on 25-09-2009 04:48 PM
on 25-09-2009 05:01 PM
on 25-09-2009 05:13 PM
SMLXL wrote:
just one question really, what level do you have to be for each of the roles? would be a useful addition to the guide
You have to be level 15 before you can apply to be a squad leader, although chances are if your not already 15 or higher you'll find it hard to be squad leader as it picks the highest ranks as the squad leader.
After you lead a few squads you gain leadership experience, you need 50 to get to the next level which i assume means you can become a platoon leader (I am 48/50 atm so cannot say for sure). I would guess then there is a new target to become an OIC.
on 25-09-2009 05:27 PM
Mekismo wrote:
SMLXL wrote:
just one question really, what level do you have to be for each of the roles? would be a useful addition to the guide
You have to be level 15 before you can apply to be a squad leader, although chances are if your not already 15 or higher you'll find it hard to be squad leader as it picks the highest ranks as the squad leader.
After you lead a few squads you gain leadership experience, you need 50 to get to the next level which i assume means you can become a platoon leader (I am 48/50 atm so cannot say for sure). I would guess then there is a new target to become an OIC.
on 25-09-2009 05:29 PM
on 26-09-2009 12:24 AM
Icematt12 wrote:I think there should be more communication from my surperiors. Most of the time it just seems that squad leader assigns an objective and some go and try to do it while some will not. One time I think a Leader gave an objective we couldn't get to because of bunkers closer to both spawn points. Leaders need common sense as well as communication.
On a side note, would a squad be more effective as fireteams? Like as 2 groups of 4 or a 3,3,2 formation to offer co-operation but not have everyone in the same place.
Message Edited by Icematt12 on 25-09-2009 04:16 PM
Well sometimes I put a objective up for the AAA gun even though there is 4 bunkers in front of it because if you can flank the bunnkers and take out the AAA gun the Squad Leader and Platoon Leader can call in air strikes on 2 of the 4 bunkers so thats 2 squads that cannot spawn up front plus you can parachute your team behined them and take the other 2 bunkers rather quickly ![]()
on 27-09-2009 03:59 AM
T9X-69 Mensageiro:Well sometimes I put a objective up for the AAA gun even though there is 4 bunkers in front of it because if you can flank the bunnkers and take out the AAA gun the Squad Leader and Platoon Leader can call in air strikes on 2 of the 4 bunkers so thats 2 squads that cannot spawn up front plus you can parachute your team behined them and take the other 2 bunkers rather quickly
^^^ THIS!
Squad/Platoon Leaders everywhere please keep this in mind, especially when 5+ minutes have passed and you've yet to gain a single inch. If the other side has managed to push you off at the bunker line, that means they're either too good/coordinated for a frontal assault and/or are investing heavily on that line -- which usually means there's a huge (mostly) empty space behind it.
Sneaking a squad or two through the sides (a flanking maneuvre), bypassing the minor objective and going for the things that can give you direct tactical advantage (first AAA turret, to gain all sorts of air support, then Mortar, to kill the enemy's ability to launch their own strikes), can sometimes be pure suicide, sure, but if it's going that bad that you can't take and keep the enemy's bunkers, then you really don't have much to lose anyway. And if done right, it can shift the momentum long enough to tip the balance in your favour.
I've been on the attacking side where we ended the match still pretty much where we started, and it's frustrating to see the same freaking tactic being employed start to finish and have it fail 100%. And I've been on the defending side where we managed to keep the enemy at bay with minimal losses for the longest time, until a small group (not even a full squad) managed to do an end-run on us and take out the AAAs.
That single event not only enabled them to start parachuting in troops right smack in the middle of the base, but their initial airstrikes (called in as soon as the AAAs went out -- a very well-coordinated effort) took out many people, scattered the remaining, and the ensuing caos gave them that precious window to pour through and essentially claim superiority on our own base. Suddenly, it felt as though we were the attacking force caught on an enemy base. And when the Helo got in, the show was over.
So don't be afraid to get creative and urge your people to do unconventional things. If people are willing to work as a team, otherwise it's just a free-for-all, there's a lot more that can be done besides the obvious. But if you do want something unconventional, then spell it out -- nobody's a mind reader.
/rant off -- just got both the level and enough (gameplay) experience to start applying for Squad Leader, hoping to cut my teeth next Monday.
on 27-09-2009 05:46 AM
Using any command ability puts the global cool down on everyone/everything.
You call in a mortar strike, not only do you render someone else's mortar useless,
you also give everyone else who is in command a command cooldown.
on 27-09-2009 07:46 AM
Lythinari Mensageiro:Using any command ability puts the global cool down on everyone/everything.
You call in a mortar strike, not only do you render someone else's mortar useless,
you also give everyone else who is in command a command cooldown.
Makes sense, it forces Squad Leaders and their Platoon Leader to coordinate actions. But I can tell you that it didn't feel like that when we were being overrun -- but I guess that's just my skewed perspective from being in the thick of it when the other side started shredding us to pieces. ![]()
on 27-09-2009 01:22 PM