Best kit for SL

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  • AllFoamNoBeer
    Member
    • Apr 2007
    • 4034

    #31
    Originally posted by kiwi
    Medic has unlimited health that helps a lot to accomplish one of the most important tasks of SL - providing good spawn points.
    So does a Sniper. My ex-clan leader was very good at holding a spot with his rifle. And provided great support.

    It truly does depend on what you can do with the kit.

    Comment

    • Skaggy
      Member
      • Feb 2007
      • 1974

      #32
      I voted medic.

      But I enjoy the odd "super sneaky ninja-style sniper spawn point" option as well.

      Just staying out of trouble, providing a useful spawn point for 5 other members of your team. And accurate support fire when needed.

      Comment

      • Chris_Redfield
        Member
        • Oct 2006
        • 5986

        #33
        Originally posted by vika09
        So does a Sniper. My ex-clan leader was very good at holding a spot with his rifle. And provided great support.

        It truly does depend on what you can do with the kit.
        IO or Karkand, perhaps. You have to be exceptionally skilled and kill more people than anyone, in order to balance out the loss. 99,98% of people cant do it. I know only a few people that could.

        Anti-Tank > Sniper

        You can be sneaky with EVERY kit, Sniper ghilie is an illusion of "stealth". Anti-Tank is a much more functional kit than Sniper, giving your squad a lot, a lot more options and possibilities.

        Comment

        • DontKnockIt225
          Member
          • Nov 2006
          • 516

          #34
          Why anti tank?

          I dont understand what benefit anti tank has over medic.
          A squad leader should not attack tanks. The gun is pretty pathetic compared to a well used medic rifle. You can say up close it is good, but is squad leader meant to be up close in the action?
          Also has less run, so the maneuvability of the whole squad suffers.


          @skaggy, sniper kit in infantry fighting is a waste of space. Perhaps it is only good at raping people queing for vehicals, or shooting people out of vehical. On public server sniper kit is barly credible if that, any level higher than that it cannot compete.

          Comment

          • imported_Joey
            Senior Member
            • Sep 2007
            • 560

            #35
            Spec ops because :
            1.Good sprint
            2. Decent guns, Scope for ranged shots
            3. C4- take out tanks if needed to, defend flags with it, destroy commanders asets with it

            Comment

            • Chris_Redfield
              Member
              • Oct 2006
              • 5986

              #36
              Originally posted by DontKnockIt225
              Why anti tank?

              I dont understand what benefit anti tank has over medic.
              A squad leader should not attack tanks. The gun is pretty pathetic compared to a well used medic rifle. You can say up close it is good, but is squad leader meant to be up close in the action?
              Also has less run, so the maneuvability of the whole squad suffers.
              - Anti Tank kit is PERFECT for a squadleader, who should be evading engagement with infantry at all costs anyway
              - A good squad always has a number of medics and you have 10 seconds to get revived anyway, if youre further off the flag than 10 seconds of travel, your tactical positioning is insufficient
              - A good squadleader keeps himself alive so he keeps the spawnpoint alive, in order to do THAT, a good SQL tries to avoid engagement as much as possible
              * But in order to not to be useless, a good SQL will, in the same time, provide the squad as much support as possible, through alternate means. Keeping himself Anti-Tank, an SQL can combat threats that do not pose an immediate threat to his wellbeing, giving him safety and security to stay alive. Shoving medpacks is the job of his medics, ideally at least 3, if hes responsible for anti armor work. Shoving ammo packs is the responsibility of his squadmates, and there shouldnt be more than one.

              Basically, a flag hopping squad consists of as much anti-infantry firepower as humanly possible, and an anti-tanking SQL who should not be a part of infantry-vs-infantry engagements, is the perfect solution.

              If youre the kind of SQL that is deep in action, and are endangering yourself through the process, youre not a good SQL. If youre the kind of player that is skilled enough to do that, youre not doing what you should be doing. Ideally, the best infantry player should not be the SQL, he should be capping flags.

