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Old 2012-04-10, 11:11 PM   [Ignore Me] #16
NivexQ
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Re: 8, 10 or 12 man squads?


1 - Squad Leader

Fireteam Alpha
2 - Alpha 1 (Leader)
3 - Alpha 2
4 - Alpha 3
5 - Alpha 4
6 - Alpha 5



Fireteam Bravo
7 - Bravo 1 (Leader)
8 - Bravo 2
9 - Bravo 3
10 - Bravo 4
11 - Bravo 5



I actually wouldn't mind this. They don't have to use nato phonetics ofc
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Last edited by NivexQ; 2012-04-10 at 11:13 PM. Reason: Removed the quote because i was stupid
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Old 2012-04-11, 12:48 AM   [Ignore Me] #17
Eyeklops
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Re: 8, 10 or 12 man squads?


Originally Posted by Rbstr View Post
Lets split the difference between 10 and 12. I think 11 is a prime number for squads!
Excellent math geek post I like it.
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Old 2012-04-11, 01:26 AM   [Ignore Me] #18
QuantumMechanic
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Re: 8, 10 or 12 man squads?


This is maybe the only case where I say PS2 can learn from Battlefield. My experience is that small squads tend to stick together better than larger squads.

So I'd say make the squad size half (5 men), and then double the amount of squads allowed in a platoon.

So you have the exact same feeling of working within a larger group - but you are doing in smaller, more teamwork-oriented components.
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Old 2012-04-11, 01:59 AM   [Ignore Me] #19
NivexQ
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Re: 8, 10 or 12 man squads?


Originally Posted by QuantumMechanic View Post
This is maybe the only case where I say PS2 can learn from Battlefield. My experience is that small squads tend to stick together better than larger squads.

So I'd say make the squad size half (5 men), and then double the amount of squads allowed in a platoon.

So you have the exact same feeling of working within a larger group - but you are doing in smaller, more teamwork-oriented components.
Or just split the squads into fireteams

Also squads got smaller in bf3 and nobody plays as a team at all
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Old 2012-04-11, 07:18 AM   [Ignore Me] #20
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Re: 8, 10 or 12 man squads?


this isn't battlefield,we never had a problem getting full squads,screw small squads

the idea that this game is going to see this huge pop and yet ppl thinking smaller squads are a better idea is a joke and the idea that they are not letting us have platoons is ridiculous.

what should be done is make the max number 12 and then ppl can run the squad size they want.

quit trying to dumb the game down even more
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Old 2012-04-11, 07:43 AM   [Ignore Me] #21
Figment
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Re: 8, 10 or 12 man squads?


Either 10 or 12, due to aforementioned reasons. Wouldn't go with 11, but if you want 11, then 12, so you can have both. :P
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Old 2012-04-11, 09:20 AM   [Ignore Me] #22
kaffis
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Re: 8, 10 or 12 man squads?


Originally Posted by Rbstr View Post
Lets split the difference between 10 and 12. I think 11 is a prime number for squads!
I see what you did there...
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Old 2012-04-11, 09:40 AM   [Ignore Me] #23
Marinealver
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Re: 8, 10 or 12 man squads?


The smallest unit is a scout/sniper team and that consists of a spotter and a sniper. The sniper takes the shot and the spotter confirms the kill.

USMC Infantry and allot of world rifle units consists of a fire team. 4 men organized around an automatic weapon such as a M249 SAW. (Gave me an idea for a MAX team 3 softies and a MAX. but thats another story.) The US army uses 8 Man squads and 4 squads in a platoon. while the USMC uses the rule of 3 + leader. 3 men + fire team leader to a fire team, 3 fire team + squad leader = squad (13 men), 3 squads + plt sgt = a platoon (40 men)

Heavy munitions are slightly diffrent with a mortar being broken down to a 3 man load, while a machine gun could be broken down to 2 or 3 men. Light armored vehicles have a 3 man crew while Main Battle tanks have a 4 man crew with the exception of the Russians who remove the loader for a mechanical autoloader.

For fun facts look up Etymology. Funny thing is that the latin means ball. Immideatly I thought of the Starcraft term deathball

Last edited by Marinealver; 2012-04-11 at 09:52 AM.
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Old 2012-04-11, 09:44 AM   [Ignore Me] #24
Marinealver
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Re: 8, 10 or 12 man squads?


