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View Full Version : Squad based team play and operations.



Rosa
Saturday, 24th November 2012, 22:20
So, as many of us already know PS2 has a very different meta game to PS1. No longer are the days where we can mass recall, gal it up and hot drop resecure a base with 60 seconds left on the clock.

With this in mind our current operations may need some adjustment in order for us to do an effective job of securing the NC's global domination.

Lately we have been trying to capture/resecure/hold bases, sometimes successfully but not very easily done with our current numbers. I was wondering if we could occasionally try a different approach. Rather than always being the ones on the ground in the bases trying to hold/resecure. Why not do some OP's where we take to the skies with say a hand full of Libs and/or Reavers. Moving around the map supporting places that require it. We could be a formidable force even with small numbers, clearing entire zergs of enemy vehicles/infantry/spawn points.

We have tried similar things before with ground vehicles but given troops effectiveness against armour atm in the majority of places on a continent, our effectiveness is significantly reduced.

I'm not by any means suggesting we should give up on the whole cap/resecure/hold style of play but it might be nice to see what else we can do with the game.

Just an idea. :)

FuSs
Saturday, 24th November 2012, 23:04
I would love some reaver/lib play but i will be damn hard to keep the group together.

James24
Saturday, 24th November 2012, 23:33
I'd be up for this. It require people learning to fly though and fly well.

The difficulty will be the cool down timers and resources as inexperienced lib pilots will die very quickly, we can negate this by people taking it in turns to buy planes but then everyone needs to invest Certs/sc in it.

Something i would love to try though :)

Hovis
Sunday, 25th November 2012, 01:07
The trick with Liberators and Reavers isn't to try and stay together, you have to adopt an approach of nominating an area and just trying to dominate it from the air. This means that yes, the group are sort of staying together, but it's a much different approach and more fluid than what we'd do by, for example, convoying up a bunch of tanks. You don't want to create the impression to the enemy that you're bringing organised heavy air power to a location because the second that anybody sees a bunch of Liberators, or gets killed by them, that guy is coming back loaded for anti-air. So what we should aim for is to be present and fighting together in an area, but not moving as a swarm, not reacting as a swarm, just bringing weight of planes to bear. Hopefully in this way fewer enemy will twig that they need to put out a concerted AAA effort.

Have to say though, saw some organised TR air power in action today and even random elements and a few Skyguards were able to neutralise it pretty quick. It's a lot more effective, in my view, to use it to interdict enemy attacks rather than (as the TR were doing) supporting attacks.

The trick is not to target bases, even in attack or defence, they are bomb proof and targets are rare. Rather the primary target for air power is roads.

I'll probably make a post about this on the Zerg stopping thread anyway, but I'm really starting to feel that the place to hit the Zerg is not defending a base, it's when they are trying to move.

Some folks may remember in Planetside, and later in WAR, we had success hitting enemies in between the marked targets as defined by the game mechanics. The game may call a bunch of buildings a base, slap a marker on it or whatever, but it's clear when you look at the Indar map arguably the most important strategic locations are the roads through the mountains north to south. Mines and bombs on those, devastating.

Butuz
Sunday, 25th November 2012, 01:24
Gotta be worth a try. Libs are fun anyway. Only problem really is whoever gets the rear gunner seat in the lib is in for a shit time as killing air is hard with the crap rear guns and you get no XP from the pilot or the main gunner killing anything.

Question is - do we bother with rear gunners at all? A pair of rear gunners can man their own lib and I daresay be more potent.

Butuz

Rosa
Sunday, 25th November 2012, 02:12
Gotta be worth a try. Libs are fun anyway. Only problem really is whoever gets the rear gunner seat in the lib is in for a shit time as killing air is hard with the crap rear guns and you get no XP from the pilot or the main gunner killing anything.

Question is - do we bother with rear gunners at all? A pair of rear gunners can man their own lib and I daresay be more potent.

In my mind we would have no rear gunners. 2 man Libs would allow for more to be pulled increasing not only our bombing power but also our survivability (more targets to shoot at). Besides the rear gunners shouldn't be required as that's what the AA reavers would be doing. And ofc if needed the bombers could technically switch to the gunner seats any way.

