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Old 2012-08-11, 12:29 PM   [Ignore Me] #61
Figment
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Re: 10 Man Squads Returning


Originally Posted by Hamma View Post
Yeah Hamma, stop hogging the teamspots and let us in your team already.

(Hamma just wants to fly Galaxies solo, all pimped out with horns on top and red D-Day racing stripes).
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Old 2012-08-11, 05:34 PM   [Ignore Me] #62
Blackwolf
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Originally Posted by Memeotis View Post
In the theater presentation they mentioned that Galaxies could carry up to 20, but I'm assuming that it would be at the expense of being able to deploy it as a spawn point. 12 squad size is good, because that would mean a galaxy having 12 as its max capacity is designed to deploy, and when it's deployed you don't need the pilot to remain in the vehicle. The 20-man version will be the drop-ship galaxy.
Well if we follow that logic. The Galaxy Dropship should be able to hold 24 (two full squads). That would be a sight to see!

I like the idea of a full squad being dedicated to a Galaxy Spawn point. 2 MAX suits for serious AA/AV coverage and 10 infantry for repair/medical and infantry support around a spawn point. Couple of Engineers for the gun emplacements, things would get done.
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Old 2012-08-11, 07:38 PM   [Ignore Me] #63
Bruttal
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


SWEEET. vary glad they ended up uping the squad/plat sizes
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Old 2012-08-11, 08:14 PM   [Ignore Me] #64
super pretendo
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


sounds cool, 12 is the galaxy capacity if I recall
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Old 2012-08-14, 05:00 AM   [Ignore Me] #65
TheBladeRoden
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Glad they changing gears from tailoring the squad to fit the spawn system to tailoring the spawn system to fit the squad
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Old 2012-08-14, 05:09 AM   [Ignore Me] #66
Attackmack
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


I wish they would remove squadspawning altogether.
There seem to be more then enough possible spawnpoints. Maybe return the AMS aswell.

Awell, It might be good anyways.
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Old 2012-08-14, 06:16 AM   [Ignore Me] #67
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Anyone know way they decided to go from 10 to 12? Was it to be able to get a good amount of all the classes into a squad or?
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Old 2012-08-14, 06:36 AM   [Ignore Me] #68
Kipper
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


For me, if they take a copy of BF2142 with the squad beacon that allows you to target it it with drop pod - then they win, there's no flaws to that system.

As an attacker, you have to actually secure an area - even for a few seconds - to deploy and get some use out of a spawn beacon. So you can't just deploy and run away (well you can, but your beacon will get destroyed).

As a defender, you have a visual cue that there's a beacon nearby because its raining drop pods in the area around it. That gives you a reason to get organised, and take the beacon out to lift the pressure.

Beacon should be a cert, it should take a few seconds to deploy and undeploy (but should be moveable) and it should either be visible on the minimap, or visible by the fact that spawning to it is via the drop pod system. They should be able to take a couple of grenade hits, maybe have a very slow self repair, but die to one brick of explosive or a tank shell/lib bomb.

For me, these are the only ways I think you should be able to spawn:

1. In a friendly facility with no (or a very short) re-spawn timer. Timer increases for each control point that is lost, until the base changes hands. Spawns from tubes.

2. From a deployed/landed Galaxy with a short respawn timer. Can fly, can defend itself, but easily spotted and makes a very juicy target. Takes maybe 10 seconds to deploy/undeploy. Spawns directly (from tubes, no drop pods).

3. From a deployed/stationary Sunderer with a medium respawn timer. Can move, can defend itself, easily spotted (but not as much as a gal) and a fairly juicy target. Takes maybe 5 seconds to deploy/undeploy. Spawns directly (from tubes, no drop pods)

4. Field beacon - takes up a modification slot; can be carried by anyone in a squad (not just the leader). Can be moved by a person (lockable to owner/squad/outfit), Takes perhaps 3 seconds to deploy and hard to spot directly (but can be located by seeing where pods re landing), spawns via drop pod. Obviously can't be dropped where a pod can't reach it - so on roofs, yes - but indoors, no.

5. (Maybe) - Drop pod to friendly territory; can only drop into a hex that your faction controls and that isn't immediately adjacent to an enemy hex. Again, drop pods are visible and this is a good way to quickly organise a group for a flanking move or defensively but without it being too OP for attacking.

Last edited by Kipper; 2012-08-14 at 09:12 AM.
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Old 2012-08-14, 08:48 AM   [Ignore Me] #69
Memeotis
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


From all the footage I've seen so far, I'm also starting to think that there shouldn't be squad-spawn. There should only be a deployable beacon that only squad(or platoon)-mates should be able to access. It shouldn't be too hard to spot, but it shouldn't be visible from miles away. And I think timers should still apply.

This way if a drop-pod lands on your aircraft or vehicle, you can truly say it was your own fault for not seeing the beacon. The no-warning, no-indicator drop-pod mechanic they have now is really poor.

Being relatively easy to spot, easy to destroy and by having five minute cooldown to use makes it a nice situational alternative to the Galaxy. And by limiting it to only squads (or platoons) it will make it less powerful than the Galaxy and thus justify it being an inexpensive (if not free) item.
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Old 2012-08-14, 08:51 AM   [Ignore Me] #70
Harasus
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Originally Posted by Sunrock View Post
Anyone know way they decided to go from 10 to 12? Was it to be able to get a good amount of all the classes into a squad or?
They took it from 6 to 12, not 10 to 12. I think you can guess yourself why the did that.

Tip: 6-man squads suck.
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Old 2012-08-14, 10:02 AM   [Ignore Me] #71
Anabuki
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


I also second the beacon idea. Battlefield: Project Reality has a similar but simpler feature called a Rally Point that the squad leader can drop, and squadmates can spawn on the rally point. It has to be well concealed so the enemy can't cut off reinforcements, but it has a faint radio chatter noise that anyone can hear if they're nearby, so it's not impossible for the enemy to find.
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Old 2012-08-14, 10:21 AM   [Ignore Me] #72
Crator
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Originally Posted by Attackmack View Post
I wish they would remove squadspawning altogether.
There seem to be more then enough possible spawnpoints. Maybe return the AMS aswell.

Awell, It might be good anyways.
+1 I totally agree with this!
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Old 2012-08-14, 05:10 PM   [Ignore Me] #73
Duskguy
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Originally Posted by Harasus View Post
They took it from 6 to 12, not 10 to 12. I think you can guess yourself why the did that.

Tip: 6-man squads suck.
they went from 10 to 6 to 10 and now 12, so he is right in asking about 10 to 12 man squads.

and honestly, with a 12 man galaxy and a 12 man squad, i can understand wanting the whole squad being able to fit while a random pilot and gunner defended it and now no longer being able to do that.

but think of it this way. if it is a squad mate, or two, you KNOW that the pilot is reliable and the gunner not just someone afk.

and we have not seen the certs, its possible a cert or two will expand the space in the galaxy while others give better armor or something.
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Old 2012-08-14, 05:57 PM   [Ignore Me] #74
Kipper
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Just because you set up as a squad doesn't mean you have to all go everywhere together (unless there's extra XP for being together of course, then it does).

It's fair to say you could easily have a 12 man squad and leave 4 back at the galaxy to defend it.

It's equally fair to say you could have a 12 man squad who are actually three teams of 4 who fly galaxies for other squads (of 8 each).

Anything could happen!

I support larger squads though, 12 sounds like a number that could actually have an effect on a situation. Whereas 6 sounds like a number that could get cut down quite quickly.
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