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Thread: Vehicle Warfare

  1. Registered TeamPlayer DaKillerFox's Avatar
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    Vehicle Warfare
    #21

    Re: Vehicle Warfare

    Quote Originally Posted by Blakeman
    Quote Originally Posted by Glitch
    You can blame that on the commander for not assigning a squad to defend, or to every single person on the team if no one stepped up to be commander if there isn't one.

    Sorry I LOVE AAS maps. They force the fight into a few reasonable areas. The problem you are describing is simply bad teamwork between the squads.

    (BTW I love the random flag placements on the AAS maps makes the same map play way different each time.)
    You might like C&C mode, once you set up your firebase you have to defend it like a flag, all the while looking for the other teams firebase(s).
    I've played a few maps in .87 that sorta had this fun dynamic, where you could capture a point and it was sort of fortified enough that you could hold off the advancing enemies and it became an epic battle to secure that one point. You'd have defenders fighting tooth and nail to keep it and attackers trying every tactic to overtake it, this is a fun dynamic as you don't have to worry about other capture points and everything boils down to one long and drawn out battle for this one spot. I don't see this so much in other AAS maps as it becomes more of a tug of war type play with people switching control over a handful of capture points, so you find yourself running back and forth between points. I think I would enjoy CNC game play quite a bit.

  2. Registered TeamPlayer Blakeman's Avatar
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    #22

    Re: Vehicle Warfare

    Quote Originally Posted by DaKillerFox
    Quote Originally Posted by Glitch
    You can blame that on the commander for not assigning a squad to defend, or to every single person on the team if no one stepped up to be commander if there isn't one.

    Sorry I LOVE AAS maps. They force the fight into a few reasonable areas. The problem you are describing is simply bad teamwork between the squads.

    (BTW I love teh random flag placements on the AAS maps makes the same map play way different each time.)
    I was wondering about this, how do the random flag spawns work on maps like Yamalia? I've only played that map a few times now, but I've found that the capture points can have artillery guns and compounds at the location. Do the capture points always spawn at the handful of compounds on the map with structures on it, or do the locations of the statics themselves change. Like the artillery guns and compounds spawn at different locations? Or is that not one of the changing AAS maps?

    And you are correct, the lack of a defending squad or what not has a lot to do more with a lack of teamwork or poor coordination. I am also finding that a lot of SL's are actually new players who don't yet understand the dynamics of leading a squad as it pertains to PR as it is drastically different that Vanilla. To that end, I actually have been filling in the role and what not when there are not that many players on TTP, so I apologize ahead of time as well, since I too am learning the nuances of being a SL in PR, but I feel that it is a role that needs some attention.
    Random AAS isn't as random as it seems. The flags are pre set in certain places around the map and when the map loads the flags are picked, sort of like how the cache locations are picked in insurgency. Yamalia seems to have a few it almost always has then the middle few is where it gets really random. I've seen some spots without the static guns and I've seen static guns on locations without flags too... at least I think so....

  3. Registered TeamPlayer DaKillerFox's Avatar
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    Vehicle Warfare
    #23

    Re: Vehicle Warfare

    Quote Originally Posted by Blakeman
    Quote Originally Posted by DaKillerFox
    Quote Originally Posted by Glitch
    You can blame that on the commander for not assigning a squad to defend, or to every single person on the team if no one stepped up to be commander if there isn't one.

    Sorry I LOVE AAS maps. They force the fight into a few reasonable areas. The problem you are describing is simply bad teamwork between the squads.

    (BTW I love teh random flag placements on the AAS maps makes the same map play way different each time.)
    I was wondering about this, how do the random flag spawns work on maps like Yamalia? I've only played that map a few times now, but I've found that the capture points can have artillery guns and compounds at the location. Do the capture points always spawn at the handful of compounds on the map with structures on it, or do the locations of the statics themselves change. Like the artillery guns and compounds spawn at different locations? Or is that not one of the changing AAS maps?

