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Battlefield 2 and the Power of Teamwork

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  • Battlefield 2 and the Power of Teamwork

    “The mission of the Marine rifle squad is to locate, close with and destroy the enemy by fire and maneuver and to repel the enemy’s assault by fire and close combat.”

    I posted in the General area but thought that this would be a better place for it.

    Battlefield 2 and the Power of Teamwork

    By now we all should know the power of teamwork in this game. Most of us have seen the carnage caused by even a single full squad working together. Few can dispute the advantage of a Commander who focuses on coordinating and supporting his team’s efforts in defending and attacking critical points on the battlefield. A team composed of even a mildly competent Commander and full squads who work together are all but unbeatable.

    Despite this how many times have all of you logged onto a server and seen a Commander continually attempting to assault enemy defended flags or flying an aircraft, or seen Squad Leaders in tanks or a gunship? How many fledgling Commanders have ground their teeth at leading a force of 2-3 squads consisting of 1-2 men and having 15 Lone Wolves? Then have the Lone Wolves continually criticize your command skills and initiating mutiny votes? How many of you have switched squads because your squad leader changed to his class to Sniper and started to camp?

    I see Battlefield 2 as a game of teamwork. I truly believe the built in teamwork system is what truly places Battlefield 2 above all other FPS simulations. That is why I play Battlefield 2 over just about any other FPS. If I just wanted to rack up a high kill or point score I could stick to games like Rainbow Six 3, Counter Strike, or Day of Defeat. All quality games but do not provide the team play quite like Battlefield 2.

    Battlefield 2 and the Philosophy of Command and Leadership

    The purpose of a Commander and Squad Leader in Battlefield 2 is to provide leadership, guidance and coordination on the battlefield. One does not or should not seek these billets to score points or achieve a ribbon or badge. Commanders and Squad Leaders more concerned with getting that elusive badge or ribbon than leading the team or squad is not living up to the responsibilities.

    The Commander

    When one hits the “Page Up” button accepting the title of Commander then one take on special abilities and powers. With these special abilities and powers come special responsibilities. A Commander has the ability to scan the battlefield revealing the locations of all enemy elements, provide UAV coverage over an area, airdrop needed supplies and provide artillery support. These make him more powerful and important than a common trigger puller.

    If one wants the duty of Commander one should be willing to sacrifice the ability to run around and play hero. A Commander is the command, logistical, communications, control and intelligence sections for your team. To do all of these functions to the fullest the Commander will likely have to spend most of his time in the C3 screen. A Commander must be able to take the information he gathers through the use of his Satellite scan and UAV over flights to direct his squads to maximum effect. Commanders need to be able to direct his squads to a threatened flag to repulse an enemy’s assault, coordinate squad efforts in assaulting flags, or to defend vital choke points and lines of communication. He should also be prepared and skilled in using Artillery Strikes and Supply Drops in direct support of these operations.

    These things cannot be accomplished if the Commander is spending his time flying an aircraft, driving a tank or assaulting flags.

    The Squad Leader

    The Squad Leader is no less important than his Commander in leading his team to victory. While he cannot control the force multiplying resources of the Commander he can request them from his Commander. Even the most skilled Commanders will lose a match without the help of skilled Squad Leaders, who in turn rely on their squad members.

    A Squad Leader also provides a vital re-spawn point for his squad. This ability allows a Squad Leader to keep the pressure on an objective so long as he lives. With a squad continually re-spawning on a Squad Leader a squad can quickly reduce defenders in an area or grind down an assault against a friendly flag. A squad leader must always be aware of how many members his squad contains and make an effort to recruit more members to his squad.

    It is the responsibility of a Squad Leader to lead his squad in carrying out the Commander’s plan of attack. While a Squad Leader will generally know more about what is going on in his immediate vicinity, he should remember that the Commander has a better grasp on the whole battle. This means that he should trust the Commander and follow his orders even when they run counter to your own desires. The Commander in turn should be supporting you to his fullest in your mission. In the absence of orders from the Commander the Squad Leader should take the initiative and give his squad orders. This can take the form of voice/mic communications or a simple order from the orders screen.

    Things the Squad Leader should avoid are the Sniper Class, any vehicle with only one other passenger seat or driving off in a transport vehicle without waiting for your squad to climb in. A hummer, van, jeep or buggy is ok to climb into as long as you treat it like bubble gum. You can have it as long as you brought enough for everyone.

