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PSU: Those [opposing team] [units] need to be nerfed!
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2012-06-10, 02:53 PM | [Ignore Me] #76 | |||
Private
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I liked it as it was in the streams, a lighter more mobile variation of the regular assault. I don't really like the idea of making it an explosive class, it doesn't fit well with it's mobility.
To embellish on this, I would much prefer them to be skirmishers, popping in and out and harrying larger groups of players. An explosive class just wouldn't use the vertical well, and doesn't seem to fit with the light assault at all.
Last edited by Muncher; 2012-06-10 at 03:03 PM. |
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2012-06-10, 03:47 PM | [Ignore Me] #78 | ||||
Captain
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You're a fan of the fett man, right? Last edited by Dagron; 2012-06-10 at 03:58 PM. |
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2012-06-10, 04:09 PM | [Ignore Me] #79 | |||
First Sergeant
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2012-06-10, 04:23 PM | [Ignore Me] #80 | |||
Captain
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Besides, you could tell the forward momentum dropped very quickly so it's utility is pretty limited to vertical movement. |
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2012-06-10, 04:28 PM | [Ignore Me] #81 | ||
Staff Sergeant
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Don't suppose anyone can do some good ol' fashioned science and see how long of a jump burst the Light Assault had by looking at the fuel bar in the bottom right (normal) or on the left side of the reticule (centered)?
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2012-06-10, 04:43 PM | [Ignore Me] #82 | ||
I've been wanting to give LA an advanced spotting ability thats different from the Inf's, doesn't promote more lone wolf behavior, and has synergy with squad members and even the Inf own spotting ability.
Heres an idea. A LA players spots and broadcasts like normal, however as long as he stays within 25-30m (or whatever range is deemed balanced) the target will remain spotted for all squad members see. It doesn't just work with targets that the LA spotted but with any target spotted by a squad member. So if a Inf spots a target it will remain spotted if an LA in his squad remains within range of it.
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Last edited by OutlawDr; 2012-06-10 at 04:45 PM. |
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2012-06-10, 05:01 PM | [Ignore Me] #84 | ||
Master Sergeant
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Ultimately, I think this is something we're going to need hands on experience to determine. The role in and of itself should be complementary to both squad and total force (infantry, Air, Armor) tactics.
The basis of the idea is mobility, with the additions of grenades that can function on a tactical level, or are forced to in order to make the most of them. You can toss a frag into a room and wound a few soldiers (in PS), but with a flashbang and a few voice commands, you can clear it. Smoke is most useful in certain context. If your force is advancing, throw smoke in front of the enemy to conceal them. If your enemies are bunkered down, use smoke to make their position useless and to conceal some frags throw in afterwards. The assault is the spearhead of a more subtle variety. Mobility over raw force, concealing yourself from the enemy or outright blinding them rather than "hiding" as an infiltrator will need to do. Taking perches to fire down on engagements rather than wading into them. |
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2012-06-10, 05:02 PM | [Ignore Me] #85 | ||
Master Sergeant
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For those interested FM 3-21.8 describes a US Military Rifle Platoon and Squad. Google it.
The following for those of you trying to mix classes or roles of Infanty Type Warriors. PS1 had Light Assult - It used a weapon called the supressor and was very effective with it. Over distance a supressor would cut through Rexo armor, even Max Armor in seconds, especially if it was being used with concertrated fire from more then one warrior. Hint: Team Play Insert Here. There was also medium, heavy, and special assult. they had their own role. Real World Infantry Squads. Light Assult is Airborne Special Forces - Airborne, and Air Assult Troops. They jump out of aircraft, or get flown in by helicopter. They move fast, are air mobile, Rapid deployment type troops. The 124th Infantry, 101st Airbourne, 10 Mountain come to mind. That means no big weapons. You can carry only so much on your back. They work behind and flank enemy positions taking out Command and Control, Air defense, Communication, artillary type units. Medium Assult Troops deployed are grunts - Straight Leggers who hump on two leggs. They get a ride whenever they can by anyone. They are the main stay of any Army. The Pure {Grunt} Infantry. Heavy Assult - Are Mechanized Infantry types, with all the Specialized Infantry equipment. Anti Armor ect. They get driven into battle areas. So is their equipment. Maxes would be like support units - Air Defense Artillary, Artillary, TOE Squads, ect. The Basic Infanty Squad is comprosed of: NOTE: Not A heavy weapons Squad. Squad Leader The squad leader holds a rank of Staff