Trans squads please double up for 1.0!

General discussion of the Project Reality: BF2 modification.
Portable.Cougar
Posts: 1192
Joined: 2007-03-03 01:47

Post by Portable.Cougar »

I guess I wrote that with my own server in mind.

Sent from my DROID RAZR using Tapatalk 4 Beta
Image
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Trans squads please double up for 1.0!

Post by Heskey »

Imagine a CAS squad with a fully working infantry 6 man on the ground, moving, capping, and calling in their own squad CAS when needs be!
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Trans squads please double up for 1.0!

Post by Conman51 »

Personally I would like to see more squad to squad comms instead of each squad acting on their own. Would rather have 8 guys ALONG WITH 2 apcs offering support. Clearing a building with 8 guys instead of 6 is much easier.

But each sl has there own way of leading and thats what makes pr great. No one needs to do stuff the same way as others.
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



Image
Portable.Cougar
Posts: 1192
Joined: 2007-03-03 01:47

Post by Portable.Cougar »

I agree with you Con, but I see a m-inf team of 8 supporting another M-inf teams movement supported by a 8man air inf sq either doing recon or providing ammo.

Different stokes for different folks.

Sent from my DROID RAZR using Tapatalk 4 Beta
Image
Adalaxy
Posts: 103
Joined: 2013-03-05 00:09

Re: Trans squads please double up for 1.0!

Post by Adalaxy »

I agree with Conman. His initial post was for the Teaming or Budding up of ANY TRANSPORT CAPABLE vehicle and I support this.

Since there is going to be 2 more people in a full Infantry team there is going to be more risk in moving them.

Does not matter if one trans does two trips or two trans do one trip.

If the team wants to quickly and efficiently redirect the Infantry on a new objective the transport vehicles will have to work in Concert. Where as if the trans is organic to the squad and you run 6 shooters then every squad has to move itself which I find is usually more reliable but its easier picking for the enemy.
soundcloud.com/adalaxy
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: Trans squads please double up for 1.0!

Post by Heavy Death »

Put down the magical permanent rally; No need for even one APC.
CR8Z
Posts: 413
Joined: 2008-08-30 06:27

Re: Trans squads please double up for 1.0!

Post by CR8Z »

Do rallies come with extra fire power, ammo, kit selections, and reinforcements from other squads?

I think there will be plenty of need for APCs.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Trans squads please double up for 1.0!

Post by Rudd »

Heskey wrote:Imagine a CAS squad with a fully working infantry 6 man on the ground, moving, capping, and calling in their own squad CAS when needs be!
An infantry squad leader cannot also be a dedicated JTAC, it's just too much radio coms.
Image
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: Trans squads please double up for 1.0!

Post by DDS »

What seems to be missed in this thread and what I find to be the big fat elephant shit in the room. If you are playing as a team and communicating with squads before sending an asset anywhere for any reason on the battlefield you would negate "wasting" of assets. If we didn't have 9 commanders with their own agenda there would not be a much of a problem.

On topic. Because of the two man squads I saw in the 1.0 beta, I hope that we make better use of limited squads. (damn I'm using that word hope again)

Tactical Gamer was an Excellent Server. Yeah that's right, I said that, go a head and BAN ME from your server now!
thelastvortigaunt
Posts: 38
Joined: 2012-02-03 21:35

Re: Trans squads please double up for 1.0!

Post by thelastvortigaunt »

Heskey wrote:When flying/driving Trans, I always move in convoy/fly in formation.

A second chopper carrying no one is a nice juicy target for AA, which it can evade - leaving the real trans to get in and out with a squad without being taken out.
I don't see the logic in this. It doesn't make sense to fly assuming you're going to lose a chopper. I'm not a trans pilot so your experience obviously trumps mine but I just don't get it. With one chopper, you're quieter, harder to spot, no splash damage, etc.
CR8Z
Posts: 413
Joined: 2008-08-30 06:27

Re: Trans squads please double up for 1.0!

Post by CR8Z »

Honestly, it makes plenty of sense, it looks really cool, and it's a lot of fun. Formation flying makes flying 10x's more fun.

Why put 6 guys on the ground with 1 crate, when you can put 12 guys on the ground with 2 crates? Especially with the new crate mechanics where two crates/helos are required to make one FOB.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Trans squads please double up for 1.0!

Post by Rudd »

Definitely finding the in-squad APC a real boon. Used the 50cal chinese APC to the max on Black Gold.

having a high calibre weapon, transport, kit request and ammo was great.

Only problem is that the APC is basically a drag when damaged etc. Vehicle squads that bring their own logistics make that issue alot less potent.

I still prefer 2 infantry squads working with x3 APCs, but getting that level of organisation is hard
Image
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Trans squads please double up for 1.0!

Post by cyberzomby »

Ive led 2 mech-inf squads and been in 2 as well. They are awesome indeed. Very handy :)

I do understands Hobs point btw. If you go with one apc or chopper youll risk less tickets and wont pin your team down with the loss off most of your transports. Many times the transports come under fire or the pilots wont make it back after a pickup. Drop offs generally make it.

Ticket wise its an easy equation as well. The 2 infantrymen left behind will net you just 4 tickets. While a helo going down for those 4 tickets will net you an additional 12. Brining the total up to 16.
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Trans squads please double up for 1.0!

Post by Cassius »

How about a compromise? Transport squadleaders should make sure they have a second helicopter, but only 2 should move out if there are 8 people to pick up. Just highlight the squad calling for pickup, count the white dots within reasonable range of the squadleader and presto you know if to send one or 2 helicopters.
|TG|cap_Kilgore
Image
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Trans squads please double up for 1.0!

Post by cyberzomby »

That still leaves the economical risk and logistical risk for only 2 infantrymen. I know PR should be played the most realistic way, but Hobb's argument does make a solid point imo.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Trans squads please double up for 1.0!

Post by Rudd »

That still leaves the economical risk and logistical risk for only 2 infantrymen
its either 2 helos, or 2 trips with 1 helo, same cost really. Your squad simply needs all 8 men to be effective
Image
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Trans squads please double up for 1.0!

Post by cyberzomby »

They can fight to the death and respawn on the rally :P Or a FOB close by. Most of the times it can be fixed like that. But I get your point. I understand both sides of the argument. Guess you have to look at it per situation.
CR8Z
Posts: 413
Joined: 2008-08-30 06:27

Post by CR8Z »

The only time I will leave a man behind is if we're all dead. Otherwise, I will always try and arrange an evac. This is Project Reality, not Project Math. I have yet to have a life changing experience because I won or lost a round of PR...

After all, it's a game and is meant to be fun. Enjoy it!

Sent from my SCH-I545 using Tapatalk 4
Post Reply

Return to “PR:BF2 General Discussion”