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Thread: Air Transport, Squadwork, and Teamplay (seeking opinion)

  1. Devious Tyrant
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    #1

    Ack damnit!

    I was about to apply to watch the Peep Show but Biggus closed it

  2. Devious Tyrant
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    #2

    Ack damnit!

    You can still apply here

  3. Devious Tyrant
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    #3

    Ack damnit!

    Nah, that's too serious for my liking Thanks anyway.

  4. Devious Tyrant
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    #4

    Ack damnit!

    Sorry, darkclone. But be patient, the community will grow up, just like the rest.

  5. Devious Tyrant
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    #5

    Ack damnit!

    I will patiently wait if there will be a spam forum moderator needed...

  6. Registered TeamPlayer DragonOEvil's Avatar
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    #6

    Air Transport, Squadwork, and Teamplay (seeking opinion)

    I've been thinking about an idea on and off for awhile. But rather than just trying it out, I want to get some professional opinions from other players, squadleaders, and especially commanders as to whether or not they think the idea would be beneficial.

    Here is the idea:
    Usually having one-man squads is an abysmal idea, and one of the main reasons I am bringing this here before trying it in game. My idea is to create a one-man squad, who pilots the air transport. The reason for the one-man squad, is it would allow the commander to easily order the air-transport from silo to silo at the commander's orders. he could issue orders via the headset, or the comm screen, putting his transport (and thus any spawning soldiers) to whatever silos or enemy titans he would like.

    I've spent some missions flying the transport. The thing I've noticed is while I was piloting the transport I felt like I wasn't directly benefiting my squad as much (they were now a man down), but was definitely providing our squad the benefit of mobility (and other squads who happened to spawn on me)... It occurs to me that as a solo squad, that same mobility could be given to all squads, without limiting the capacity of any specific squad. Furthermore, the commander would have an easier time ordering the transport to any silo he/she asked for.

    So, what do you think?



  7. Registered TeamPlayer Zhadox's Avatar
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    #7

    Re: Air Transport, Squadwork, and Teamplay (seeking opinion)

    As a squad leader, it'll only be a matter of time before I yell, "Get the fuck outa the Transport."

    As a memebr of a squad, it'll only be a matter of time before I yell, "Get the fuck outa the transport and follow the orders."

    As a commander, it'' only be a matter of time before I yell, "I don't give a fuck where they have to go. Follow the orders a gave your squad and leave it at that."

    But, It would seem like a good idea, just let two people in your squad as engineers to repair yourself during flight. But, you must have good handiling in it for a gunship/transport kill/ram.

    I highly doubt anyone would like it though. Plus, it'll keep others from jumping out of the transport. I remember I was piloting the Transport for over 7min....Because some idiot wouldn't get out when i landed or flew over the Titan or over a Silo. As we were getting shit, he didn't bail...after I hit 10min...I said Fuck it...and rammed the mother f'er into the ground and said of Team Chat "Next time get the fuck out. And before you talk shit, get the fuck out of my trans"

    I'd say though, it wouldn't seem like something I would like. It seems good, but not my taste. I would want a team that's vicious for getting on the ground killing everyone in sight. I could care less if there's a transport up in the air supplying us a spot to spawn on. I just want my team to go to that Silo, wipe those bitches out and capture it...maybe even defend.

    But like I said before, some people will stay in the trans, thus preventing the team from helping the team.

    I give it a 6/10....Maybe 5.5/10...
    Cowards never start. The weak never finish.

  8. Registered TeamPlayer
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    #8

    Re: Air Transport, Squadwork, and Teamplay (seeking opinion)

    It sounds like a great idea Dragon, but I think in practice it wouldn't work too well.

    I have spent long amounts of time in a transport hovering far, far above a hotly contested silo, but the amount of people that will spawn in or request a pickup is really low.

    I think transports are best used for quick, short flights that hop from silo to silo. They spawn so quickly that you can literally have a new one every time you die, providing instant mobility for your squad if they need.

    However, I have seen squads, like some of bigdogs, make great use of air transports. I guess it all depends on the map, the orders, and the focus of the squad.

    I would say give it a try, but like everything else just stay adaptable. Every time I have tried something like this, I feel that I am providing a great asset to the squad, but that it just isn't utilized/warranted enough to continue doing so.

    Another thing to consider is that people podding in piecemeal isn't going to be nearly as effective as a whole squad spawning on green and going in together, especially if there is any kind of structured defense at the target, which can often be the case on TTP.

    I am sometimes intrigued by the whole 'good flyer and two badass door gunners' thing. It is a blast when you can do this and really lay some waste around silos. The low speed and lack of survivability make it tough though.

    I guess that is ambigious enough for ya? Maybe find a commander that wants to give this a shot, set it up beforehand, and see how it plays out. Report back and let us know!

  9. Registered TeamPlayer
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    #9

    Re: Air Transport, Squadwork, and Teamplay (seeking opinion)

    I'm still out on the feasibility of the concept, but a suggestion......

    Make the pilot a support person and the gunner an engineer. Yes, the engineer can fix up the aircraft as you zoom around, BUT, what I also do when I sit on the side is drop mines all over the battlefield. Its good for random kills and just to make armor leery about going anywhere since they don't know where the mines are or where they came from.

    Supply guy gets points for resupplying the engineer. Engineer could get points for keeping the chopper flying and a random kill here and there. Vehicle sonar on the chopper or on the ground helps pick out enemy vehicles very fast. (Particularly if its a gunship lining up on the chopper, gives me a chance to get on the guns and back them off)

    I think your idea would have some merit on a map like Shuhia Taiba (sp?) where it is really big and takes a long time to get from Silo 2 to Silo 4. Possibly at Bridge at Remagen getting from one end to another, but the rest of the maps are relatively small.

    Laggy

  10. Registered TeamPlayer DragonOEvil's Avatar
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    #10

    Re: Air Transport, Squadwork, and Teamplay (seeking opinion)

    Quote Originally Posted by laggyNgroovy
    I'm still out on the feasibility of the concept, but a suggestion......

    Make the pilot a support person and the gunner an engineer. Yes, the engineer can fix up the aircraft as you zoom around, BUT, what I also do when I sit on the side is drop mines all over the battlefield. Its good for random kills and just to make armor leery about going anywhere since they don't know where the mines are or where they came from.

    Supply guy gets points for resupplying the engineer. Engineer could get points for keeping the chopper flying and a random kill here and there. Vehicle sonar on the chopper or on the ground helps pick out enemy vehicles very fast. (Particularly if its a gunship lining up on the chopper, gives me a chance to get on the guns and back them off)

    I think your idea would have some merit on a map like Shuhia Taiba (sp?) where it is really big and takes a long time to get from Silo 2 to Silo 4. Possibly at Bridge at Remagen getting from one end to another, but the rest of the maps are relatively small.

    Laggy
    I'd be hesitant to do this kind of plan because with 2-3 players assigned to a squad, thats 2-3 players not capturing flags as apposed to just one...

    My thoughts were it would be a way for the Squadleaders and Commader to get an airship into position so they could drop and make the capture...

    I'd say my biggest concern hasn't even been raised yet, which is when a squad is kicking ass (and thus NOT dying) they really have no need of a transport spawn point since they are stuck 'alive' and I high-altitude transport wouldn't benefit them much at all.

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