    And you are correct, the lack of a defending squad or what not has a lot to do more with a lack of teamwork or poor coordination. I am also finding that a lot of SL's are actually new players who don't yet understand the dynamics of leading a squad as it pertains to PR as it is drastically different that Vanilla. To that end, I actually have been filling in the role and what not when there are not that many players on TTP, so I apologize ahead of time as well, since I too am learning the nuances of being a SL in PR, but I feel that it is a role that needs some attention.
    Random AAS isn't as random as it seems. The flags are pre set in certain places around the map and when the map loads the flags are picked, sort of like how the cache locations are picked in insurgency. Yamalia seems to have a few it almost always has then the middle few is where it gets really random. I've seen some spots without the static guns and I've seen static guns on locations without flags too... at least I think so....
    Yeah, I've seen this as well. The same pattern of checkpoints always seems to emerge on Yamalia. The only thing is sometimes the checkpoints have statics, other times it doesn't so it gets confusing because sometimes things that stand out like the towers will be near capture points and other times they will seem to just be there, without serving much purpose. Although I guess people can use them, but they make you easy targets...

  4. Registered TeamPlayer Blakeman's Avatar
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    #24

    Re: Vehicle Warfare

    Quote Originally Posted by DaKillerFox
    Quote Originally Posted by Blakeman
    Quote Originally Posted by DaKillerFox
    Quote Originally Posted by Glitch
    You can blame that on the commander for not assigning a squad to defend, or to every single person on the team if no one stepped up to be commander if there isn't one.

    Sorry I LOVE AAS maps. They force the fight into a few reasonable areas. The problem you are describing is simply bad teamwork between the squads.

    (BTW I love teh random flag placements on the AAS maps makes the same map play way different each time.)
    I was wondering about this, how do the random flag spawns work on maps like Yamalia? I've only played that map a few times now, but I've found that the capture points can have artillery guns and compounds at the location. Do the capture points always spawn at the handful of compounds on the map with structures on it, or do the locations of the statics themselves change. Like the artillery guns and compounds spawn at different locations? Or is that not one of the changing AAS maps?

    And you are correct, the lack of a defending squad or what not has a lot to do more with a lack of teamwork or poor coordination. I am also finding that a lot of SL's are actually new players who don't yet understand the dynamics of leading a squad as it pertains to PR as it is drastically different that Vanilla. To that end, I actually have been filling in the role and what not when there are not that many players on TTP, so I apologize ahead of time as well, since I too am learning the nuances of being a SL in PR, but I feel that it is a role that needs some attention.
    Random AAS isn't as random as it seems. The flags are pre set in certain places around the map and when the map loads the flags are picked, sort of like how the cache locations are picked in insurgency. Yamalia seems to have a few it almost always has then the middle few is where it gets really random. I've seen some spots without the static guns and I've seen static guns on locations without flags too... at least I think so....
    Yeah, I've seen this as well. The same pattern of checkpoints always seems to emerge on Yamalia. The only thing is sometimes the checkpoints have statics, other times it doesn't so it gets confusing because sometimes things that stand out like the towers will be near capture points and other times they will seem to just be there, without serving much purpose. Although I guess people can use them, but they make you easy targets...
    Pro tip: For static guns of any sort, send out an LP/OP team to inform the gunner(s) where the enemy will be coming from before it gets in range. This way those slow guns can be moved and the gunner can more readily anticipate the incoming enemy targets.

    On Yamalia send out a lone rifleman to hide in the trees about 500m away from the objective in the direction you expect the enemy to come from. He should be able to see or hear anything coming and hopefully let you get the drop on them before they get you.

  5. Registered TeamPlayer DaKillerFox's Avatar
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    Vehicle Warfare
    #25

    Re: Vehicle Warfare

    Quote Originally Posted by Blakeman
    Quote Originally Posted by DaKillerFox
    Quote Originally Posted by Blakeman
    Quote Originally Posted by DaKillerFox
    Quote Originally Posted by Glitch
    You can blame that on the commander for not assigning a squad to defend, or to every single person on the team if no one stepped up to be commander if there isn't one.

