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Sandy_Beret
21st November 2006, 10:59 AM
I have tried to co-ordinate this a couple of times as squad leader with varying success and it generally requires splitting the squad, so thus is really what a commander should coordinate with multiple squads.

Squads Alpha and Bravo assault flag 1. Bravo stays to defend and Alpha
assaults flag 2. Alpha stays at 2, Bravo moves on to 3. Bravo stays at 3, Alpha moves on to 4. Etc. In an ideal world of success, anyway.
This process (if all goes well) stops your last capped Flag from falling before your next cap and saves a lot of frustration and time.

Depending on the players available, two squads could leapfrog with a Charlie
squad patrolling the area inbetween the flags and available ("on-call") for the
assault or defense squad. Charlie should have access to high-speed assets like helicopters, boats or jeeps.

Requires dynamic squads, maybe. I.E. players transfer to the squad which requires them most, based on numbers or speciality, in-game and on-request.

Needs more players here to be tested and sharpened.

:D

Uncle_Darth
21st November 2006, 11:28 AM
Good ideas there Sandy

For these tactics to work we really need more players. Numbers are slowly increasing and the players that we have are all tactically minded and willing to use solid tactics to win.

Would love to see these sort of tactics used in game. as long as im in the team using it and not getting wiped out bu the opposition :lol:

WallyJas
21st November 2006, 12:58 PM
I like the sound of it too .... maybe we can have a night on Bigdy dedicated to training?

S.O.P
21st November 2006, 02:37 PM
The other night with a TOG guy commanding (I forget who it was but he was pretty awesome), and I think it was the North/South Bridge map (forget the name), what we did was, for a quicker capping session, was Squad 2 capped North and defended, Squad 1 attacked and capped South, Squad 1 moved to Trenches, Squad 2 moved over the Bridge and held South.

Worked pretty well because Squad 1 had action, and Squad 2 had a lot of action as their sneaky squads would always flank and attack our flag.

Was easy in a gamesense and was very fast as Squad 1 was always up front and leading, Squad 2 was constantly moving from flag to flag as needed. There was no need to wait for regrouping.

Boher
21st November 2006, 05:31 PM
I like, I like.

The only issue is lack of communication between squads. And we hardly ever have a commander playing.
But the tactic does look fun and effective, I'd like to try it when there are enough players.

Psyrus
22nd November 2006, 02:56 PM
I like, I like.

The only issue is lack of communication between squads. And we hardly ever have a commander playing.

I think as people start to come over to the bright side of PR, the server will start filling up and you'll see those really dedicated to teamwork, taking the role of commander. It's pretty boring as commander with <12 people in the game, I would think. I really am enjoying this release of PR... although I wish they could somehow change the source code to fix all of Dice's mistakes (like shooting a guy twice in the face with the M16, seeing blood spray.. the hits were in fact unregistered on the server side and he takes one shot at me and I'm dead. :evil:

Lucid Nightmare
22nd November 2006, 04:29 PM
Yeah, that's always fun. I had one last night where there was a guy just climbing up a ladder. I was two feet away, I opened fire on full aouto with my AK47. I hit him with at least half the bullets in my mag. He just slid down and ran off past me. So I reloaded and hunted the bastard down.
Got him in the end.

WallyJas
22nd November 2006, 09:14 PM
Dice's mistakes (like shooting a guy twice in the face with the M16, seeing blood spray.. the hits were in fact unregistered on the server side and he takes one shot at me and I'm dead. :evil:

I say make it three shots next time Psyrus :twisted:

HurstLJ
22nd November 2006, 09:19 PM
Dice's mistakes (like shooting a guy twice in the face with the M16, seeing blood spray.. the hits were in fact unregistered on the server side and he takes one shot at me and I'm dead. :evil:

I say make it three shots next time Psyrus :twisted:


:? Gee guys I thought we were only allowed to knife the suckers....

S.O.P
22nd November 2006, 11:22 PM
Thats the thing though. Filling the server. If anything, I've noticed the numbers have dropped a tad each night.

