Page 2 of 2 FirstFirst 12
Results 11 to 18 of 18

Thread: Squad Cam

  1. Registered TeamPlayer Imisnew2's Avatar
    Join Date
    01-19-08
    Posts
    4,588
    Post Thanks / Like
    Blog Entries
    9
    #11

    Re: Squad Cam

    You still know where they are via the map, and I don't feel the cam is too revealing (to even allow ghosting).
    But that is not my call, only my pitch. I feel the cam is just eye candy, and eye candy is nice.

  2. Registered TeamPlayer Toker's Avatar
    Join Date
    07-02-07
    Location
    Arizona
    Posts
    14,560
    Post Thanks / Like
    Stat Links

    Squad Cam Squad Cam Squad Cam Squad Cam Squad Cam
    Gamer IDs

    Gamertag: Mr ARIZ0NA Steam ID: tokerskillz Toker's Originid: ARlZ0NA
    #12

    Re: Squad Cam

    Quote Originally Posted by Imisnew2
    You still know where they are via the map, and I don't feel the cam is too revealing (to even allow ghosting).
    But that is not my call, only my pitch. I feel the cam is just eye candy, and eye candy is nice.
    Yup.

  3. Registered TeamPlayer maximusboomus's Avatar
    Join Date
    08-03-09
    Location
    Mars
    Posts
    7,813
    Post Thanks / Like
    Blog Entries
    2
    Stat Links

    Squad Cam Squad Cam Squad Cam Squad Cam Squad Cam
    Gamer IDs

    Steam ID: MaximusBoomus
    #13

    Re: Squad Cam

    I see equal opportunities for squad-bombing, I say iif we can enabled squad cam. Tired of Spawn-die...
    http://www.teamplayergaming.com/image.php?type=sigpic&userid=6279&dateline=1274458  788


  4. Registered TeamPlayer Walkerxes's Avatar
    Join Date
    12-30-07
    Location
    Rochester, New York, United States
    Posts
    21,710
    Post Thanks / Like
    Stat Links

    Squad Cam Squad Cam Squad Cam Squad Cam
    Gamer IDs

    Steam ID: Walkerxes
    #14

    Re: Squad Cam

    Quote Originally Posted by draco7891
    Let me qualify my answers, then.

    The key difference is that in BF2/2142, there is a command hierarchy, and so holding spawn is a tactical decision undertaken by someone in a position of authority as a part of a strategy. Since in BC2 all the world's a stage, and all the players spawnpoints in't, there is no shotcaller, no strategy, no tactical decision-making. With the squad-cam enabled, it allows anyone dead to "shop around" for which ever squadmate is in the most advantageous position at that moment; "most advantageous" being "most points-earning potential in least unit-time". If you don't like where one teammate is, just spawn on another that suits your taste.

    Now, if the squad came up with a strategy that did involve spawning on specific squadmates; for example, the squad rushes the front while one sneaks around the flank, those that die respawning on the flanker; then there is a tactical decision being made, but here again the squad-cam is unnecessary to this scenario. The spawnpoint is known, the destination as much so.

    If the VOIP works with the dead rules as we think, then even if the squad-cam were off the live squadmate can call out if he's safe to spawn on. Then the likelyhood of being insta-nuked is about the same as it is in any of the other BF games; we've all been in squads where the half-second between the all-clear call and spawning in is all the time needed for an enemy attack chopper to crest the hill, or an errant bomber to drop its payload right in your lap. It happens, we move on and find better hiding spots for next time.

    If BC2 had a command hierarchy and spawning on a teammate was a limited and/or predictable affair, then squad-cam wouldn't matter very much. As it is, squad-cam allows every individual the total luxury of intimate knowledge of the location going into the fight, and allows them to cherry-pick situations that benefit themselves and their individual scores the most. As well, it brings with it the spectre of risk-free ghosting.

    Draco
    Yet again, we have plenty of games hosted that have no command hierarchy, so having no s/l doesn't mean things can't be decided tactically. Just like someone "making the call" in CS, TF2, DOD and L4D, a call can be made from within teh squad, or even by the squad collective. The "hold your spawns" call can still be made. The "spawn on me here" call can still be made. Does it require squad cam? No, but neither does squad cam diminish it, and it may aid in making a tactical decision when there's more than one person in your squad to spawn on.

    In the end the "it lends to stat padding non-teamplay" argument doesn't ring true for me, and I'm betting most of the rest of us feel the same about it. If, for now, it stays off so killcam can stay off, no problem, no squadcam is better than having killcam. However if the method for having squad cam and no killcam is found, there's no rational non-teamplay/cheating type argument that really holds water. There's just not enough view to give anything but immediate intel, which is enough to base a spawn or not spawn decision without being able to assess the entire tactical situation from spectate


  5. Registered TeamPlayer draco7891's Avatar
    Join Date
    02-11-08
    Posts
    3,700
    Post Thanks / Like
    #15

    Re: Squad Cam

    Quote Originally Posted by Walkerxes
    Yet again, we have plenty of games hosted that have no command hierarchy, so having no s/l doesn't mean things can't be decided tactically. Just like someone "making the call" in CS, TF2, DOD and L4D, a call can be made from within teh squad, or even by the squad collective.
    The point I was making is that in all these cases there is a shot being called, a decision being reached, teamplay being enacted.

