Improving Squad play

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  • disfigured
    Member
    • Oct 2006
    • 391

    #16
    Re: Improving Squad play

    Originally posted by xxCaptainBlackxx
    Thats all a bull$h!t.
    The only thing i wish to be changed is the points for DESTROYING ENEMY UAV,SCAN,ARTY.
    Its not that easy to sneak to the UAV and destroy it,not many people these days do it
    so maybe if we get +5 for destroying strategic objects that would be cool
    I also agree after reading this post. I'm not big on specops yet, it is something I'm really looking forward to trying too, but not for points.

    I do think it should be more points though.

    Why? (since I don't care about points).

    It would cut down on arty. Right now with all the UCB rules in a lot of servers, and the point conscious players only getting measly points for destroying assets it's pretty much an arty attack everytime the things recharge.

    It would give the point getters some big time incentives and help gameplay at the same time. I really think DICE didn't set up the recharge times with UCB rules in mind, if so it would have been a longer recharge.

    I mean let's face it, when you take Intake at Kubra, the first thing that should be done is take the assets out. Same with GateHouse/Factory (depending on map size) and so on and so on in diffrent maps/cappable spawns. But with maps with UCBs in combination with UCB restrictions the arty/UAV/Radar are just available for too large a percentage of the game. And only because of the status of the spawn itself.

    I think arty is a great part of the game. I just don't think it makes the game better when it's available for a majority of it's recharges for the entire length of a round. Far too many fanstatic firefights are ruined by arty attacks because of UCB restrictions. A good way to counter that would be to make the pionts for taking them out much larger.

    Of course I wouldn't doubt servers would start to restrict even SpecOps, I've seen em make rules for just about everything. But it would be pretty hard for them to try and justify making rules against the very concept of an entire kit/class.

    Comment

    • Six.

      #17
      Re: Improving Squad play

      I really think they should just start awarding more points based on difficulty; destroying enemy assets is hard - considering the lack of C4 charges SpecOps have, they need to call in supplies or have a support tag along with them, those elements alone, along with having to get past enemy lines and avoiding detection should be worth BIG points.

      Extra points should be awarded for destroying more heavily armoured/armed vehicles and aircraft. They take effort and a strategy to take down.

      And I believe too few points are awarded to engineers for what they do.

      Comment

      • Warp

        #18
        Re: Improving Squad play

        I remember watching a collective effort as a sniper on a roof: a squad taking a tank down together. Their AT shoots at the back of a tank and gets it's attention, and as the tank's attention is diverted, another squad member heads out and plants some C4 on the tank, while the support behind him watches his back and guns down 4 enemies coming his way to get rid of the threat to their tank. The tank was taken care of, and the CP was quickly captured; and they just disappear off to the next objective. They must've been a clan or something, working REALLY closely together, coz I gotta say- no one could possibly stand up to the strength of that alone.
        That'll be my team.. UK-C

        Comment

        • Six.

          #19
          Re: Improving Squad play

          Originally posted by Warp
          Oh hell, I do that with my local buddies too - we've got a lot of set strategies and tactics we use for all sorts of situations.

          But yeah, it's always a great sight to see.

          Comment

          • ConscriptVirus
            Member
            • Oct 2007
            • 6369

            #20
            Re: Improving Squad play

            i dont think itll really help..they need to add a better communications system

            but even tho i dont think it will work (the adding points) id sure like tosee it..the more points the merrier

            Comment

            • EliteOneOneSeven

              #21
              Re: Improving Squad play

              Originally posted by [C*]Indest
              How about this idea?

              I know it will not be implemented as EA would need to rework their ranking system - but i think it could have worked.

              Simple, Spawn on a squad leader and get 1point.

              People care about their points and ranks so rather than being a load wolf or even in a squad, rather than spwaning at the normal spawn point, they would spawn on a SL,

              Also, we could implement the following

              Reveive a SL get an extra point
              Give out amma to SL get an extra point
              Capture a flag near a SL get an extra point
              Defend a flag near the a SL get an extra point

              Think about it, a SL leader would be surrounded by team mates.
              One note, EVEN if they are in the squads, they won't even listen to the SL orders, they would just fool around. Some SL don't even touch their own panel except calls for Artillery, UAV and Supplies.

              Comment

              • Six.

                #22
                Re: Improving Squad play

                Originally posted by Admiral.Nimtz
                One note, EVEN if they are in the squads, they won't even listen to the SL orders, they would just fool around. Some SL don't even touch their own panel except calls for Artillery, UAV and Supplies.
                I once had a brilliant idea for keeping squadmembers together.
                Once a SM steps outside a certain radius, or out of SL's sight, they get warned, and if they don't heed, they start sustaining damage, OR- they begin to lose points everytime they are remanded by their SL after the time for them to return expires.