              Comment

              • DontKnockIt225
                Member
                • Nov 2006
                • 516

                #37
                Originally posted by Chris_Redfield
                - Anti Tank kit is PERFECT for a squadleader, who should be evading engagement with infantry at all costs anyway
                - A good squad always has a number of medics and you have 10 seconds to get revived anyway, if youre further off the flag than 10 seconds of travel, your tactical positioning is insufficient


                A good squad leader needs to maneuver his squad spawn. His squad does the capping, the squad is not there to keep the squad leader alive, because as you say he should not do the fighting. 10seconds away from a flag on many maps is often too close if your squad suffers a lot of resistence. Of course it depends on the circumstance though.



                - A good squadleader keeps himself alive so he keeps the spawnpoint alive, in order to do THAT, a good SQL tries to avoid engagement as much as possible
                * But in order to not to be useless, a good SQL will, in the same time, provide the squad as much support as possible, through alternate means. Keeping himself Anti-Tank, an SQL can combat threats that do not pose an immediate threat to his wellbeing, giving him safety and security to stay alive. Shoving medpacks is the job of his medics, ideally at least 3, if hes responsible for anti armor work. Shoving ammo packs is the responsibility of his squadmates, and there shouldnt be more than one.



                Again squad leader should not really go out his way to fight. This simply stops the squad leader from moving and thus keeps the spawn point static and far more vulnerable. At times you can ague the squad leader can fight if the enemy offers no resistence, however this certainly should not be a tank.
                Why would the most important person in a squad fight a vehical which it's odds of winning are below 50%. A medic has a brilliant gun for this job, and grenades.


                Basically, a flag hopping squad consists of as much anti-infantry firepower as humanly possible, and an anti-tanking SQL who should not be a part of infantry-vs-infantry engagements, is the perfect solution.


                Anti tank is a very vulnerable class to any opposition. Whether it is vehical or infantry. To use a rocket launcher long range suggests (on vanila) being static to aim. This makes you very vulnerable.
                The ability to not be able to run as far means the squad leader cannot retreat as effectively and cannot heal himself also reduces this.
                If the squad leader shouldnt be attacking tanks for survival reasons and should not engage in infantry combat (as you say). This suggests you believe the squad leader shouldn't fight, so why would anti tank be of any use at all?
                .....

                Comment

                • waaah_wah
                  TEAM BLADE!
                  • Jun 2007
                  • 3656

                  #38
                  Chris... If the SL is AT, he will only make himself the nr 1 target for enemy tanks.

                  It doesnt really matter what kit you have, you have to stay out of the action anyway

                  Comment

                  • Chris_Redfield
                    Member
                    • Oct 2006
                    • 5986

                    #39
                    Originally posted by DontKnockIt225
                    A good squad leader needs to maneuver his squad spawn. His squad does the capping, the squad is not there to keep the squad leader alive, because as you say he should not do the fighting. 10seconds away from a flag on many maps is often too close if your squad suffers a lot of resistence. Of course it depends on the circumstance though.
                    Youre proving my point. You assume that if youre an SQL, youre automatically under fire and as such need to create as high of a possibility as you can to stay aline (hence medpacks). No. If youre SKILLED, you will position yourself to that youre out of harms way, provide your squad a spawnpoint and will be able to deal with threats at long range, whether it be enemy armor, or incoming infantry. Spotting feature is your friend. If theres distance between you and incoming infantry, then potentially this leaves their backs exposed to your squad, which should be at the flag. Merrier for you.

                    10 seconds away is anywhere between 50 and 80 metres. Thats not too close, not too far.

                    Again squad leader should not really go out his way to fight. This simply stops the squad leader from moving and thus keeps the spawn point static and far more vulnerable.
                    No, "out of harms way" doesnt mean immobile. And a static squadleader is not voulnerable unless spotted. This is entirely up to the SQLs skill level. If youre terrible, and have to rely on medpacks and hitbox exploitation, fine. If youre good from the get go, all the way to the end, even better. I start every spawn with a purpose and position myself out of harms way, having my champs the tools for maximum efficiency to cap the flags at maximum speed.

                    At times you can ague the squad leader can fight if the enemy offers no resistence, however this certainly should not be a tank.
                    If youre an amateur, and engage a tank 1 vs 1 head on, sure. 7/10 times, when I solo, and engage a tank as AT, he either flees or gets killed. 2/10 times I happen to run into a tank at a very unlucky moment/situations. 1/10 the tanker genuinely gets the best of me.