    Imagine if we played CSS with no call, just go whereever each player pleases, and thinks they'll get the most kills. The game obviously devolves quickly into useless pandemonium. In the same way, having squad-cam on makes that kind of shot-calling completely unnecessary; just spawn where you please, whereever and on whomever is going to net you more points. In the same way, squad-cam encourages self-centered, non-communicative points-focused gameplay, rather than forcing squads to work together and come up with a strategy. With squad-cam off, squads that don't work together are as lost and blind as they should be.

    There's just not enough view to give anything but immediate intel, which is enough to base a spawn or not spawn decision without being able to assess the entire tactical situation from spectate
    Speaking from personal experience during the beta, more than a few times I was watching a teammate waiting to spawn, saw an enemy duck around a corner, spawned in and went right around the same corner to knife the unsuspecting enemy. More than once I've watched enemies sneaking up behind teammates, or seen enemies trying to flank down one side that my teammate is oblivious to. Excepting those very few instances where the camera seems to be almost top-down, I can very easily see enough of the map and situation to make tactical calls.

    Draco

  6. Registered TeamPlayer Walkerxes's Avatar
    Join Date
    12-30-07
    Location
    Rochester, New York, United States
    Posts
    21,710
    Post Thanks / Like
    Stat Links

    Squad Cam Squad Cam Squad Cam Squad Cam
    Gamer IDs

    Steam ID: Walkerxes
    #16

    Re: Squad Cam

    Quote Originally Posted by draco7891
    Quote Originally Posted by Walkerxes
    Yet again, we have plenty of games hosted that have no command hierarchy, so having no s/l doesn't mean things can't be decided tactically. Just like someone "making the call" in CS, TF2, DOD and L4D, a call can be made from within teh squad, or even by the squad collective.
    The point I was making is that in all these cases there is a shot being called, a decision being reached, teamplay being enacted.

    Imagine if we played CSS with no call, just go whereever each player pleases, and thinks they'll get the most kills. The game obviously devolves quickly into useless pandemonium. In the same way, having squad-cam on makes that kind of shot-calling completely unnecessary; just spawn where you please, whereever and on whomever is going to net you more points. In the same way, squad-cam encourages self-centered, non-communicative points-focused gameplay, rather than forcing squads to work together and come up with a strategy. With squad-cam off, squads that don't work together are as lost and blind as they should be.
    This logic makes more sense. I missed that particular message your first few explanations.


  7. Registered TeamPlayer SapiensErus's Avatar
    Join Date
    08-22-07
    Posts
    8,917
    Post Thanks / Like
    Blog Entries
    4
    #17

    Re: Squad Cam

    I would argue that if VOIP worked, the same intel would be being relayed (in an effective squad) via VOIP that is afforded by a squad only death cam mode. The game does have a command structure even without a specific hierarchy: Four elements containig four sub-elements each must act autonomously and coordinate within themselves to achieve some goal. I guarantee that if VOIP were working, any squad I am in is going to be asking individuals to spawn on certain points; just because no one individual in the squad is specifically in-charge, does not mean that a squad does not have to coordinate. And this coordination (as in all other BF games I have played) usually includes where and when to spawn.

    That being said, the tools that would allow us to do this are not yet stable; hell VOIP still does not work. Let's worry about the big stuff for now. If there is no built-in way (the TTP way usually) to manage that effect, it probably ain't gonna happen until the game and third party tools are substantially more reliable.


  8. Registered TeamPlayer Toker's Avatar
    Join Date
    07-02-07
    Location
    Arizona
    Posts
    14,560
    Post Thanks / Like
    Stat Links

    Squad Cam Squad Cam Squad Cam Squad Cam Squad Cam
    Gamer IDs

    Gamertag: Mr ARIZ0NA Steam ID: tokerskillz Toker's Originid: ARlZ0NA
    #18

    Re: Squad Cam

    Quote Originally Posted by SoySoldier
    I would argue that if VOIP worked, the same intel would be being relayed (in an effective squad) via VOIP that is afforded by a squad only death cam mode. The game does have a command structure even without a specific hierarchy: Four elements containig four sub-elements each must act autonomously and coordinate within themselves to achieve some goal. I guarantee that if VOIP were working, any squad I am in is going to be asking individuals to spawn on certain points; just because no one individual in the squad is specifically in-charge, does not mean that a squad does not have to coordinate. And this coordination (as in all other BF games I have played) usually includes where and when to spawn.

    That being said, the tools that would allow us to do this are not yet stable; hell VOIP still does not work. Let's worry about the big stuff for now. If there is no built-in way (the TTP way usually) to manage that effect, it probably ain't gonna happen until the game and third party tools are substantially more reliable.
    I can verify and agree with these statements as I have experienced it with my buddies on the 360.

Page 2 of 2 FirstFirst 12

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Title