Me and my two friends normally play online together, if you had to choose an "ideal" three man squad what kits would you choose?
(Squad Leader)Sniper - Long Range Reconnissance/Engagement of the enemy, and can spot and give orders best.
(Squad Member) Medic - Able to heal and revive downed members, useful in the clutch.
(Squad Member) Support - Able to restock and resupply all players in squad.
This is what I normally try to play with when I get my buddies rounded together.
But you can mix them up If you want, like: Sniper, Anti-Tank, Support; or Spec Ops, Medic, Support; etc.
Its up to you. What works best for your playing tactics, and that of your friends?
Hope this helps.
(Squad Member) Medic - Able to heal and revive downed members, useful in the clutch.
(Squad Member) Support - Able to restock and resupply all players in squad.
This is what I normally try to play with when I get my buddies rounded together.
But you can mix them up If you want, like: Sniper, Anti-Tank, Support; or Spec Ops, Medic, Support; etc.
Its up to you. What works best for your playing tactics, and that of your friends?
Hope this helps.
Support, Medic and AT/Spec-ops
3x medic
me = support
pure_beef_69 = medic
JaM3z_18 = medic
no.. not for kidnapping.. we make a shit hot squad..
if its sharqi however..
elmo1337 = Mi-28 pilot
me = Mi-28 gunner
JaM3z_18 = commander
we always win
pure_beef_69 = medic
JaM3z_18 = medic
no.. not for kidnapping.. we make a shit hot squad..
if its sharqi however..
elmo1337 = Mi-28 pilot
me = Mi-28 gunner
JaM3z_18 = commander
we always win
for actually helping the team:
sl: support, and stay away from battle
2x antitank w p90.
for points:
sl support
2x claymorespammers
sl: support, and stay away from battle
2x antitank w p90.
for points:
sl support
2x claymorespammers
I agree with you although I think the squad leader could be a spec-ops aswell to make the squad a little more effective to the commander. One squad working as a team can turn the tide of a game very easily.BigmacK192 wrote:
(Squad Leader)Sniper - Long Range Reconnissance/Engagement of the enemy, and can spot and give orders best.
(Squad Member) Medic - Able to heal and revive downed members, useful in the clutch.
(Squad Member) Support - Able to restock and resupply all players in squad.
This is what I normally try to play with when I get my buddies rounded together.
But you can mix them up If you want, like: Sniper, Anti-Tank, Support; or Spec Ops, Medic, Support; etc.
Its up to you. What works best for your playing tactics, and that of your friends?
Hope this helps.
Assault , Medic , Support . Works in BF2 , works in BF2:SF .
it is a perfect squad...Nessie09 wrote:
Support, Medic and AT/Spec-ops
full ammo, full heal, perfect man to destroy the enemies tank
futhermore...if the medic death, you can use his kit...
Assult / Anti tank / Medic (close range combat ie Sharqi or Mastuur)
Last edited by loonitic (2006-07-20 07:03:28)
Really depends on what you want your squad to be at, and what's happening on the map.
If there's armour everywhere, take two AT and a Support. Two AT troopers working in concert can fuck up a tank in no time, and the support guy (Leader) can keep them supplied with rockets while protecting them from infantry. If you've a good commander who'll supply you with crates when you need them, then make the squad pure AT. Three rockets at a time will completely shut down enemy armour.
If it's an infantry-heavy map, then at least one medic (Leader), one support guy and then one support/Assault or maybe Spec-Ops (to deal with armour) or another medic, depending on exactly how you like to play. This is a versatile squad. For flag-capping on an infantry map, then two assaults and a medic leader are great, as the assault guys can storm the flag with fire support from their leader (the L85 is great for this job), and once the area's cleared the medic can join up and heal/revive.
For specific jobs you might want to build a specialised team:
If you're able to get your squad to whore up a mob of tanks on a map like Smokescreen or Road Rage, then three engineers driving tanks or APCs side-by-side are awesome.
For sniping, two snipers and a support guy with a PKM are going to be able to cause a lot of trouble at long range, and with the support guy there there's little chance of running out of claymores or whatever.
A trio of Spec-Ops guys can be a serious hassle for an enemy commander if they manage to sneak past the front lines. As commander, it sucks ass to have all of your equipment blow up at the same time. Three carbines should be able to keep any engineers away from the assets and eventually the commander will have to drop supply crates to fix his stuff, at which point you reload on C4, grenade the supply box and blow everything up again.
Anyway, there are lots of squads you can build, but my point would be to decide on what you want the squad to be doing, and choose your kits to suit that role. You'll find that a specialised squad will rule at its job, and kick a lot of ass, whereas a flexible squad made up of a mish-mash of kits with no overall goal will be able to do a lot of things, but nothing very well.
If there's armour everywhere, take two AT and a Support. Two AT troopers working in concert can fuck up a tank in no time, and the support guy (Leader) can keep them supplied with rockets while protecting them from infantry. If you've a good commander who'll supply you with crates when you need them, then make the squad pure AT. Three rockets at a time will completely shut down enemy armour.