                    Why would the most important person in a squad fight a vehical which it's odds of winning are below 50%. A medic has a brilliant gun for this job, and grenades.
                    So youre OK with hindering your squads anti-infantry capabilities? Whos offering the most resistance at the flags? Infantry. Whos at the best tactical position to get rid of incoming armor? Potentially, SQL. Works out perfectly.

                    Basically, a flag hopping squad consists of as much anti-infantry firepower as humanly possible, and an anti-tanking SQL who should not be a part of infantry-vs-infantry engagements, is the perfect solution.

                    Anti tank is a very vulnerable class to any opposition.
                    I beg to differ. SMG is great at close, pistol is OK at mid and rocket is excellent at long. But the whole point and sole purpose is to not to get engaged. You need to be able to do that first, if you want to be an SQL with an AT kit. Otherwise, if you expect to be fired upon, you pick a kit with best survival rate. I dont have that problem.

                    Whether it is vehical or infantry. To use a rocket launcher long range suggests (on vanila) being static to aim. This makes you very vulnerable.
                    I must question your skill level. I can effectively dumbfire the AT, guide it from behind obstacles and furthermore, start and end an engagement without being spotted. Can you? If yes, then what voulnerability are you talking about?

                    The ability to not be able to run as far means the squad leader cannot retreat as effectively and cannot heal himself also reduces this.
                    Again, Im questioning your skill level. 40% longer sprint is a difference of 10 metres or so. You counter it by boostjumping (its when you wait 3 bars to fill and jump while you sprint). Infinite sprint.

                    If the squad leader shouldnt be attacking tanks for survival reasons and should not engage in infantry combat (as you say). This suggests you believe the squad leader shouldn't fight, so why would anti tank be of any use at all?
                    Erm, you completely missed the point.

                    The reason the SQL should be an AT, is because he is predetermined to engage and be engaged as little as possible, and being in a position with maximum stealth, cover and security. This means that potentially, you dont need a medic kit because you will never be engaged. As such, its best if your squad had as much anti infantry potential as possible, while you took care of force majeure, which is surprise armor visits.

                    Again. If youre skilled and competent, you will pick the most functional kit.
                    If youre less than competent and insecure in your abilities, you pick the kit with the highest rate of survival.

                    Originally posted by waaah_wah
                    Chris... If the SL is AT, he will only make himself the nr 1 target for enemy tanks.
                    Cant shoot what you cant see.

                    Comment

                    • waaah_wah
                      TEAM BLADE!
                      • Jun 2007
                      • 3656

                      #40
                      Chris... You cant beat a skilled tanker 1 on 1 when your the only AT guy in your squad. And by being the only AT guy, you will make yourself the nr 1 target for the enemy tank and he WILL target you first. And im sure you can hit a moving tank 100 meters away from behind a wall

                      Comment

                      • CQ-Reborn

                        #41
                        Originally posted by Chris_Redfield

                        There are extremely rare exceptions, like

                        -Assault (my bud used it, he was a long G-Launcher shot sniper, aswell as an exceptional infantry grunt so he already had a high chance of survival)
                        Are you talking about me?! :p

                        Originally posted by waaah_wah
                        Chris... You cant beat a skilled tanker 1 on 1 when your the only AT guy in your squad. And by being the only AT guy, you will make yourself the nr 1 target for the enemy tank and he WILL target you first. And im sure you can hit a moving tank 100 meters away from behind a wall
                        Not true at all, tanks aren't THAT hard to kill ya know. Especially when you have medics in your squad.

                        Oh yeah and being on topic, for the average player being medic is best for SL. If you're good you can go with different kits but due to they're expected job and such, being medic is the safest bet.

                        PS: When an AT is fighting tanks, it can be helpful to take out the supply crate and spam nades at the tank, both harming its chances of surviving, not to mention annoying it to hell while you're AT is battering it down.

                        Comment

                        • [21CW]=6thAD=KJ43

                          #42
                          Remember...it's only 3 shots to kill a tank (2 if you make the tread shots). Not hard for a good AT by himself to take down a tank...even a very good tanker.

