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2012-07-31, 11:54 AM | [Ignore Me] #33 | ||
Sergeant
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Well, I thought every base has a shield generator that produces a sort of plasma shield ?
PS : Just saw a TotalHalibut gameplay video : It's indeed 10 people per squad. Last edited by Fenrod; 2012-07-31 at 11:56 AM. |
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2012-07-31, 11:56 AM | [Ignore Me] #34 | ||
Corporal
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The possibility still exists for base sheilds.
There is also possibly a drop zone/exclusionary SOI for enemy controlled bases. It currently appears that Biolab domes are not penetrated by drop pods at all. Again,...this is unknown beta stuff. |
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2012-07-31, 11:58 AM | [Ignore Me] #35 | ||
First Sergeant
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Which Certs/Classes i would put into my Squad, depends on what my squad will eventually be facing.
But my favorite Squad would look like this: Based on experience i got as a PS-Vet. General Certs: Infantry -> Rexos only Infantry -> Repair and Medic/Adv. Cbt.Medic Infantry -> HA and/or Spec-Assault Old Planetside: Squad Members: 8x Rexos: 4x HA/Spec & Medium-Assault 2x Anti-Vehicluar & Mediem-Assault 2x Combat-Engineer 2x Max Units (Ai/Av/Aa depending on Circumstances/Ground) Nearly all can Revivie/Rezz and Repair Armor. Also a good mix of Vehicle/Air-Certs are needed to be mobile and flexible. New Planetside: Squad Members: 8x Infantry: 4x Medic 3x Heavy Assault Anti-Vehicluar & Heavy-Assualt & Mediem-Assault Weapons Mix 1x Combat-Engineer 2x Max Units (Ai/Av/Aa Weapon Mix depending on Ground'/Cirumstances) That would be my Choice. |
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2012-07-31, 12:04 PM | [Ignore Me] #36 | ||
Staff Sergeant
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There are domes, but it's uncertain if they will place domes on every complex, just a few, or only the ones that cannot be owned by the enemy faction. Also there might be generators related to them. If so, infantry will have a bigger impact, also siege and flanking will be much more important.
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2012-07-31, 02:54 PM | [Ignore Me] #37 | ||
Private
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For the new Planetside, I would make a platoon similar to that of a company, with three rifle squads and an attached weapons squad.
rifle squad 1,2 (Frontal Assault Groups): 6 Light Assault 2 Medics 2 Heavy Assault rifle squad 3 (Covert Operations Group): 6 Infiltrators 2 Medics 2 LA carrying demolitions Weapons Squad: 3 Heavy Assaults carrying extra AT weaponry. 4 MAX Suits (2 Anti-Infantry, 1 AT, 1 AA) 3 Engineers Two Galaxys would be needed for the Weapons Squad due to its four MAX suits, and so the second Galaxy carrying the 2 extra MAXs would be supported by the second rifle squad, whilst the first FAC assaults the base and the COG is occupied with infiltrating defenses. The HA in the Weapons Squad will act as a security detail for the Weapons Squad while it sets up turrets and the MAXs get positioned to eliminate enemy aircraft and vehicles. |
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