If it's an infantry-heavy map, then at least one medic (Leader), one support guy and then one support/Assault or maybe Spec-Ops (to deal with armour) or another medic, depending on exactly how you like to play. This is a versatile squad. For flag-capping on an infantry map, then two assaults and a medic leader are great, as the assault guys can storm the flag with fire support from their leader (the L85 is great for this job), and once the area's cleared the medic can join up and heal/revive.
For specific jobs you might want to build a specialised team:
If you're able to get your squad to whore up a mob of tanks on a map like Smokescreen or Road Rage, then three engineers driving tanks or APCs side-by-side are awesome.
For sniping, two snipers and a support guy with a PKM are going to be able to cause a lot of trouble at long range, and with the support guy there there's little chance of running out of claymores or whatever.
A trio of Spec-Ops guys can be a serious hassle for an enemy commander if they manage to sneak past the front lines. As commander, it sucks ass to have all of your equipment blow up at the same time. Three carbines should be able to keep any engineers away from the assets and eventually the commander will have to drop supply crates to fix his stuff, at which point you reload on C4, grenade the supply box and blow everything up again.
Anyway, there are lots of squads you can build, but my point would be to decide on what you want the squad to be doing, and choose your kits to suit that role. You'll find that a specialised squad will rule at its job, and kick a lot of ass, whereas a flexible squad made up of a mish-mash of kits with no overall goal will be able to do a lot of things, but nothing very well.
just realized that my post were a bit short.
i'll explain why i want two AT and one support.
One antitank alone has about 25 % chance for taking down a tank. If you add another you up the chances to well over 50 % that means that the tank dies more often than you. and with the p90 and armour, you actually have a chance fighting other groundtroopers.
Because AT's run out quickly, you need a dedicated supportguy, and you need a spawnpoint. So there's your SL. The the hard thing here is to not engage in battle.
dont rely heavily on my percentages,its just my guessing.
I'm not a big fan of karkand, but there you might just wanna change the at's over to assault. But most maps have plenty of thing with weels that you can shoot at.
I would recomend two small cars, sl driving the one behind, and keep 20 meters distance and go capping flags. move fast, keep away from the main action, and go for the least populated flags. if you encounter people on those flags, its either a person waiting for a tank or somthing (witch dont do well on foot) or someone a bit fresh in the game that should be somewhat more easy to take out. You'll be your commanders best frend so you can count on uav's and supplies.
agree?
edited for spelling
i'll explain why i want two AT and one support.
One antitank alone has about 25 % chance for taking down a tank. If you add another you up the chances to well over 50 % that means that the tank dies more often than you. and with the p90 and armour, you actually have a chance fighting other groundtroopers.
Because AT's run out quickly, you need a dedicated supportguy, and you need a spawnpoint. So there's your SL. The the hard thing here is to not engage in battle.
dont rely heavily on my percentages,its just my guessing.
I'm not a big fan of karkand, but there you might just wanna change the at's over to assault. But most maps have plenty of thing with weels that you can shoot at.
I would recomend two small cars, sl driving the one behind, and keep 20 meters distance and go capping flags. move fast, keep away from the main action, and go for the least populated flags. if you encounter people on those flags, its either a person waiting for a tank or somthing (witch dont do well on foot) or someone a bit fresh in the game that should be somewhat more easy to take out. You'll be your commanders best frend so you can count on uav's and supplies.
agree?
edited for spelling
Last edited by OmS-NAS (2006-07-20 07:28:57)
when im at the lan cafe with the boys we do a realy mean 3 man AT sqaud co ordinate our rocket attacks on tanks =]
and AT is the best kit in the game especially if u have the rpg 7 (owe an the dao 12 is a must)
and AT is the best kit in the game especially if u have the rpg 7 (owe an the dao 12 is a must)
hey is that an enemy tank? yes. ok lets see how long we can throw grenades at it until we die.kn0ckahh wrote:
3x medic
Nessie09 wrote:
Support, Medic and AT/Spec-ops
That's exactly what I'd pick if I had a choice; I imagine we'll see a bit more of this once no-vehicle mode is up and running as it makes the most logical sense if there are no vehicle threats to contend with.BigmacK192 wrote:
(Squad Leader)Sniper - Long Range Reconnissance/Engagement of the enemy, and can spot and give orders best.
(Squad Member) Medic - Able to heal and revive downed members, useful in the clutch.
(Squad Member) Support - Able to restock and resupply all players in squad.
my clan squad is 4 AT a medic and a support
We go around looking for tanks, tis funny.l
We go around looking for tanks, tis funny.l
1 Support, 1 Medic, and AT
That depends on many things.
1. How the squad will play, bypass armor and hit soft or the other way around, etc etc.
2. How many players are in the server, low amount = more Tanks then Inf will be encountered.
3. How good is the commander, will you get Supply-drops, or will your other teammates give you some ammo bags?
4. How good are you, if you die often then ammo will not be a big issue.
5. What map are you playing.
Etc
Etc
The most important is number One, How do you play?
If the map has plenty of APC and Tanks then you better have an AT or SOP with you.