                          Best kits for a SL are medic or AT. Engy if you are in armor.

                          I see a lot of people in this thread without a clue on how to really lead a squad weighing in with their opinions. Funny how threads like this turn out to be people without a clue arguing with the people that actually know what they are doing.

                          Comment

                          • waaah_wah
                            TEAM BLADE!
                            • Jun 2007
                            • 3656

                            #43
                            Its not "only" 3 shots to down a tank. 3 Shots is actually alot if we consider the reload time and the fact that the tanker can be standing next to a supply crate or simply getting out and repairing the tank while your reloading. If the enemy team has good armor players who stick together you are skrewed.

                            Originally posted by CQ-Reborn

                            Not true at all, tanks aren't THAT hard to kill ya know. Especially when you have medics in your squad.

                            Oh yeah and being on topic, for the average player being medic is best for SL. If you're good you can go with different kits but due to they're expected job and such, being medic is the safest bet.

                            PS: When an AT is fighting tanks, it can be helpful to take out the supply crate and spam nades at the tank, both harming its chances of surviving, not to mention annoying it to hell while you're AT is battering it down.
                            If the guy in a tank is actually skilled, you will have some big problems with taking him out. I cant say that im that good in tanks, but i have no problems with going 50 - 3 on Jalalabad in a tank even when theres often lots of AT guys running around. And like i said, im not even that good in tanks.

                            Take a look at this: http://files.filefront.com/gismo+cam.../fileinfo.html

                            Comment

                            • Chris_Redfield
                              Member
                              • Oct 2006
                              • 5986

                              #44
                              Originally posted by waaah_wah
                              Chris... You cant beat a skilled tanker 1 on 1 when your the only AT guy in your squad.
                              Sure I can, and Ive done it on a regular basis. Its amusing when the tanker gets so confused, that his only indication is the direction of damage. I use specific shots to either

                              A) Leave the tanker minimum time to react (launch above tank, guide into the tank, minimum alert time)
                              B) Dumbfire. Aimed and calculated shot, quick change to primary weapon, duck down. All in less than 0.5 seconds.

                              And by being the only AT guy, you will make yourself the nr 1 target for the enemy tank and he WILL target you first.
                              He cant target me first if he cant find me. Provided he does get busy trying to find me, Ive done that much more to save my squad from the tank and giving them enough time to capture the flag. Once the flag is captured, it wont matter whether I die or not. But statistically, usually, I dont die.

                              And im sure you can hit a moving tank 100 meters away from behind a wall
                              Only shoot when you can hit. Im not stupid enough to go for impossible shots. However, 100m shots at moving tank is nothing. 200-300 shots, when the guidance ends and 50% of the missile movement is dumb-fire, now were talking

                              When Im an AT, Im always at the advantage.

                              And if youre using Gizmo as an example, well... think about it, youre using a godlike tanker who has hundreds and hundreds of hours of hardcore practice, basically refining the art of TANK>INFANTRY, to prove a point. Were talking pub play here, an average tanker wont be that good, and Im above an average tanker, being an average AT troop. Now, if Gizmo was indeed going head to toe with my squad, he wouldnt be meeting just my rocket, hed be meeting 6 rockets. And yes, Ive seen talented tankers, and Ive made squads just to render them useless.

                              CQReborn, haha :p. Naw, my bud doesnt play anymore, he ditched G-whoring and picked up manwhoring.

                              Comment

                              • DontKnockIt225
                                Member
                                • Nov 2006
                                • 516

                                #45
                                Originally posted by Chris_Redfield
                                10 seconds away is anywhere between 50 and 80 metres. Thats not too close, not too far.
                                15 second run = 80m. That is in a straight line. A medic running from a flag to the ouside facing the wrong way cannot be 100% reliable either. Much better to heal yourself than relie on your team mates.


                                Originally posted by Chris_Redfield
                                No, "out of harms way" doesnt mean immobile. And a static squadleader is not voulnerable unless spotted. This is entirely up to the SQLs skill level. If youre terrible, and have to rely on medpacks and hitbox exploitation, fine. If youre good from the get go, all the way to the end, even better. I start every spawn with a purpose and position myself out of harms way, having my champs the tools for maximum efficiency to cap the flags at maximum speed.
                                Ok so you are saying your not static when you fire anti tank. I assume you mean you duck behind a hill or object. But are you moving? No you are hidden behind a shield. Thus your spawn point is static and limits your squads potential to gain more angles of attack. And you also risk your own life. It is obvious the more you move the less likely you are to die.


