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PSU: Fear the Domo
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2003-01-07, 12:34 AM | [Ignore Me] #33 | |||
Major
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2003-01-07, 02:08 AM | [Ignore Me] #34 | ||
Sig Mastah!
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Ok, I'm thinking like this.. You have 3 squads to a platoon. I'm going to set one aside for later and try to fill up 2 galaxies. If I can put 15 people in a squad, that means 1 galaxy = 1 squad, easy as pie, and the leftover squad will go into mosquitos and reavers for cover. That is a good operational group, and would be relatively simple to manage.
On the other hand, if a squad is 10 (and I'm afraid it is), it would be 1 squad in each galaxy plus each crew of 4, meaning that I could either put a third person in each buggy (for that one 3 man buggy) or field an entire 2 aircraft for cover and support. Now, if you forego the 2 man buggy and only carry lightnings or light buggies you can field a total of 4 reavers/mosquitos. That is marginally workable for covering two transports, but it is far from ideal. So from an airbourne perspective, it means the difference between struggling with the squad system or having room to spare.
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[ Been a while, desu ne? ] |
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2003-01-08, 02:57 AM | [Ignore Me] #36 | |||||
A dev thinks I rock.
Pardon me while I go into a savagely geeky fanboy freakout. and so on and so forth Okay... now that that's out of my system, let's see if we can't disect some of the things SJ said.
From what I've read, squads essentially multiply the total amount of BEP from a given kill. Rather than 1 person getting 100 BEP (or whatever), 10 people get that same 100 BEP. If I'm right (and I generally am. Remember, I rock ) then there's no reason NOT to be in a squad, and the bigger the better. This encourages people to get together in groups, the beginnings of teamwork. I wouldn't be suprised to find that sharing across a platoon is reduced to some degree. Otherwise there is very little difference between a platoon and a Really Big squad (with 3 commanders). Thus endeth the wild conjecture.
Actually, I was thinking more along the lines of camping the hall(s) outside the spawning champer, with all manner of deadly mayhem. The more MAXes the merrier. Throw in a couple medic/engineer types to keep the heavies healthy and happy, and away you go. Maybe an advanced hacker to swipe a nearby inventor terminal too. Keep everyone in ammo (and med packs and engineer/medic reload thingies). A medical terminal wouldn't hurt either. I don't expect too many people would be willing to stick their heads out into the hall when a couple Pounder MAXes are locked down at either end of the hall, ready to fill the entire passage with SCREAMING DEATH!!! And with a handy inventory terminal, they can pretty much fire continuously, not needing to worry about running out of ammo. That'd put a dampener on anyone even remotely interested in going out that door. So all you have to do is wait for those 15 minutes to tick away, and keep out the reinforcements. I'd expect just a few drop pods to show up. Just a few... DOZEN. So those anti-reinforcement guys had better be riding in some pretty heavy duty stuff. Reavers, tanks (MBT or Lightening), that sort of thing. And a couple skeeters wouldn't hurt either. It's nice to have grunts show up on radar. So in conclusion: SJ thinks I rock. This is funny stuff here! (crickets chirp in the background). I can hear you breathing! |
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2003-01-08, 04:59 PM | [Ignore Me] #42 | ||
Sergeant
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I thought that someone with Advanced Hacking could turn the terminal to your side and make it usable? Maybe I'm wrong
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<img src = "http://www.nurospace.netfirms.com/sig_colio.jpg"> No one is perfect but sometimes learning from your mistakes can be enough. - Me |
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2003-01-08, 05:07 PM | [Ignore Me] #44 | |||
I think this will answer your question though. From this very site, follow the "Cerifications" link from the side bar: Advanced Hacking Like Hacking, but also allows the use of enemy-held equipment terminals, air vehicle terminals and ground vehicle terminals. Lots of good stuff floating around PSU. |
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