think about fielding a bunch of HA in a fortified area.