How to: squadmate
Posted: 2006-03-01 18:11
Things seem to be getting better, with PRMM. It's nice to look on the map and see people divided into clusters, following a numbered icon with a noticeable goal.
However, things still aren't great as far as squad playing (although there is definitely some improvement).
So, TO THE SQUAD MEMBERS.
First, and foremost, FOR THE LOVE OF ALL THAT IS GOOD, SPAWN ON YOUR SQUAD LEADER. I realize this depends on a good leader, but even if you have to wait an extra 10 seconds to spawn on him, it's a good idea. You don't know where he's going to spawn, and it sure beats spawning alone, heading off, and getting picked off because you're alone and there's no medic nearby-- that's another 35 seconds. Squads are key to this game, and sticking together is crucial.
Secondly, STAY WITH YOUR SQUAD LEADER. I know some leaders are often sketchy with their style of play (they should see the How to: squad leader thread). But, keep an eye on where the number icon on the screen, and make sure your squad leader hasn't crossed the street without you seeing him.
Thirdly, CHOOSE THE PROPER KIT, this means (at least in this version), sniper isn't a good choice if you're in a squad. They are generally useless besides their spotting ability. A rifleman can hit pretty much the same range, and when they miss, it scares the enemy anyways. So, it's important to press TAB, see what classes your squadmates are going as. The basic building block for a squad is the MEDIC, since they're more than capable as riflemen, and they can revive/heal. They're so important for squad preservation. After MEDIC comes SUPPORT. They can give ammo, but more importantly, they lay down some serious firepower. If your squad gets in the sights of an enemy squad, at least they can turn around, and maybe get that enemy squad to put their heads down, giving you a chance to recover. Not to mention, theyre' good at watching that streetcorner that the enemy keeps coming from.
So, to recap, MEDIC and SUPPORT are a must. Thirdly, comes ASSAULT. They have better body armor, a grenade launcher, and smoke grenades, making them best suited for a squad leader. A squad really only needs one of these, maybe two if you have adequate medics and supports. Their most important asset is their smoke. Smoke can be a godsend if you need to revive and heal the squad, or just need to cross the street. Don't underestimate smoke grenades, they can (and have personally) save your squad. While smoke isn't that effective if you've got a machinegun on you, it downright stops accurate rifle fire.
After MEDIC, SUPPORT, ASSAULT, the next choice is ANTI-TANK, but only if applicable. The best squad can succumb to one APC, because they can do nothing about it, but with an ANTI-TANK, it's a pretty easy obstacle. Of course, you only need one or two of these. Of course, when you run out of ammo or smoke grenades, who do you go to? Your trusty support guy, of course!
Now, that covered squad basics, and I'm going to be harsh, but I'm sure many of the good teamplayers will agree with me.
SPEC OPS and SNIPER are essentially useless to a squad (at least in this version). Yes, maybe one of the squads on the map could use a Spec Ops guy, and they're great for defense (especially indoor defense, because their carbine is more akin to a submachine gun, and can absolutely mow down enemies withing 15 feet), and their booby traps can be effective, but they're probably better off lonewolfing it and being sneaky than with a squad.
SNIPERS aren't that good in this version, and have littlemore than the range of a rifleman, anyways. Some snipers are going to come on this thread and tell me what snipers are good at, but generally, ANY SNIPER IN A SQUAD I'VE EVER PLAYED WITH WOULD HAVE BEEN BETTER OFF AS A MEDIC/SUPPORT. Really, even if you had 4 medics in the squad, you'd be better off having another medic than a sniper, because, so often, in squads, you're brought within rifle range anyways.
VERY IMPORTANT RULE: PLEASE, PICK UP YOUR MEDIC'S KIT, AND REVIVE HIM IF YOU CAN. Once your medic(s) gets dinged, you have to wait 35 seconds for him to respawn. In that time, your squad leader could get hit, and you can't find your medic's body because it's either already dissolved or you forgot where he died. That means your squad's kaput. It's a lot easier if you just trade kits-- I mean, it's not like you don't know how to play as medic, and he doesn't know how to play as your class, right? You just switch roles temporarily! So many squads have either lived or died because they did or didn't do this.
