Six places in a squad, Six types of kit

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  • RocketChild
    Senior Member
    • Aug 2005
    • 3949

    #16
    Re: Six places in a squad, Six types of kit

    There is completely no reason to have "all kits present" Sometimes, it is best just to run around with 4 assualt and 2 medics. If you are kicking ***, why would you need an engineer when you are three flags deep behind the lines? You are miles away from the assets. Hell, half the time, you don't even need a spec-ops or AT on maps.

    Maybe as a commander, you could be engineer just for those situations. What kit are you currently playing as commander?

    Comment

    • TraviSavvy

      #17
      Re: Six places in a squad, Six types of kit

      Originally posted by ABN_RGR
      Yep, its hard to spell when your brain is exploding.

      I wasn't correcting anything. I was commenting. Do you not know the difference?
      The initial poster had few errors (most of them just a couple letters switched), and you were an *** to an unncessary degree. Then, you got RIDICULOWNED (yeah, that's owned to a ridiculous degree) and now you're upset. Hahahahahahahahahahahaha!

      Comment

      • Roger Smith
        Member
        • Aug 2006
        • 1390

        #18
        Re: Six places in a squad, Six types of kit

        a good commander repairs thier own assets, with thier own wrench.

        a good squad has what ever six or less members are most necessary to completing thier goal. for instance, attack helicopter squads should only be 2 people. ground based squads probably dont need engineers and on non inf only assault plays only a tiny roll. what im saying is that everything you just said is totally wrong.

        Comment

        • disfigured
          Member
          • Oct 2006
          • 391

          #19
          Re: Six places in a squad, Six types of kit

          Yup to everyone who agrees with me (which is everyone).

          This request is busted.

          Imagine being the guy who has to lug around the engy kit and get smoked on most of his 1on1's , just so the commander can have one in each squad to call on for repairs.

          I wouldn't ask a squad member of mine to do that.

          Comment

          • startover

            #20
            Re: Six places in a squad, Six types of kit

            if ure medic dies, pic up his kit and revive him... its all easily workable..
            Sorry for asking a noob question. After you revive that medic, does he still have his medic kit? Or does he take your kit? Or is he naked with no kit?

            Comment

            • TacoManSupreme

              #21
              Re: Six places in a squad, Six types of kit

              Originally posted by startover
              Or is he naked with no kit?
              lol he takes ure kit....what the heck is he gonna do without a kil :P

              Comment

              • imported_Nefarious
                Member
                • Feb 2007
                • 1607

                #22
                Re: Six places in a squad, Six types of kit

                Originally posted by ABN_RGR
                I had an anurism from trying to decipher that. My super secret BF2 decoder ring broke.
                lmao :rofl:

                Thats great. I'm going to re-word my sig so that I can put that in there.:laugh:

                Comment

                • light bread

                  #23
                  Re: Six places in a squad, Six types of kit

                  Originally posted by KrayboX
                  when youre a commander and for example, you wnat something repaired, you check the squads, well i usually find there isnt a eginner in a squad, all lone wolf n00bs ¬_¬
                  so.. in future please SQUAD up! and have like 1 kit per squad , not like 4 snipers, and 2 medics coz if you do, you suck.. then there is a variety and it will be strongest sqaud as u can ALL work togetehr and go togthere, if ure medic dies, pic up his kit and revive him... its all easily workable.. and it makes the game more fun and easy
                  so we should keep this in mind for you personally?

                  Comment

                  • imported_Phenomenomenon

                    #24
                    Re: Six places in a squad, Six types of kit

                    Originally posted by disfigured
                    Yup to everyone who agrees with me (which is everyone).

                    This request is busted.

                    Imagine being the guy who has to lug around the engy kit and get smoked on most of his 1on1's , just so the commander can have one in each squad to call on for repairs.

                    I wouldn't ask a squad member of mine to do that.
                    I only agree with you that the kit rule is too rigid. I don't agree the engie is useless in combat.

                    Formula here works,
                    Apc full of medics and Engies. Fly to flag, get out pump shotty everyone in face. Heal, revive, then on to the next flag. Shotguns rule in their element. You just have to close your enemy.

                    Engies dominate close quarter combat.

                    Comment

                    • Six.

                      #25
                      Re: Six places in a squad, Six types of kit

                      Originally posted by ABN_RGR
                      Not to be the spelling police, but dayum, could you do a tad better. I had an anurism from trying to decipher that. My super secret BF2 decoder ring broke.
                      You also spelt 'damn' wrong. Sorry there's something about 'dayum' that's really disconcerting. The original threader wasn't that hard to read- phonetic english is as good as any.

                      ANYWAYS!

                      I think snipers aren't good for squads. A medic is vital to any squad and also support (one keeps the squad alive, the other keeps em firing) - so that would take up 2 of the six squad slots, as with the remaining four squad-slots they should be used for creating specialised squads; such as AT squads, SpecOps squads, and GI squads. As with engineers- they're best suited to AT squads since they're equipped for dealing with vehicles.

                      Best allotment to fill an AT squad is:
                      2 x AT (AT works best in pairs, a solo AT unit usually gets killed)
                      1 x Medic
                      1 x Engineer (For when taking vehicles head-on, engineers can leave a surprise for pursuers)
                      1 x Support (Compensates for lack of rockets, and provides great cover and power vs. infantry)
                      1 x Assault OR SpecOps OR AT(whether you want more cover from enemy infantry, or more demolitions power).

                      Comment

                      • )-SiN-( Max666

                        #26
                        Re: Six places in a squad, Six types of kit

                        Originally posted by xxCaptainBlackxx
                        i was an engi in a plane once...
                        commander ask me to repair uav i'm like wtf i'm flying,he like please,please....!!!!!!!!
                        so i land the plane near UAV and repair it lol
                        then he was spamming (you are the best squad )
                        Now thats funny lol :laugh: :laugh: :laugh: :laugh:

                        Comment

                        • mondo66

                          #27
                          Re: Six places in a squad, Six types of kit

                          Commander should be the one repairing assets. Only other time is if you have armor with an engi riding by.

                          Comment

                          • Cardini

                            #28
                            Re: Six places in a squad, Six types of kit

                            Originally posted by RedxInk
                            HAHAHAHAA! I love it when the correcter gets corrected!
                            Don't love it too much. Its 'corrector' not 'correcter'.

                            Comment

                            • Six.

                              #29
                              Re: Six places in a squad, Six types of kit

                              Originally posted by Cardini
                              Don't love it too much. Its 'corrector' not 'correcter'.
                              Actually, depending on where you're from, you're both right.

                              But I like 'Corrector' better - makes you sound like a super-villian. (i.e: Galtor the Brutal! Maltor the terrible!)

                              Comment

                              • Roger Smith
                                Member
                                • Aug 2006
                                • 1390

                                #30
                                Re: Six places in a squad, Six types of kit

                                Originally posted by Phenomenomenon
                                I only agree with you that the kit rule is too rigid. I don't agree the engie is useless in combat.

                                Formula here works,
                                Apc full of medics and Engies. Fly to flag, get out pump shotty everyone in face. Heal, revive, then on to the next flag. Shotguns rule in their element. You just have to close your enemy.

                                Engies dominate close quarter combat.
                                yeap, as i was saying, if you have a ground based squad, no need for engis, yet if you have a vehicle based squad, they are pretty much manditory.

                                Comment

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