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2012-07-31, 09:44 AM | [Ignore Me] #16 | |||
Staff Sergeant
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I'm not saying that the MAX-Engineer combo isn't a complete bad one, but a good squad would focus the engineers before the MAX's. It's just an easy combo to counter. A good infiltrator could ruin that squads engineers in 1 clip. |
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2012-07-31, 09:51 AM | [Ignore Me] #17 | |||
Sergeant
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For capture, I'd probably say :
3 Light Assault 2 Engineers 2 Medics 1 Max (Infantry weapons)
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2012-07-31, 10:09 AM | [Ignore Me] #20 | ||
Corporal
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A platoon is made up of squads, so we can always extrapolate from one into the other.
If a squad is about 6~10 players, then you only have to determine you required need to complete the objective. One squad, two squads, or an entire platoon,....or two? The tricky part isn't determining how many, but what composition, and is it generic or specific. There are far too many variables to predict specifics, so you either build as per the need or cover as many common needs as possible. MAXs have been shown in pre-beta footage to be outmaneauverable and more readily defeatable, but it's important to note that this is pre-beta and there is much balancing to be done. IMO the MAX will be very powerful at holding room/choke point, especially with proper engineer support. Again, pre-beta footage has not shown alot of well played MAX units. Also, we have not seen how different the continents, terrain, and bases will actuially be. There will surely be aspects of Biolabs alone that dictate the need of a specific squad composition. How about night operations? Night/thermal vision needs? Elevated base structures? Light asasault, airborne needs? Open terrain bases? Armored vehicle, Gal spawn needs? Flexible and rapidly adapative compositons will be key aspect of successful ops. |
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2012-07-31, 10:14 AM | [Ignore Me] #21 | ||
Colonel
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So what we need are a series of hypothetical situations that we can try to overcome with our squad or platoon. For example you are travelling with your platoon of thirty guys and you will be moving through enemy held territory in an attempt to flank a major base. What will your platoon be composed of?
Edit* the terrain is desert plateau, small trees and lots of ravines. The visibility is only up to 1000 meters because it is a clear day. The time is 0800 and you are moving towards the rising sun. Last edited by Sledgecrushr; 2012-07-31 at 10:18 AM. |
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2012-07-31, 10:27 AM | [Ignore Me] #22 | |||
Sergeant
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Let's say 8 MAXes, 7 Light Assault, 7 Infiltrators, 6 Medics, and 2 Engineers for the MAXes. |
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2012-07-31, 10:33 AM | [Ignore Me] #24 | ||
Master Sergeant
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The developers have talked about it and they are not sure if people should be allowed to choose a MAX whenever they want to, or if it should be on a cooldown and/or have a resource cost.
It is more likely that you won't be able to choose a MAX every time you respawn but nothing is set in stone as of now. Things like that will be decided upon during beta.
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2012-07-31, 10:38 AM | [Ignore Me] #25 | |||
Corporal
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Is this a feint/capture/destruction effort, or what? What is the enemy composition? What is the target objective structure, if any? Do we have supporting elements? What assets and/or limitations do we have? I know what your'e getting at at, but my point is that there are way too many variables to dictate a specific optimal organization. Given the generic nature of your scenario, my force composition would be generic in nature due to the unknown nature of the objective. A combined arms force of at least platoon strength due to the unknown nature of the enemy, focused on mobility due to the open terrain, and moving at high speed to increase any chances of surprise. |
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2012-07-31, 10:38 AM | [Ignore Me] #26 | ||
Master Sergeant
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2 MAX's
2 HA 2 LA 2 Medics 1 Engineer 1 Infiltrator That'd more or less be my standard squad, seeing as all but the MAX's actually serve as infantry as well I figured we could have a shortage on the Assault classes. And the way I see it... Infiltrator could probably be swapped to another Medic or LA- depends on the situation. Last edited by HeatLegend; 2012-07-31 at 10:40 AM. |
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2012-07-31, 11:00 AM | [Ignore Me] #27 | |||
Master Sergeant
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Air platoon 5x air (reaver/mossie/scythe) 2x AA max for a staging/retreat zone 2x AA spec lightning for staging/retreat/air support 1x galaxy air provides forward scouting and air superiroity. in the event of engaing enemy the aim is to retreat to kill zone created by maxes and lightning. lightning pilots can provide repair for maxes if necessary galaxy provides forward staging and ground squad drop capability. when in the air, 5x provides cover. Armour 2x lightning with AA secondary 4x or 8x MBT (with/without gunners depending on metagame) Ground fire teams of 3. 1 medic per team. based on player preferences. can respawn at galaxy and reclass if required. Far more important for each squad to be able to drop its assigned role and take another. air/armour can easily leave vehicle and join the foot troops. it is tempting to have a 2nd galaxy on standby. just because. |
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2012-07-31, 11:42 AM | [Ignore Me] #29 | ||
Staff Sergeant
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We don't know if drop pod system will be modified, but as currently is such scenario could happen:
Step one -> One leader certified squad infiltrates the complex Step two -> 3 platoons divides 10 leaders quickly Step three -> massive drop This is what gonna easly happen if they don't change the currently drop mechanism. |
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