Sergeant. Staff Sergeants are armed with either an M16A2, or M4A1. They are equipped with binoculars as well as an assortment of grenades. Grenade load outs will vary based on mission requirements, and rules of engagement. As a squad leader they direct fire team movements, therefore must know where their team leaders are located at all times. Fire Team Leader The fire team leader holds a rank of Sergeant. Sergeants command one of the 4-man fire teams in each squad. A team leader is armed with either an M16A2 or M4A1. They are provided binoculars Private Other members of the squad have a starting rank of private. They can be riflemen, automatic riflemen or grenadiers. Automatic Rifleman The automatic rifleman (AR) is wields the M249 Squad Automatic Weapon (SAW). This Soldier provides high volumes of fire due, however at the cost of weight. An AR can play a support role by deploying the bipod on the SAW to improve the weapon’s accuracy. Grenadier The grenadier is a basic rifleman with the added ability to launch grenades. A grenadier is armed with the M203, which is an M16A2 with a mounted M203 grenade launcher. The M203 can fire 40mm high explosive projectiles, which have an effective kill radius of about 5-meters. Rifleman The rifleman is the basic component of an infantry squad. They are armed with either an M16A2 or M4A1. They tend to be equipped with more grenades (e.g.: fragmentation, smoke, stun) compared to their counterparts since they carry less equipment than their counterparts. Advanced Marksman The Advanced Marksman is issued a highly accurate rifle. They are the squad’s designated marksman (sniper) and therefore are used to provide accurate long-range rifle fire with either the M24 SWS or M82A1 rifles. Due to the nature of their mission, they have also been issued the M9 Beretta Pistol. Hope this enlightens some of you.
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OL - Dangerous Operations Group {DOG} "There is NO "I" in Teamwork" DOG SLOGAN - "It's not the size of the DOG in a fight, it's the size of the fight in the DOG" DOG BATTLE CRY - " Cry 'Havoc,' and Let Slip The DOG's OF War. " And Hamma I see the VS and the NC have infiltrated your board. So the TR will have to kill them all and make them the yellow bastards they are Last edited by Noivad; 2012-06-10 at 05:06 PM. |
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2012-06-10, 05:34 PM | [Ignore Me] #86 | ||
Corporal
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I actually think the ammo drop feature for LA might not be that bad when the servers fill up for real. Everyone who is not LA is really going to have love for them. Ammo runs for your squad in heavy combat could be an epic premise, win loss class dependent team based moments. It folds LA into a squad logic quite well IMO.
My true opinion is that Light Assault looks balanced and has its place already with the JetPack feature, but I have this radical idea, so I'll fire from the hip, just for kicks. I got an idea that assists the LA in the skirmisher role. Some sort of short duration phaseshifting combat teleport feature thingy. FLASHBACK TELEPORTER When a light assault triggers the special, their position is remembered, they get to move and shoot for 1-2 seconds (or whatever a balanced duration is) before they flash-warp back to where they activated the special. Then their cooldown starts. There would be appropriate visual effects so people know whats happening. Would provide a deception and scouting element to Light Assault combat. Could be used in many ways. You could use it in direct combat to flash back so you appear behind an opponent foolishly chasing you around a corner. You could break cover to draw fire from snipers only to snap back in cover. You could scout around corners for your friendlies, draw fire and flash back to your squads medic before the grenades blow up. Open fire from one side of a corridor, then from another. Draw an impending Mag-mower roadkiller to one side of the road, and snap back to the other side before impact. Strafeshoot twice through a narrow window at the enemy while travelling in the same direction both passes. It could allow you to get in close to place C4 and get outside the blast radius easier. Drop down from upon high for a kill, and regain your height advantage instantly w/o using jetfuel. Obv to say it would need an apt enough cooldown to be an ace-in-the-hole, keep it till you really need it kinda feature. It would bend players heads Yes the light assault class should be the head-bending class. I dont know how serious I am about the idea but I thought I'd pitch it anyway! -RageMasterUK |
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2012-06-10, 05:37 PM | [Ignore Me] #87 | ||
Staff Sergeant
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So it's basically like Mark & Recall from Morrowind except the Recall automatically occurs a certain period of time after the Mark? Seems interesting, but I'd prefer the Light Assault kept the jetpack on it's own, honestly. |
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2012-06-10, 05:49 PM | [Ignore Me] #89 | ||
Colonel
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Since the LA class is going to be operating pretty much independently from the bulk of your forces perhaps the LA should be able to spec in a simple way into the other classes. Maybe we should have kind of a light medic with a jump pack, light engineer, etc..
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