Me personally I am interested in the organizational hierarchy such as platoons, outfits, outfit alliances, squadrons (basically a squad for vehicles). Task forces and command billets along with ranks. As of now all we got is a rudimentary tactical formation of squads and platoons, an outfit which has barely any administrative function, and whoever is on the command channels for cr4 and cr5s which serves more of a strategic function (if the cr5 are capable of functioning at all after all the alcohol they drink : P )
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Old 2012-04-11, 09:48 AM   [Ignore Me] #25
Marinealver
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Re: 8, 10 or 12 man squads?


Originally Posted by QuantumMechanic View Post
This is maybe the only case where I say PS2 can learn from Battlefield. My experience is that small squads tend to stick together better than larger squads.

So I'd say make the squad size half (5 men), and then double the amount of squads allowed in a platoon.

So you have the exact same feeling of working within a larger group - but you are doing in smaller, more teamwork-oriented components.
They tried a blue squad xp wp. Sometimes you can assign that waypoint to a member ie the squad leader or pick a guy to be your pointman.

I would like to see some sort of squadron function whre instead of squad health armor status you see a vehicle health status and each squadron vehicle has a waypoint over them to id them.

But with all vehicles now being a single seater (unless you want to ride bitch with Pea-shooter and a sniper's bullzeye on you head) kind of not necessary.
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Old 2012-04-11, 10:30 AM   [Ignore Me] #26
SniperSteve
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Re: 8, 10 or 12 man squads?


10 is good. Especially if there are platoons which means 3*10=30, which is a good number for a single outfit or for 3 coordinating small fireteams.

Once you get above 30 people you are looking at multi-outfit for the most part, of which there is no need to see information for. For that it is better to get on one giant alliance teamspeak and use channel commander. (Like the ULTRA Alliance does)
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Old 2012-04-11, 03:27 PM   [Ignore Me] #27
Tasorin
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Re: 8, 10 or 12 man squads?


I personally prefer the 10 man squad and a 30 man Platoon. With player spawning being an option in PS2 this mechanic can really be abused/used to maximize rapid deployment once you have boots on the ground.

I would much rather face 9 people spawning in on a lone Squad Leader then 11 people doing the same thing. It limits the ability to zerg spawn by reducing the total number of players able to spawn in during a given duration.

One of the things that I don't think has been addressed is the game mechanic for Player spawning in regards to if there is a cool down timer on the spawn on player feature or if it is spamable by players grouped up in a Squad/Platoon. If there was a cool down timer for being able to spawn in on Squad Leader-A this would reduce the effect of being able to zerg spawn and force multiple players to have the command skill to allow for players to spawn in on them. It would also force a little skill and squad organization in order to maximize this game mechanic. A Platoon that had 6 players able to be mobile spawn points who are communicating over Vent/TS and had 30 to 36 active killers is going to crush pubbies trying to resist an organized push or defense.

Last edited by Tasorin; 2012-04-11 at 03:29 PM.
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Old 2012-04-11, 03:31 PM   [Ignore Me] #28
TheRagingGerbil
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Re: 8, 10 or 12 man squads?


Originally Posted by Knocky View Post
Higby says the squads are 10.

I think they should be 12, solely based upon the fact that Gals and presumably Sundies carry 12.
^This
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Old 2012-04-11, 06:04 PM   [Ignore Me] #29
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Re: 8, 10 or 12 man squads?


10 or 12 would be best. I'd lean towards 12 if squad leaders had an in-game ability to identify fire teams by allocating up to 4 colors to their squad. Meaning the number next to name was able to go from 1-12 to 1a-3a, 1b-3b, 1c-3c, 1d-3d with a different color assigned to each team within the squad. This could also be broken down into 3 or 2 fire teams using the same principle.

Would also offer up "leaders" within the squad (1a, 1b, 1c, and 1d) the use of their CR certs if they have any.

I don't think platoons would be necessary at this point. However if you expanded into platoons, the platoon leader would be able to assign members into one of the 4 original fire teams to prevent over complicated confusion. Meaning the entire platoon would be part of one big squad. Expanding into a platoon would be more like creating a warparty, except you could invite entire squads that simply merge into yours rather then form their own separate squad under you. If the target squad had too many members, it couldn't accept the invite. Additionally you could invite individual players to join the platoon yourself, rather then having to ask a "squad leader" within the platoon to do it.

Last edited by Blackwolf; 2012-04-11 at 06:09 PM.
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Old 2012-04-11, 06:05 PM   [Ignore Me] #30
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Re: 8, 10 or 12 man squads?


i think 10 is a good number. any higher and you might lose squad cohesion.
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