Six places in a squad, Six types of kit

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  • RocketChild
    Senior Member
    • Aug 2005
    • 3949

    #31
    Re: Six places in a squad, Six types of kit

    Originally posted by mondo66
    Commander should be the one repairing assets. Only other time is if you have armor with an engi riding by.
    LOL, yeah, that is true, but I think a commander should be running and kicking some *** also at times :laugh:

    Comment

    • disfigured
      Member
      • Oct 2006
      • 391

      #32
      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.
      It's not useless, your right. I've been swiftly done in by many an engineer who have mastered the shotty.

      It's just not the norm, and most people don't possess those skills. Most might feel put upon if forced to spawn as engineer all the time.

      As an SL the majority of my playing time, I know when I glance at my squad enginner is not the most popular kit, and I wouldn't want to force it on some one who is not comfortable with carrrying it.

      Hey, I'd love a full time engineer with the sack and ability to enter the fracas with effectiveness. Sadly they are few and far between.

      Comment

      • RocketChild
        Senior Member
        • Aug 2005
        • 3949

        #33
        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.
        You are right, but lone Engi's do not last long in the wild. Because the second they come up on a squad, they are toasted. Because the Jackhammer, as powerful as it is, just needs to be reloaded to much to take out more then two people. And the M11-87 can rape people, but is that pump time that gets your a** owned.

        Comment

        • ConscriptVirus
          Member
          • Oct 2007
          • 6369

          #34
          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 )
          rofl...:laugh:

          i usually just drop supplies when i need stuff fixing...no one ever seemes to want supplies anymore since its so slow on healing/rearming

          Comment

          • Jedi_Joe

            #35
            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
            ok as i do agree with you, you cant really tell people how to play a game, it might be fun for you if everyone is in a squad ect, but is it fun for them?, maybe they like to be lone wolfs couse they get sick of getting orders, thats why i aint in squads anymore, but i do agree that there should atleast me an engi in half of the squads

            Comment

            • Six.

              #36
              Re: Six places in a squad, Six types of kit

              Originally posted by ConscriptVirus
              rofl...:laugh:

              i usually just drop supplies when i need stuff fixing...no one ever seemes to want supplies anymore since its so slow on healing/rearming
              Then of course there's the commander who gives Supplies to:

              A. The wrong people.
              B. People who don't need it.
              C. The Enemy.
              D. The rooftop of a building where no one can reach them.
              E. The great wide ocean.
              F. His own artillery strike.

              Comment

              • helo229

                #37
                Re: Six places in a squad, Six types of kit

                Originally posted by Six.
                Then of course there's the commander who gives Supplies to:

                A. The wrong people.
                B. People who don't need it.
                C. The Enemy.
                D. The rooftop of a building where no one can reach them.
                E. The great wide ocean.
                F. His own artillery strike.
                LOL! I think you and I have had the same commander in the past Six. :laugh:

                And yea, while having 1 of each kit in a squad sounds logical, like everyone's already said, it's insanely impractical. Unless you're going after assets, what good is spec ops? Sure, he can blow stuff up, but isn't a claymore going to work better on infantry? Or a mine/AT rocket on armor? Engineers are about useless on the frontlines, unless you're spending alot of time in transports/armor. And having a sniper on a flag rushing team is beyond useless, unless they scout way ahead of the squad and spot/take out stationary targets, which, quite frankly, aside from myself and maybe 2 other players I've seen, just doesn't happen. Take a whole squad of medics into Karkand and see what type of damage they wreck compared to a squad as diversified as you're calling for.

                Comment

                • Six.

                  #38
                  Re: Six places in a squad, Six types of kit

                  Originally posted by Helo229
                  LOL! I think you and I have had the same commander in the past Six. :laugh:

                  And yea, while having 1 of each kit in a squad sounds logical, like everyone's already said, it's insanely impractical. Unless you're going after assets, what good is spec ops? Sure, he can blow stuff up, but isn't a claymore going to work better on infantry? Or a mine/AT rocket on armor? Engineers are about useless on the frontlines, unless you're spending alot of time in transports/armor. And having a sniper on a flag rushing team is beyond useless, unless they scout way ahead of the squad and spot/take out stationary targets, which, quite frankly, aside from myself and maybe 2 other players I've seen, just doesn't happen. Take a whole squad of medics into Karkand and see what type of damage they wreck compared to a squad as diversified as you're calling for.
                  Yeah, once again- I believe in specialised squads- I split them into a few main criteria:

                  1. AT Squad (should have more Support unit in their squad.)
                  2. SpecOps Squad
                  3. GI(Assault) Squad.

                  There should be at least 1 medic and 1 support on every squad- that would take up 2 of the 6 spaces. The remaining 6 spaces should be used to specialising the squad.

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