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#1 |
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Balanced Squads
Depends on objective, map etc. But this is my view on staple diet for a squad
1. Squad Leader 2. Gunner 3. Rifleman 4. Light/Heavy AT 5. Medic 6. Medic |
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#2 |
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PR Public Relations
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What you find most of the time:
1. Squad Leader 2. Sniper 3. Marksman 4. SpecOp 5. SpecOp 6. SpecOp I always make sure to assign kits before I allow my squad to spawn in, and tell them to stick to their kit until I say otherwise. |
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#3 |
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PR Beta Testing Team Member
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Squad that can cover all basic areas:
1.Squad Leader 2.Rifleman 3.Support 4.Light AT or Heavy AT - Fallback Kit: Engineer 5.Medic 6.DM or Grenadier - Fallback Kit: Rifleman Good and simple yet flexable squad. Adjust according to situation Edit: added fallback kits thanks to daranz |
![]() PR NA Test Team: Breaking the DEV's Hard Work, One Build at a Time. [R-DEV]Katarn: "That's pretty... PRETTY BADASS." |
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Last edited by ReaperMAC; 07-26-2007 at 03:02 PM.
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#4 |
![]() Join Date: Nov 2006
Location: Inside the "Search Function".
Posts: 4,934
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AT Squad - Yeah!
1. SL 2.Rifleman 3.Rifleman 4.Rifleman 5.H-AT 6.Medic |
![]() If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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#5 |
![]() Join Date: Mar 2007
Posts: 108
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Typical Assault Infantry
1. SL 2. Rifleman 3. Rifleman 4. Engineer 5. Grenadier/Support 6. Medic |
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"Superior Thinking has always overwhelmed Superior Force."
~United States Marine Corps~
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#6 |
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 6,878
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Engies are more handy than SF, play those kits ffs
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#7 |
![]() Join Date: Apr 2007
Posts: 1,120
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Another thing worth doing might be assigning people fallback kits, so that when their limited kit becomes unavailable, they can use what they spawned in with (in other words, don't have people spawning in as specops, even if they are supposed to grab a kit).
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![]() Known as [PII]dar_ in game. "The fact is, they fly like spaceships sky-high on 2 week crystal meth binge, when using a stick." —LeftSkidLow, talking about the flight model for choppers in PR |
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#8 |
![]() Join Date: Jun 2007
Location: Vermont
Posts: 17
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I like for my squad is:
1:Officer Kit(SL) 2:Rifleman 3:Marksmen(only if M14, 2nd riflemen if not) 4:Support 5:Grenadier 6:Medic My squad is pure infantry vs infantry, tank rolls in we roll out. I like to have the rifleman, grenadier and marksmen lead the way with the support right after and medic and me. If anything goes down deploy the Support to try to set up on a flank, get the rifleman and marksmen making shots, grenadier ready to get some nades going. medic ready to deploy and me in position to fire but a little back so I don't die and can be a spawn point. I like riflemen because they can start dropping the from a distance, this isn't for every situation, but thats where I come into get the upperhand by leading the squad. Maybe trade in the grenadier for riflemen on urban maps. |
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=FF=Project "Dumb Dumb Better *Gun Gun* "
![]() PFC Damico [1CD] |
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#9 |
![]() Join Date: Oct 2006
Location: Trondheim, Norway
Posts: 645
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Engineers Squad:
Officer/Engineer Engineer/Anything Engineer Rifleman Rifleman Medic -Usually follows CO and so will often have to defend areas so the Anything will in those situations be Support or AT. |
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