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Old 02-04-2007, 03:14 PM   #11
Top_Cat_AxJnAt
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I agree with, it tacking to much choise away.

Irish, we have played together and if we had the system i noted, it would have been a hell load easier for all of us to split the squad, use supress and flank tactics ext. Not reliant at all on forced kits (possibly 2 meds, SL kit but nothing else - that would not be much of a problem though).








sorry, it is totaly impossible BUT we must look to the future...........v2
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Old 02-04-2007, 03:24 PM   #12
[uBp]Irish

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yea, the choice though is up to the squadleader who then figures out who is best suited for a specific role. It's not taking choice away, but opening more options so that the squad can succeed. The idea is feasible then in a sense that the Squadleader is assigning positions but only based on rank and merit of the person who is best suited for the job. Me and top cat have played together with VOIP and a great squad. He was a good SL. I was a good Support gunner with a BFG. However, when times arose, i'd switch out to medic and pull back and help out keeping people alive (since that's what i do better) making the team more intune with each other. Forcing decisions will never work, but it is up to the leadership and command of the SL to make th team work together.


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Old 02-04-2007, 03:44 PM   #13
Liquid_Cow

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Bout 2 years ago I wrote a guide to BF2 for my clan that talked about squad organizations on a very simular layout to what you proposed Eddie. I based it on my own experience in the US Marine Corps (which uses 4 man fire teams, 4 fire teams per squad). Of course I was still a BF2 noob at the time and didn't realized just how unbalanced some of the weapons were, and the reality was that if you wanted to score points (and get your unlocks) there were some kits better than others.

At any rate, in this same vein (or would that be vain, or vane?), I'd like to see a squad leader comm channel. There are times when a two squad coordinated attack is needed to take a catpture point (such as the supply dump on the jungle map or the first MEC point of AlBasarh), and currently the only in-game comms for SL's is via typing or asking the commander to relay (assuming you have one).

BTW Eddie, who's quote is that in your sig? I love it!

Golden Camel Alliance
Fear the Moo!!!
<MFF>
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Old 02-04-2007, 06:12 PM   #14
BlackwaterEddie

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Then again, you give the Squad Leader choice of what he kits people out in its going to lead to "Lolz, My MaT3 St3V3 Am TeH l33T S0 H3 Am T3H G3T M3DIC!!!!!!!!!!one!!!!!eleven!1111111!!!!1111"

itll lead to the new guys just joining the mod getting stuck with crappy kits because noone wants to give them a chance with a more important kit


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Old 02-04-2007, 06:55 PM   #15
Wipeout
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Quote:
Originally Posted by Liquid_Cow
Bout 2 years ago I wrote a guide to BF2 for my clan that talked about squad organizations on a very simular layout to what you proposed Eddie. I based it on my own experience in the US Marine Corps (which uses 4 man fire teams, 4 fire teams per squad). Of course I was still a BF2 noob at the time and didn't realized just how unbalanced some of the weapons were, and the reality was that if you wanted to score points (and get your unlocks) there were some kits better than others.

At any rate, in this same vein (or would that be vain, or vane?), I'd like to see a squad leader comm channel. There are times when a two squad coordinated attack is needed to take a catpture point (such as the supply dump on the jungle map or the first MEC point of AlBasarh), and currently the only in-game comms for SL's is via typing or asking the commander to relay (assuming you have one).

BTW Eddie, who's quote is that in your sig? I love it!
Two years..?



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Old 02-04-2007, 06:57 PM   #16
[R-MOD]Mongolian_dude
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My Pr fav is this set ups.


pure INF

SL= Rifleman

2xMedic

1xSAW

1xDM

1xNadier

Hostile Armour

Sl=Rifleman

2xMedic

2x light AT

1xDMR

HALO

Sl Pilot= Medic

5xSpec ops (soon to be obsolite)

Armour

(Inside MBT)
SL(driver)= Engineer

Gunner= Medic

50.gunner= Engineer

(inside APC)
Driver= Engineer

Gunner= Engineer

Passenger= Spec ops (scout)

...mongol...

"A mind is like a parachute. It doesn't work if it is not open." - Frank Zappa

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CareBear- you on about the poet Mongol? greatest poet iv ever known in my life <3
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Old 02-04-2007, 07:46 PM   #17
BlackwaterEddie

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Quote:
Originally Posted by Liquid_Cow
Bout 2 years ago I wrote a guide to BF2 for my clan that talked about squad organizations on a very simular layout to what you proposed Eddie. I based it on my own experience in the US Marine Corps (which uses 4 man fire teams, 4 fire teams per squad). Of course I was still a BF2 noob at the time and didn't realized just how unbalanced some of the weapons were, and the reality was that if you wanted to score points (and get your unlocks) there were some kits better than others.

At any rate, in this same vein (or would that be vain, or vane?), I'd like to see a squad leader comm channel. There are times when a two squad coordinated attack is needed to take a catpture point (such as the supply dump on the jungle map or the first MEC point of AlBasarh), and currently the only in-game comms for SL's is via typing or asking the commander to relay (assuming you have one).

BTW Eddie, who's quote is that in your sig? I love it!

Groucho Marx


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Old 02-05-2007, 06:47 AM   #18
DrMcCleod
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Quote:
Originally Posted by El_Vikingo
What this game needs is to be slowed down. so you can actually set up your ppositions and wait for the enemy and take your time. Instead of them sprinting around and then towards you, and the jumping and shooting.

Some rounds is just a complete chaos. Therefore time limits should be off, with atleast 400 tickets each.

QFT, this is really a problem of some maps being too small for the population they support. The Chinese/USMC map Z*** Security Zone (cant remember exact name) is the worst for this. It is just spam, spam, spam with no chance to get a squad working together.
Still, the new large maps with new APC behaviour are gonna be great.
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Old 02-05-2007, 06:54 AM   #19
RikiRude
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The most common squad set up I prefer is.

Grenedier SL
2x Medics
Rifleman
Heavy AT
SAW/spec ops (as long as we aren't US/UK) This changes because well the SAWs aren't too great in .4 but if someone can handle them then it's all theirs!

This covers all bases perfectly. You are always ready for any incomming vehicle. You have enough fire power to make up for your heavy ATs pistol. You got a grenedier to take out larger groups. And you got plenty of smoek and surpressing fire to handle any situation

[FONT="Impact"]Proud n00b tub3r of 5 spam bots![/FONT]

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Quote:
Originally Posted by [R-CON]2Slick4U
That's like being the smartest kid with down syndrome.
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Old 02-05-2007, 11:57 AM   #20
BlackwaterEddie

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My squad set up has always been as follows, DA and Greenside -

Direct Action -

x1 Spec Ops (1ic)
x1 SAW Gunner (2ic)
x1 Grenadier
x1 Medic
x1 Anti Tank
x1 Designated Marksman
x1 Rifleman

Covers most eventualities, just as Rikis, 1ic has SOFLAM for target designation, Rifleman to keep the guys stocked up with ammo.


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