    Sorry I LOVE AAS maps. They force the fight into a few reasonable areas. The problem you are describing is simply bad teamwork between the squads.

    (BTW I love teh random flag placements on the AAS maps makes the same map play way different each time.)
    I was wondering about this, how do the random flag spawns work on maps like Yamalia? I've only played that map a few times now, but I've found that the capture points can have artillery guns and compounds at the location. Do the capture points always spawn at the handful of compounds on the map with structures on it, or do the locations of the statics themselves change. Like the artillery guns and compounds spawn at different locations? Or is that not one of the changing AAS maps?

    And you are correct, the lack of a defending squad or what not has a lot to do more with a lack of teamwork or poor coordination. I am also finding that a lot of SL's are actually new players who don't yet understand the dynamics of leading a squad as it pertains to PR as it is drastically different that Vanilla. To that end, I actually have been filling in the role and what not when there are not that many players on TTP, so I apologize ahead of time as well, since I too am learning the nuances of being a SL in PR, but I feel that it is a role that needs some attention.
    Random AAS isn't as random as it seems. The flags are pre set in certain places around the map and when the map loads the flags are picked, sort of like how the cache locations are picked in insurgency. Yamalia seems to have a few it almost always has then the middle few is where it gets really random. I've seen some spots without the static guns and I've seen static guns on locations without flags too... at least I think so....
    Yeah, I've seen this as well. The same pattern of checkpoints always seems to emerge on Yamalia. The only thing is sometimes the checkpoints have statics, other times it doesn't so it gets confusing because sometimes things that stand out like the towers will be near capture points and other times they will seem to just be there, without serving much purpose. Although I guess people can use them, but they make you easy targets...
    Pro tip: For static guns of any sort, send out an LP/OP team to inform the gunner(s) where the enemy will be coming from before it gets in range. This way those slow guns can be moved and the gunner can more readily anticipate the incoming enemy targets.

    On Yamalia send out a lone rifleman to hide in the trees about 500m away from the objective in the direction you expect the enemy to come from. He should be able to see or hear anything coming and hopefully let you get the drop on them before they get you.
    This also works with a helicopter scouting ahead with someone who has a view to be able to relay the info. We were able to blow up a Logitruck on Yamalia yesterday with one of the artillery guns when the truck came into the surrounding woods, possibly to setup a FOB just north of one of the capture points.

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    #26

    Re: Vehicle Warfare

    I would still prefer the option of officer kits and limit the infantry kits - no sniper, no frills. Just medic, scoped rifle, medic, support and anti-armor.

  7. Registered TeamPlayer Blakeman's Avatar
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    #27

    Re: Vehicle Warfare

    Using a helicopter can work, but offers a lot of tickets up to the enemy if they shoot it down. If you have a good helo pilot and an actual spotter in the helo who isn't the pilot it can work. It is just like the little bird, lynx and huey; you can use them with a co pilot as squad leader and relay back enemy locations to the commander.


    Urinator, too much anti armor in a map makes tanks too easy to kill when I feel they should be the killing machines they are when used properly. I like the amount of sniper rifles, but honestly if they kept the marksmen kits I wouldn't care if the 'true' snipers were gone.

  8. Registered TeamPlayer Glitch's Avatar
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    PSN ID: GlitchKs Steam ID: GlitchKs
    #28

    Re: Vehicle Warfare

    Quote Originally Posted by Blakeman
    Random AAS isn't as random as it seems. The flags are pre set in certain places around the map and when the map loads the flags are picked, sort of like how the cache locations are picked in insurgency. Yamalia seems to have a few it almost always has then the middle few is where it gets really random. I've seen some spots without the static guns and I've seen static guns on locations without flags too... at least I think so....
    Yeah looks like there is uncaps + 6-8 random points of which 3 get chosen randomly each time you play it. But what ones they are can make a big enough difference to make it not play the same game after game. Moving from Point A to Point B one takes one path today but tomorrow Point A is the same but B is different so as a squad you are moving and fighting thru new terrain. Helps keeps the maps from getting stale as quick.

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