                                Originally posted by Chris_Redfield
                                If youre an amateur, and engage a tank 1 vs 1 head on, sure. 7/10 times, when I solo, and engage a tank as AT, he either flees or gets killed. 2/10 times I happen to run into a tank at a very unlucky moment/situations. 1/10 the tanker genuinely gets the best of me.
                                Just because you can achieve something against less skilled players, does not prove what you say is correct. I am sure a tanker, vs an equally skilled anti tank guy, would not have a less than 50% chance of dieing to an anti tank guy. Just because you play against rubbish people, does not suggest your advice is best for everyone to follow.

                                Originally posted by Chris_Redfield
                                So youre OK with hindering your squads anti-infantry capabilities? Whos offering the most resistance at the flags? Infantry. Whos at the best tactical position to get rid of incoming armor? Potentially, SQL. Works out perfectly.

                                Basically, a flag hopping squad consists of as much anti-infantry firepower as humanly possible, and an anti-tanking SQL who should not be a part of infantry-vs-infantry engagements, is the perfect solution.
                                I consider any class anti infantry. Even anti tank, they all have guns.
                                I still do not believe the most important guy in a squad should risk his life against a tank. Also people who spawn on you will have the same angle of attack as you and can use anti tank rockets to kill it.


                                Originally posted by Chris_Redfield
                                I beg to differ. SMG is great at close, pistol is OK at mid and rocket is excellent at long. But the whole point and sole purpose is to not to get engaged. You need to be able to do that first, if you want to be an SQL with an AT kit. Otherwise, if you expect to be fired upon, you pick a kit with best survival rate. I dont have that problem.
                                In any game it is inepitable (cant spell that), that you will face unexpected threats. Whether it be artillery, UAV or spotted by commander, stray infantry. This will always be beyond your control, and anti tank does not offer sufficient survival benefits.
                                SMG is okay close range. Against a skilled player it is less effective. Pistol is okay mid range, again but only reliable against rubbish public players. Rocket launcher used long range will only attract attention to yourself. Who does not see the tail of the rocket launcher, why not hold a big white flag up?



                                Originally posted by Chris_Redfield
                                I must question your skill level. I can effectively dumbfire the AT, guide it from behind obstacles and furthermore, start and end an engagement without being spotted. Can you? If yes, then what voulnerability are you talking about?
                                No, i cannot because i do not focus on my time on vehical maps. Be sure i can do it to some extent but i am sure you can fire it better than me lol.
                                However by guiding the missile you must be still, whether you are under cover or not, you cannot be running another direction whilst guiding the missile towards the enemy. I said this above, you are at risk more at risk than if you were moving.


                                Originally posted by Chris_Redfield
                                Again, Im questioning your skill level. 40% longer sprint is a difference of 10 metres or so. You counter it by boostjumping (its when you wait 3 bars to fill and jump while you sprint). Infinite sprint.
                                I did not know this. Maybe there is some flaw to it, i must try it out.


                                Originally posted by Chris_Redfield
                                Erm, you completely missed the point.

                                The reason the SQL should be an AT, is because he is predetermined to engage and be engaged as little as possible, and being in a position with maximum stealth, cover and security. This means that potentially, you dont need a medic kit because you will never be engaged. As such, its best if your squad had as much anti infantry potential as possible, while you took care of force majeure, which is surprise armor visits.
                                So again you say the most valuable man in a squad should take out the biggest threat to your squad. Is this logical? Or do you find it works against low skilled players on public servers. I doubt many high skilled clans would use anti tank for squad leaders for this reason.


                                Originally posted by Chris_Redfield
                                Again. If youre skilled and competent, you will pick the most functional kit.
                                If youre less than competent and insecure in your abilities, you pick the kit with the highest rate of survival.
                                If your survival was dependant of the survival of 5 other people, i assume your 5 mens survival is more important than you functioning to your highest potential.

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