    The Squad Members

    It all boils down the trigger puller, the guy at the tip of the spear. Without the lowly Squad Member doing his part then there is no point in having a Commander or Squad Leaders. These are the guys who should be getting the kills and capping the flags. The glory goes to them. But in reverse they also have to suborn some of their freedom to the leadership. When you choose to join a squad it means that you should stick to your squad like glue. You need to fallow your Squad Leader and use him as your re-spawn point. You should also be aware of the classes of your squad mates and pick a class that will complement them and the squad as a whole. If there is already three of any class in your squad then maybe you should think of taking another class. Remember: In numbers there is strength.

    Lone Wolves

    THERE IS NO EXCUSE!

    While I am sure there are players out there who do not like to be a Commander, Squad Leader, or a Squad Member, they are denying themselves the full greatness that is Battlefield 2. Even if you get a thrill from being that lone sniper who can stealth into position and lay in wait for that perfect head shot, you should still make a squad of one and lock the squad. This will allow the Commander to let you know the best area for head hunting is or you can request UAV over flights to pinpoint enemy troops in your area. If you are a fighter jock, a helo pilot or a armored gun monkey you still need to know where to provide close air support or heavy fire power, and to do that you need to make a Squad of at least one.

    Weapons, Equipment and Classes Translating Into Battlefield 2 Teamwork

    This is not an all-encompassing list here and I will try to avoid specifics as nothing works the same in all instances. There is no one rule for equipment, weapons or classes that could cover all situations. Thought and good judgment must always be utilized. That being said there remains universal truths that for the most part are good guidelines that should be maintained.

    The Satellite Scan

    The Satellite Scan is an incredible tool. In only a few seconds a Commander can discover the location of all enemy forces on the map. The down side of this is that this vital intelligence is not automatically transmitted to his troops. The Commander must notify his squads where the enemy is and where they are going. Each Commander must learn to time his Scan sweeps for maximum coverage.

    The UAV Over-Flight

    The UAVs have advantages and disadvantages over the Satellite Scan. While the UAV provides coverage of only a relatively small area in comparison to the Satellite Scan, it not only sticks around longer but the intelligence gathered is transmitted automatically to the troops on the ground. Once a UAV over flight has been ordered it cannot be changed and will be some time before you can redirect it. Care and prudence should be used when using the UAV. UAVs should always be used in support of troops on the ground. Using a UAV for your own purposes, such as if the Commander were a sniper locating targets to shoot, is a waste and should be avoided. A UAV can provide vital intelligence about the target that you just ordered one of your squad to assault. If one of your squads is defending a flag then a UAV will be able to tell the defenders were the enemy is assaulting from.

    The Supply Drop

    Supply Drops are an often under used and over looked resource. A Commander must never forget this important tool. This magical little box can be used to repair everything from the UAV trailer to vehicles, heal troops and give ammo like it was manna from the gods. A commander not only should be on the lookout for Supply Drop requests from his Squad Leaders, and in need of ammo statements from the Squad Members but should be thinking ahead of where a Supply Drop might be needed. Perhaps those armored vehicles assaulting that flag or dueling with enemy vehicles could use a little health boost but don’t have the time to request it. Has that self-propelled anti-aircraft gun been battling it out with those pesky choppers again? He may need some attention too. A Commander can also drop them to repair his teams UAV trailer or Satellite trailer, without which he is useless.

    Tanks

    These can be used in direct support of Infantry Fighting Vehicles or as the spearhead in an assault on a flag. Remember keep moving! A stopped tank is nothing more than a pillbox with a target painted on it. Maintain awareness of where those mechanics and Supply Drops are. Remember you are in a tank, not playing football; you should not be making end runs. You are in a bloody assault vehicle – assault! Enemy ground troops are one of your worst enemies. You will need infantry support of your own to keep them from sneaking up behind you and placing that dreaded C4 or hitting you in those weak points with those AT rockets. So don’t go harrying off on your own only to get picked off with little gain in return.

    Infantry Fighting Vehicles

    These should be used in either direct support of infantry or in “wolf packs” of other infantry fighting vehicles hunting lone enemy vehicles and making deep strikes into enemy territory. Like the tanks these guys should stay on the move whenever possible as part of their defensive capability lies with their speed.

    Light Vehicles

    These include hummers, vans, jeeps buggies, and zodiacs. The speed and maneuverability of these vehicles make ideal transportation for rapid assault groups trying to get those flags from across the map or for rapid redeployment of squads. The heavy machineguns on them also make them ideal for keeping choppers on their toes.