That's really all I have time for at the moment, more later
However, things still aren't great as far as squad playing (although there is definitely some improvement).
So, TO THE SQUAD MEMBERS.
First, and foremost, FOR THE LOVE OF ALL THAT IS GOOD, SPAWN ON YOUR SQUAD LEADER. I realize this depends on a good leader, but even if you have to wait an extra 10 seconds to spawn on him, it's a good idea. You don't know where he's going to spawn, and it sure beats spawning alone, heading off, and getting picked off because you're alone and there's no medic nearby-- that's another 35 seconds. Squads are key to this game, and sticking together is crucial.
Secondly, STAY WITH YOUR SQUAD LEADER. I know some leaders are often sketchy with their style of play (they should see the How to: squad leader thread). But, keep an eye on where the number icon on the screen, and make sure your squad leader hasn't crossed the street without you seeing him.
Thirdly, CHOOSE THE PROPER KIT, this means (at least in this version), sniper isn't a good choice if you're in a squad. They are generally useless besides their spotting ability. A rifleman can hit pretty much the same range, and when they miss, it scares the enemy anyways. So, it's important to press TAB, see what classes your squadmates are going as. The basic building block for a squad is the MEDIC, since they're more than capable as riflemen, and they can revive/heal. They're so important for squad preservation. After MEDIC comes SUPPORT. They can give ammo, but more importantly, they lay down some serious firepower. If your squad gets in the sights of an enemy squad, at least they can turn around, and maybe get that enemy squad to put their heads down, giving you a chance to recover. Not to mention, theyre' good at watching that streetcorner that the enemy keeps coming from.
So, to recap, MEDIC and SUPPORT are a must. Thirdly, comes ASSAULT. They have better body armor, a grenade launcher, and smoke grenades, making them best suited for a squad leader. A squad really only needs one of these, maybe two if you have adequate medics and supports. Their most important asset is their smoke. Smoke can be a godsend if you need to revive and heal the squad, or just need to cross the street. Don't underestimate smoke grenades, they can (and have personally) save your squad. While smoke isn't that effective if you've got a machinegun on you, it downright stops accurate rifle fire.
After MEDIC, SUPPORT, ASSAULT, the next choice is ANTI-TANK, but only if applicable. The best squad can succumb to one APC, because they can do nothing about it, but with an ANTI-TANK, it's a pretty easy obstacle. Of course, you only need one or two of these. Of course, when you run out of ammo or smoke grenades, who do you go to? Your trusty support guy, of course!
Now, that covered squad basics, and I'm going to be harsh, but I'm sure many of the good teamplayers will agree with me.
SPEC OPS and SNIPER are essentially useless to a squad (at least in this version). Yes, maybe one of the squads on the map could use a Spec Ops guy, and they're great for defense (especially indoor defense, because their carbine is more akin to a submachine gun, and can absolutely mow down enemies withing 15 feet), and their booby traps can be effective, but they're probably better off lonewolfing it and being sneaky than with a squad.
SNIPERS aren't that good in this version, and have littlemore than the range of a rifleman, anyways. Some snipers are going to come on this thread and tell me what snipers are good at, but generally, ANY SNIPER IN A SQUAD I'VE EVER PLAYED WITH WOULD HAVE BEEN BETTER OFF AS A MEDIC/SUPPORT. Really, even if you had 4 medics in the squad, you'd be better off having another medic than a sniper, because, so often, in squads, you're brought within rifle range anyways.
VERY IMPORTANT RULE: PLEASE, PICK UP YOUR MEDIC'S KIT, AND REVIVE HIM IF YOU CAN. Once your medic(s) gets dinged, you have to wait 35 seconds for him to respawn. In that time, your squad leader could get hit, and you can't find your medic's body because it's either already dissolved or you forgot where he died. That means your squad's kaput. It's a lot easier if you just trade kits-- I mean, it's not like you don't know how to play as medic, and he doesn't know how to play as your class, right? You just switch roles temporarily! So many squads have either lived or died because they did or didn't do this.
That's really all I have time for at the moment, more later