SOP can be preferred if there is plenty of infantry too, after that maybe a Medic and another Medic
A whole Squad of Medics can be really fun to play, and keep a tight formation,
not too tight but you should be able to heal them within 4 sec, and do kill the enemy first.
A squad like that have to bypass any types of armor,
or just pick up an enemy kit and use it then switch back.
The best squad is actually not a predefined squad, the best squad is a flexible squad that uses
enemy’s kits to overcome the problems you meet, and avoid enemies that you can’t kill.
Spot and then leave the enemy tank alone, or if an AT kit is lying near use it and then move on.
Tanks and APCs are usually few and far between, use that to your advantage, make them hunt you around
the map when you are grabbing flags and moving down enemy infantry, instead of take cover and wait until someone kills that tank.
One thing that should be stressed is that the squad members should be in front of the squad leader, not behind him.
On every map in a pub server I have to say that to my squad, no that’s not right,
I mean at every flag that we want to capture I have to inform my squad that I’m the SL and you should go for the flag
I’m not kidding.
On the other hand, before you come to a flag that can actually be good.
My members see what path I taking when I’m advancing towards the flag and they will follow me,
if I encounter an enemy and manage to die, they will revive me.
My best advice, Talk more then you need with each other.
“Enemy Tank near the TOW”, “APC incoming”, “Helo” “Friendly tank approaching”, “Wait for tank backup”, “I’m in a bad position, don’t spawn on me”, “Enemy inf approaching, see the map” etc etc
The order “enemy XXX approaching, see the map” is one I use a lot nowadays. You don’t even have to think about how to describe where the enemy is if he is visible on the map, just say so. After I have started using it the Squad is deadly as hell, the new enemies will face all barrels when they show their faces.
And don’t forget to give advice, “Enemy tank at our flag, spawn as AT”. You shall not die twice from the same enemy! Next time you spawn will be ready for him, right? Don’t be a sucker, adapt to the situation and you can always pick up a new kit along the road later on.
Stay together and work together.
When advancing close to a enemy flag, try to use two by two cover formation as much as possible.
The first shooter is usually the one to live after the firefight, and the SL is best kept back in a cover position for spawn purpose anyway.
/Toxic
1. How the squad will play, bypass armor and hit soft or the other way around, etc etc.
2. How many players are in the server, low amount = more Tanks then Inf will be encountered.
3. How good is the commander, will you get Supply-drops, or will your other teammates give you some ammo bags?
4. How good are you, if you die often then ammo will not be a big issue.
5. What map are you playing.
Etc
Etc
The most important is number One, How do you play?
If the map has plenty of APC and Tanks then you better have an AT or SOP with you.
SOP can be preferred if there is plenty of infantry too, after that maybe a Medic and another Medic
A whole Squad of Medics can be really fun to play, and keep a tight formation,
not too tight but you should be able to heal them within 4 sec, and do kill the enemy first.
A squad like that have to bypass any types of armor,
or just pick up an enemy kit and use it then switch back.
The best squad is actually not a predefined squad, the best squad is a flexible squad that uses
enemy’s kits to overcome the problems you meet, and avoid enemies that you can’t kill.
Spot and then leave the enemy tank alone, or if an AT kit is lying near use it and then move on.
Tanks and APCs are usually few and far between, use that to your advantage, make them hunt you around
the map when you are grabbing flags and moving down enemy infantry, instead of take cover and wait until someone kills that tank.
One thing that should be stressed is that the squad members should be in front of the squad leader, not behind him.
On every map in a pub server I have to say that to my squad, no that’s not right,
I mean at every flag that we want to capture I have to inform my squad that I’m the SL and you should go for the flag
I’m not kidding.
On the other hand, before you come to a flag that can actually be good.
My members see what path I taking when I’m advancing towards the flag and they will follow me,
if I encounter an enemy and manage to die, they will revive me.
My best advice, Talk more then you need with each other.
“Enemy Tank near the TOW”, “APC incoming”, “Helo” “Friendly tank approaching”, “Wait for tank backup”, “I’m in a bad position, don’t spawn on me”, “Enemy inf approaching, see the map” etc etc
The order “enemy XXX approaching, see the map” is one I use a lot nowadays. You don’t even have to think about how to describe where the enemy is if he is visible on the map, just say so. After I have started using it the Squad is deadly as hell, the new enemies will face all barrels when they show their faces.
And don’t forget to give advice, “Enemy tank at our flag, spawn as AT”. You shall not die twice from the same enemy! Next time you spawn will be ready for him, right? Don’t be a sucker, adapt to the situation and you can always pick up a new kit along the road later on.
Stay together and work together.
When advancing close to a enemy flag, try to use two by two cover formation as much as possible.
The first shooter is usually the one to live after the firefight, and the SL is best kept back in a cover position for spawn purpose anyway.
/Toxic
Last edited by T0xicboy (2006-07-21 01:00:52)
perfect...BabySpinach13 wrote:
Nessie09 wrote:
Support, Medic and AT/Spec-ops
me-support
colony-medic
vengeance-AT
and various other squad combinations
colony-medic
vengeance-AT
and various other squad combinations