    Fixed Wing Aircraft

    Three words for you here – CLOSE AIR SUPPORT. Since I have yet to see or hear of a fighter capping a flag then their primary role should be in direct support of ground troops who do. To do this then any pilot should be in a squad of his own so he can be directed by the Commander to strike enemy concentrations. This also works as a substitute for Artillery Strikes during that long reload period. If a Squad Leader requests an Artillery Strike but it is reloading or already in use then the Commander can direct an air-strike on that location. Only as a secondary mission should the aircraft go for air superiority. The reason for this is that no matter how many aircraft you shoot down you will not get it until you capture the airfield or helipad on the ground.

    Transport Helicopters

    They are just that transports, too many times will you see a fully loaded transport copter leapfrogging from one flag to the next or even an copter with a pilot and one gunner jumping from flag to flag only to have a flag retaken as soon as it leaves. The pilot and gunners have a purpose in that bird but the passengers are there to be transported to a particular place. They should be leaping out to secure the flag so it is not retaken. If you want to deep strike into enemy territory and cap that rear flag then make it count by dropping off a squad on that flag to hold it.

    The Gunship
    The Gunship are hunters and bodyguards; flying in advance of friendly forces destroying enemy vehicles or providing protection to the Transport Helicopters or close air support to ground troops. Like the fixed-wing aircraft the pilots and gunners should be forming a squad of 2. This is so the Commander can direct them to hotspots or to the location of enemy armored vehicles.

    Self Propelled Anti-Aircraft Guns (SPAAG)

    Tanks and other armored vehicles can draw fire from a Gunship like flies on poop. Their most effective protection is you, the SPAAG. You do not have the armor to tangle with other armored vehicles so don’t act like you do. Stick to your larger brothers like glue and keep those aircraft away. They also can double as an effective anti-infantry deterrent as well.

    Anti-Tank and Claymore Mines

    Mines are a defensive area denial tool and once placed are indiscriminant killers. Care must be taken when placing them. They should be placed in areas that you wish to deny to enemy vehicles and personnel but not in places you still want access to. While ringing a firebase with Anti-Tank Mines my prevent the entry of enemy vehicles it will also prevent the exit of any friendly vehicles that may re-spawn there, thereby denying your side of a valuable offensive tool. Claymore Mines should also be placed on areas to prevent the infiltration of enemy troops giving any sneaky bad guys a nasty surprise.

    Team Compositions and Missions

    I don’t think that there is any one “perfect” squad composition that will fit all situations. Squad composition should fit the particular mission and styles of the Squad Members. When choosing a class one should take into account what he or she is good at, what class is represented in the squad already and what the situation calls for.

    Maybe you have joined a Spec Ops squad who has been tasked by the Commander to reduce the enemy’s command, control and communications capability by destroying enemy UAV and Satellite vans, and artillery. The Spec Ops class is ideal for this, but if the squad already has some of these in it then you may think about a Support troop to keep them supplied with C4 or a Medic to keep them alive.

    There are many variations of Squad compositions; the above is just one example. Remember, to always take into account your teammates, the environment, mission, and your personnel skills when deciding what Squad to join and what class to take.

    SSgt David Pearce
    2nd Battalion 4th Marine Regiment
    Magnificent Bastards

  • #2
    Re: Battlefield 2 and the Power of Teamwork

    Good tips, but unless you have a good clan or something, most people wont bother to play in a squad, or at all as a team.

    Comment


    • #3
      Re: Battlefield 2 and the Power of Teamwork

      i never leave the commander view as commander unless i'm repairing something or my body gets attacked.

      And as said above, on pubs, most people don't listen to their sls or commanders. this is till the internet remember

      Comment


      • #4
        Re: Battlefield 2 and the Power of Teamwork

        Great post SSgt Dave.

        I think most folks are looking for this rich gameplay, but can't be bothered with the commitments most clans wish to impose on gamers. Then there's the award system. I love it personally, but clearly points and rewards govern many gamers actions online. Hate to see it go, but imagine there being no stats records or unlockables, maybe then more folks would be interested in winning the match.

        BTW, why not have an OPTION in a ranked server that everyone must join a squad with X seconds of joining or be booted? Of course this is no guarantee of teamwork, but it would at least be a step in the right direction.

        In the end, teamplay is a social contract that one either agrees to within the dynamics of a clan (closed community) or hopes for online among strangers. When it happens it's very rewarding; when it doesn't you're left chasing your squad leader as he flies away alone in a BH. :wall:

        Comment


        • #5
          Re: Battlefield 2 and the Power of Teamwork

          great post SSgt Dave!