FuSs
Sunday, 25th November 2012, 10:19
PS2 offers some really nice front lines in the open at times due to natural choke points. Thats the place we have to hit.

Can you set up more than one squad way point? That would help a lot to set one point at the designated target and one point as a fall back point in case of dogfight s and repairs.

Hovis
Sunday, 25th November 2012, 10:49
We'll just have to rely on people being able to know where to fly to for repair and rearm. A two man Lib team works well because if you do get shot down you can swap roles. Only problem is the need for an escort. The tail gun on a Lib might be a bit crap, but without one it wouldn't take much for a small number of enemy aircraft to each us all.

I'm wondering about having a Galaxy in a flying fortress role too. If you slap a lot of gunners into a Galaxy and fly it good and high it's a huge target for enemy aircraft, yet it is very capable of doing damage and protecting itself.

Though I suppose just having a handful of decent Reaver pilots in an air to air role would work just as well.

Inyista
Sunday, 25th November 2012, 10:52
You can put a second bomber gun on the rear of the lib. The basic gun and the thing supposed to work against air both suck, but the grenade launcher is quite good. Slower fire rate than the secondary gun, but larger blasts to hit infantry with. Can also hit musquitos that are chasing you with proper aiming, though slamming on the brakes is still more effective.

FuSs
Sunday, 25th November 2012, 11:18
If you take reavers it would be wise to nominate a safe area where you can escape to in case of dogfights and bring the enemy down with superior numbers.
Assume you are in trouble you call out 'codeword for trouble' and then your buddies all head for that area thus the barney is in deep trouble if he follows you.

James24
Sunday, 25th November 2012, 12:02
We've got to be careful as when you're dogfighting, the speeds at which the aircraft move are so great you can be half way across a continent without realising it.

If we can get some A2A reavers (need decent pilots) working together we can do well.

This is really going to require people to learn to fly and fly well. I think very few people have invested certs in reducing timers so if you are stuck with just the good people flying there are going to many times when people wont be able to pull a plane.


I love your sig by the way, Inysita :D. Its great fun solo flying a lib, get some height and then swap to the gunners seat :D.


On another note, there is a pretty good bundle available today, breaker rockets, HE vanguard, HE lightning and Zepher (+ a few more weapons and camo) for 2000 station cash. Pretty good deal :)

Rosa
Sunday, 25th November 2012, 18:16
If you take reavers it would be wise to nominate a safe area where you can escape to in case of dogfights and bring the enemy down with superior numbers.
Assume you are in trouble you call out 'codeword for trouble' and then your buddies all head for that area thus the barney is in deep trouble if he follows you.

The rearm/repair zone could have a few troops stationed at it armed with hawks and changing out to engi when needed to help with repairs. Would create a safe area to pull back to. :)

FuSs
Sunday, 25th November 2012, 18:40
Would be boring to guard though.

TomS
Monday, 26th November 2012, 00:26
the guys with birds on cooldown could do that as punishment for dieing too quickly

Hovis
Monday, 26th November 2012, 02:42
Having people guard a zone is a crap use of manpower. You want every man in the fight. Simplify this and just have Liberators with gunners and Reavers who don't fuck off to chase a single kill when the team needs them to fly close escort. Most if not all of the issues discussed can be solved entirely by players playing the plan right.

TomS
Monday, 26th November 2012, 09:42
Having people guard a zone is a crap use of manpower. You want every man in the fight. Simplify this and just have Liberators with gunners and Reavers who don't fuck off to chase a single kill when the team needs them to fly close escort. Most if not all of the issues discussed can be solved entirely by players playing the plan right.

true, i guess those with reavers/libs on timers (or who cant fly) can just gun the libs, rear gunners are better than someone doing absolutely nothing!

Hovis
Monday, 26th November 2012, 11:54
I would try, if it is at all possible, to set up Liberator crews on as closed to a fixed basis as we can. So you get the same three guys in a Liberator as often as you can for the duration we're in the fight. This means that when you get shot down, all three are dead at the same time, all three spawn in at the gate (continents are small and I think all air ops should fly from the warp gate to avoid complications) and between these three hopefully you're going to get enough Liberators to have a decent one in the air with an experienced pilot.

