I wanna nod towards dwuf76's thread for getting me thinking about posting this:
I don't want to derail his, but it inspired me to point something out.
There's a big differance between being a good squadie and being a good squad leader.
His point is that he sometimes doesn't like being thrust into the role of SL. That's cool... atleast he's aware of the differance! A good SL shouldn't be flying an attack chopper or in a tank with a man in the turret. He basicly shouldn't be anywhere that prevents his guys from spawning on him.
Well, that's a good start, but what makes a great SL?
I've been lucky enough to play with some great SL. I aspire to be one when I'm in the roll... but what defines that?
I figured there's some things you can do (even in a pub game without battle coms) to really enhance the preformance of your squad:
You don't have to be leading the way all the time. Since you are the a walking spawn point, your life is worth more than then men's. Send some troops up ahead to cheak things out before rushing a flag.
Don't be afraid to hide! If you can act like an anchor for your troops to re-spawn on, you've got a much better chance of taking a flag.
Watch your mini-map to see where your men are. Try to keep the squad together as much as possible. Don't lose your boys!
Use the requests for supplies, UAV, and Artillery! What's the worst that can happen? The commander says no. *shrug*
In SF, I suggest that the strongest kits for SL are anti-tank, assualt (both because of the grapple hooks to get you off the ground), and the sniper (because he can provide a hidden spawn point AND cover).
I'm sure you folks can add to these suggestions, have some ideas on the topic, or wanna call me a git.
So... ah, do it!
I don't want to derail his, but it inspired me to point something out.
There's a big differance between being a good squadie and being a good squad leader.
His point is that he sometimes doesn't like being thrust into the role of SL. That's cool... atleast he's aware of the differance! A good SL shouldn't be flying an attack chopper or in a tank with a man in the turret. He basicly shouldn't be anywhere that prevents his guys from spawning on him.
Well, that's a good start, but what makes a great SL?
I've been lucky enough to play with some great SL. I aspire to be one when I'm in the roll... but what defines that?
I figured there's some things you can do (even in a pub game without battle coms) to really enhance the preformance of your squad:
You don't have to be leading the way all the time. Since you are the a walking spawn point, your life is worth more than then men's. Send some troops up ahead to cheak things out before rushing a flag.
Don't be afraid to hide! If you can act like an anchor for your troops to re-spawn on, you've got a much better chance of taking a flag.
Watch your mini-map to see where your men are. Try to keep the squad together as much as possible. Don't lose your boys!
Use the requests for supplies, UAV, and Artillery! What's the worst that can happen? The commander says no. *shrug*
In SF, I suggest that the strongest kits for SL are anti-tank, assualt (both because of the grapple hooks to get you off the ground), and the sniper (because he can provide a hidden spawn point AND cover).
I'm sure you folks can add to these suggestions, have some ideas on the topic, or wanna call me a git.
So... ah, do it!

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