          Comment


          • #6
            Re: Battlefield 2 and the Power of Teamwork

            I think the personnel point award system may have actually hindered teamwork in a sense since it is easier to get points working alone rather with teamwork. This in a way discourages teamwork. My only big gripe about the teamwork and leadership system in Battlefield 2 is that they did not make the incentives strong enough to encourage wide spread or strong team play.

            Having put some thought to this and reading other posts on the subject I have come up with these proposed additions to the scoring system:

            1. Give a bonus of +10 to all Squad Leaders of squads of 4 or more on the winning side.

            2. Give a bonus of +10 to the Squad Leader of the best squad.

            3. Award teamwork points to players who follow the orders of his Commander and Squad Leaders. In this plan it would require the addition of two additional possible orders to issue; the “Capture Flag” and “Defend Flag” order. (Note: Bonus points will only be awarded if the Squad if following the orders of the Commander or in absence of Commander orders the orders of their Squad Leader. Squad Leader orders become invalid if they differ from Commander Orders for the awarding of bonus points)

            Players would receive double points for actions under the following circumstances:
            A: When ordered to attack or defend a location all Squad Members of a squad of 4 or more who killed or assisted in a kill within a certain radius of that location would get double points (NOTE: The Squad members will get the points if they are either in that zone when they make a kill or kill an enemy while the enemy is in that zone.)
            B: Any Squad Member of a squad of 4 or more who repaired or destroyed a target under orders would get double repair points.
            C: Any Medic or Engineer of a squad of 4 or more would receive double repair/heal points for repairing a vehicle occupied by a fellow Squad Member or healing a fellow Squad Member.
            D: Capturing a flag under orders will get double capture points as for Squad Members of a squad of 4 or more who participate in the flag capture.
            E: While defending a flag under orders Squad Members of squads of 4 or more will receive an extra defending flag point for any enemy killed within a certain radius of that flag in addition to any other points earned. (NOTE: The Squad members will get the points if they are either in that zone when they make a kill or kill an enemy while the enemy is in that zone.)

            4. Eliminate the ability for helicopters and vehicles to capture flags. But in return award Helicopters Pilots and Vehicle Drivers two bonus point for every Squad Member they transport to a location that squad has been ordered to. (Example: Alpha Squad, with 4 members, is ordered to capture a flag. The Pilot of a Blackhawk, who takes Alpha Squad to that flag zone, remembering that that Alpha Squad must get out of the Helicopter to capture the flag, gets +8 points for getting them to that flag zone once they get out of the Helicopter.) (NOTE: Pilots and Drivers would be able to see the destination location of any Squad Member in his Helicopter.)

            5. Enable crew of all aircraft and vehicles eligible to earn the bonus points sited in #2 so long as all personnel who are manning crew slots on that vehicle or aircraft are in the same squad and the only ones in that squad just as they were a infantry squad of 4 or more. (To facilitate this it could automatically join players manning a crew slot in a particular vehicle or helicopter in a squad of their own.)

            I think that making these changes would be more than enough to encourage teamwork and strong team play while the built in restrictions would limit abuse. It would also curtail Helicopter whoring and driving off in transport vehicles without passengers, both common complaints. I think that it would also encourage less toleration of bad Commanders.

            What dose the Battlefield 2 community think of this?

            SSgt David Pearce
            2nd Battalion 4th Marine Regiment
            "The Magnificent Bastards"

            Comment


            • #7
              Re: Battlefield 2 and the Power of Teamwork

              I have been playing the BF series since it was first released and it has been evolving more into a team work oriented game. I beleive that EA will continue improve gameplay as long as enough players keep suggesting ideas like yours.

              Comment


              • #8
                Re: Battlefield 2 and the Power of Teamwork

                Some further good thoughts. Maybe one gets points for staying with the squad for a certain length of time. If they refuse to participate the leader can boot them, thus losing these exra points.

                In the end the game has all the necessary tools for teamwork, but additional resources spent by the developer to focus even more folks into the real strength behind BF2 is unfortunately required for online play on general servers.

                TS!

                Comment


                • #9
                  Re: Battlefield 2 and the Power of Teamwork

                  When i am commander and their is a Jet squad i always request demolitions on a target and let them know that when i say "Demolitions Needed hear," i mean "Bomb the !*&$# out of there!

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