The only time I have seen PRM full in Australia is when GA had a server and I made about 200 posts trying to get people interested in it. Not to mention many PMs trying to get GA to keep it running, in the end I gave up because of the Support whores and the resources were placed elsewhere, POE probably.

Perhaps I could suggest attempting to get Bigdy listed on the 'Other Servers' in 'The Arena Client', maybe newer users might spot it and say "Whats that?".

pogoman
22nd November 2006, 11:56 PM
yeah i remember having to wait to get in to the GA server at peak times cause it was always full. but ever since the GA server stopped running most Aussies forgot about PR. I was hoping 0.4 would bring em back but so far it hasnt been good. At least we have an aussie server now tho. for a coupla months there we didnt :?
Maybe we should all go out and advertise the mod a bit on aussie forums. i see quite a few post about pr on the GA forums but on the internode mods section the last post about PR was concerning 0.32. (tho i see SOP tried to ressurect the thread :wink: ) Wat we should do is have sum1 start a thread about PR on a forum and then get every1 here to endorse it and make it look real good :D ive posted in the node thread about PR for a start.

Lucid Nightmare
23rd November 2006, 12:37 AM
Yeah, but right now 0.4 is a bit to vanilla. What will probably end up happening is people will come in from normal BF2 and enjoy the 0.4 recoil. When the dev's fix the mistake and bring it back in the direction of 0.32 recoil, most of those players will quit because the gameplay will be so different.
I do know that some aussie PR players have stopped playing PR temporarily because of the 0.4 recoil.

S.O.P
23rd November 2006, 01:23 AM
I'll make a new thread detailing my ideas to sell PR to the masses.

Aphex_Fusion
12th December 2006, 12:29 PM
Ok, so I've been lurking here for a while since I downloaded the newest version of PR. Here are my thoughts on squad based tactics.

I've been playing since .32, here are my ideas on macr0 squad tactics - similar to Sandy's ideas, probably almost identical, but perhaps worded slightly differently. ;)

I think on a decently populated map, you need at a minimum three full squads. We'll call these squads by their starting role, so there should be a DEFENSE squad, an ASSAULT squad and a RECON squad.

DEFENSE should hold the flag that has just been capped. Pretty self-explanatory really. Hold the flag until the ASSAULT squad has capped the next flag. Set up a perimeter, perhaps have a Spec Ops range out a bit further out from visual contact, but make sure that the flag does not fall to the enemy until the next flag has been capped.

ASSAULT - Again, pretty easy to work out. It is this squad's job to take the next flag. Do not falter from this goal, otherwise the enemy will overrun the other flags. Hit them hard and hit them quickly.

RECON - This squad needs stealth to succeed, I daresay. The idea here is to set up a perimeter outside the next flag that needs to be capped. So while the ASSAULT squad is capping the current flag, the RECON squad should be working into a position where that as soon at the current flag goes down, they move in and cap the next flag.

ROTATION - As soon as the current flag has been capped by the ASSAULT squad and the RECON team has moved onto the next flag, the DEFENSE squad should move up and cover the recently capped flag. Then, the ASSAULT squad should become the RECON squad and move onto the next flag to be capped. In an ideal world, the flags should fall pretty quickly, and the commander would be a big help with all the co-ordination.

I hope this has made some sense, I'm loving PR at the moment, and I don't think the love will end any time soon!

Although, I gotta say last night on Muttrah City it was so good to see the server getting full.

Uncle_Darth
12th December 2006, 12:41 PM
Hey Aphex, thanks for joining :lol:

I agree that these types of tactics are fun when they work but more times than not no group of players wants to stay as defence all game. You usually see one or two wonder off and then it starts to fall apart.

These tactics work best in clan or tournament games but the fellas here come pretty close.

Kindros
12th December 2006, 07:05 PM
The only other problem now is that both teams can simultaneously attack flags and start to cap them. So if your D doesn't see them in the perimeter then this can stop you A from capping and just create a see-saw effect between two flags.