                Comment

                • helo229

                  #23
                  Re: Improving Squad play

                  Originally posted by Six.
                  I once had a brilliant idea for keeping squadmembers together.
                  Once a SM steps outside a certain radius, or out of SL's sight, they get warned, and if they don't heed, they start sustaining damage, OR- they begin to lose points everytime they are remanded by their SL after the time for them to return expires.
                  And you see this as being incentive for people to join squads how? I love playing in a squad - but quite frankly, if I have to worry about dying while I'm getting into position as a sniper/spotter on a flag run, or moving to a firing position just because I'm in a squad.. Well, the first time I died for being 5 feet too many from my squad leader would be the last time I was in a squad.

                  Comment

                  • Six.

                    #24
                    Re: Improving Squad play

                    Originally posted by Helo229
                    And you see this as being incentive for people to join squads how? I love playing in a squad - but quite frankly, if I have to worry about dying while I'm getting into position as a sniper/spotter on a flag run, or moving to a firing position just because I'm in a squad.. Well, the first time I died for being 5 feet too many from my squad leader would be the last time I was in a squad.
                    No no, it's only when your SL uses a command to punish you when your time to return expires. this keeps it flexible for when a SL needs someone far away, but the rest of the team close by.

                    Readeth closer!

                    Comment

                    • helo229

                      #25
                      Re: Improving Squad play

                      He didn't specify if this was an automatic reprimand, such as when you step outside of the map boundries, or if this was activated through the como rosa. At least, from my understanding he didn't. But regardless, even if it was manually activated by the SL, taking that kind of time away from leading and playing to baby-sit AWOL SM's seems a bit much, and I could see that being abused by alot of players if they were granted that type of power.

                      Comment

                      • redrider

                        #26
                        Re: Improving Squad play

                        Well I think this suggestion was made six months ago. Its still a good one but we need to also change the way you earn badges. I hardly think its right to be able to get the expert infantry badges (medals, whatever) by flying a plane or by being in armor or any vehicle. Have you ever seen an expert medic and couldnt get a med pack from him? Then theres the expert sniper who cant hide well.
                        Also the way the games go winning by one point is about the same as winning by 200. That should mean something and the teams should be shuffled (randomized) every round, also this shouldnt be an option as it would do away with the stacked team ranked servers.
                        Well thats my take on it. Good post! Lets change, fix something that matters! . . . . . . . . . . .Red

                        Comment

                        • Chris_Redfield
                          Member
                          • Oct 2006
                          • 5986

                          #27
                          Re: Improving Squad play

                          Any idea that promotes certain improvement of the mindset of people through points is a smart idea (no sarcasm, Im serious). In BF2 case, promoting certain style through rewarning in points is the only method that increase volunteer teamplay.

                          Comment

                          • Six.

                            #28
                            Re: Improving Squad play

                            Originally posted by redrider
                            Well I think this suggestion was made six months ago. Its still a good one but we need to also change the way you earn badges. I hardly think its right to be able to get the expert infantry badges (medals, whatever) by flying a plane or by being in armor or any vehicle. Have you ever seen an expert medic and couldnt get a med pack from him? Then theres the expert sniper who cant hide well.
                            Also the way the games go winning by one point is about the same as winning by 200. That should mean something and the teams should be shuffled (randomized) every round, also this shouldnt be an option as it would do away with the stacked team ranked servers.
                            Well thats my take on it. Good post! Lets change, fix something that matters! . . . . . . . . . . .Red
                            Yeah, then there's me- I just got my veteran commander badge, and hardly anyone even listens to my commands.

                            Comment

                            • Lazza66

                              #29
                              Re: Improving Squad play

                              Originally posted by [C*]Indest
                              How about this idea?

                              I know it will not be implemented as EA would need to rework their ranking system - but i think it could have worked.

                              Simple, Spawn on a squad leader and get 1point.

                              People care about their points and ranks so rather than being a load wolf or even in a squad, rather than spwaning at the normal spawn point, they would spawn on a SL,

                              Also, we could implement the following

                              Reveive a SL get an extra point
                              Give out amma to SL get an extra point
                              Capture a flag near a SL get an extra point
                              Defend a flag near the a SL get an extra point

                              Think about it, a SL leader would be surrounded by team mates.
                              One BIG problem, NOBODY will want to be squad leader, everyone will want to be a squad member only. So all squad leaders will end up being noobs who don't know whats going on anyway.

                              It's in the right direction but is not enough.

                              Squad leaders should get points when squad members cap and defend flags as ordered, even if they are outside the cap zone.

                              The orders of defend flag here, attack flag here, and repair here etc. need to be built in so the server can reward a squad that succesfully follows orders in this manner, with points.

                              Further make flag defends and caps worth more points. Either value them for their strategic value (e.g. Wake Airfield = 6 points), or base it on how many flags the team has (so if your team has no flags and you cap one you get say 7 points). The assists could also be weighted.

                              So as USMC on Wake, get the squad into the BH, squad leader says attack here (Airfield). The squad arrives, the squad leader can hide. Rather than say risk stealing a J10, squad members just might stay and cap that valuable flag for the higher points, and for successfully following orders.

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