James24
Monday, 26th November 2012, 13:22
HA + Hawks is awesome at the scared Mesa skydock. Get 3 or 4 people so that you will get lots of kills :)

TomS
Monday, 26th November 2012, 14:27
HA + Hawks is awesome at the scared Mesa skydock. Get 3 or 4 people so that you will get lots of kills :)

indeed they are! we should run some ops from the mesa skydock when we do the lib/reaver thing, as it is insanely easy to defend and get many kills :P

James24
Monday, 26th November 2012, 14:39
We did some cool stuff in beta with the mercs. Had a couple of reavers acting as bait dragging enemy aircraft back there. We had burster maxs and hawks setup. It was carnage :D

Hovis
Monday, 26th November 2012, 15:30
Maybe we should get a list of epic defensible locations squared away.

I actually love the idea of getting a point that we can hold against great numbers of enemy. The way I see it if we can force the enemy to commit more players to shift us than we have in a particular location, that's a win. We need to find spots where we can learn the land, get used to holding it and really make it a home.

Hovis
Tuesday, 27th November 2012, 01:18
Well tonight's game was pretty good until the server was pwnt by our awesomeness.

We're getting into the old groove and I fucking love it.

James24
Tuesday, 27th November 2012, 01:34
We certainly did our best ops tonight :)

The game really felt like PlanetSide tonight. Lets keep it going, and keep learning new tricks and tactics that we can use to smash barney and elmos skulls together.

Karathos
Tuesday, 27th November 2012, 01:45
Had a grand first evening, especially enjoyed the bit with CAP during the convoy moving up from the Warp Gate. A lot of enemy AA fire was less fun though... Still, a nice evening with some gentlemen on TS who taught me a new definition for "roadkill". I've a feeling this is the beginning of a beautiful Planetside 2 addiction. :D

Gunhead
Tuesday, 27th November 2012, 09:17
Was brill although i'm pretty rusty with FPSes as i haven't played any in quite a while on pc. Good gaem!

Deathwatch
Tuesday, 27th November 2012, 10:52
Yeah last night was good. :)

I would be up for some lib-heavy nights. Even though I am a horrible pilot, it is important to learn things so it isn't bad for us to just do that. With enough friendly support, we can scare off the enemies.

The problem with libs, however, is that you do need to get one of the proper bomber guns to be of some use I reckon. Not sure if we can make people purchase those.

Rosa
Tuesday, 27th November 2012, 13:59
Not sure if we can make people purchase those.

We shouldn't need to "make" people buy them. A lot of people seem to have them already :)

James24
Tuesday, 27th November 2012, 14:01
I will get the Zepher soon. I've been holding out to not impulse buy but I am getting ready for a spending spree.

TomS
Tuesday, 27th November 2012, 14:24
to be honest the normal lib gun could be fairly handy if it flies 50~m above the rest, it takes down enemy planes in no time at all

Deathwatch
Tuesday, 27th November 2012, 17:09
Actually, the whole "buying" thing isn't a problem if we just use the "trial" option on weapons.

Kongstad
Wednesday, 28th November 2012, 13:14
Well Im up for that.

I definately agree that the infantry combat of PS1 is not the same as in PS2. Only the biolab ensures some good infantry fights without vehicle interference.
I have strangely fallen in love with the reaver and have already invested more than 600 certs on it. So I am definately up for laying some air pressure on the enemy. I can fly escort with the AA device aswell as the notorious rocketspammer.

Our bomber runs with Lee has also been almost ridicoules with up to 15 kills with 5 bombs!
This machine is amazing and we should use it to the fullest before they nerf it again!
It can be used to a great extend to fucking up a enemy zerg thats utilizing AMS's.

In love with the game and cant wait for my g/f to go back to work ;)

Rosa
Thursday, 29th November 2012, 01:42
In love with the game and cant wait for my g/f to go back to work ;)

Priorities. :D

Ludicrouse
Thursday, 29th November 2012, 18:53
I think James was impressed when we got gibbed in 0.3 Seconds by 3 Burster Maxes, yet still killed almost a dozen TR in that same amount of time.