Page 1 of 3

Squads

Posted: July 22nd, 2006, 15:50
by Dog Pants
With us getting quite large numbers now I've been wondering what distribution of classes makes up a good squad. Is it a liquid thing with everyone spawning as what's required? I'm thinking there's some kind of structure that would optimise squad performance, maybe for different roles.

Anyone any thoughts?

Posted: July 22nd, 2006, 16:45
by Duke of Ted
I reckon a medic or two is essential to keep the squad alive. An anti-tank dude and a Spec-ops for blowing shit up. And a support trooper to re-supply anti tank and spec-ops.
Maybe a sniper to stay at a distance, providing cover fire and spotting enemies.

Posted: July 22nd, 2006, 16:49
by Nickface
Engineer.



Engineer is the answer to everything.

Posted: July 22nd, 2006, 16:54
by Hehulk
I dunno, on the rare occasion I've played Beef2, I really enjoyed using the machine gun (you guys can correct me later on it's proper name). Nothing like an AOE weapon to get some kills :)

Posted: July 22nd, 2006, 17:27
by Lateralus
I reckon from a squad perspective, sniper is the least needed of all classes. From the others, medics are most useful, with support too (since its my most played class). Anti-tank is useful when there are vehicles which regularly need blowing up, but for a tank you really need 2 guys working together to get him quickly.

Engineers always seem a little limited in terms of contribution to a squad, but doubtless have their uses; and assault seem to have little advantage over support, but I'm growing to like the F2000.

In summation, it tends to be a bit of a liquid thing depending on number of people playing, the map, and the particular scenario at the time. Whilst I'm sure that there would be some "ideal squad formation", I refer you to 5punk and the act of herding cats.

Posted: July 22nd, 2006, 18:23
by Sheriff Fatman
I think Beef moves to fast for an 'ideal' squad set-up. All you really need is a medic, a support gunner and Spec Ops.

The first two for obvious reasons and the Spec Ops because I think it is more versatile than an AT. Personally, I just look at the squad screen and see what is needed to best fill out the squad.

Some people prefer not to play certain classes, others prefer to play one class much more than another, I don't think any of us would like to be expected to play a class just for the sake of squad balance :)

All classes lend something, an engineer can be useful in an all out assault because the auto-shotties can be a 'win button' up close and personal, and the sniper can be great if he manages to recce a target flag, spot the baddies and watch peoples back as the flag gets capped.

Posted: July 22nd, 2006, 18:30
by Dr. kitteny berk
it is very much herding cats, but we seem to work out by magic anyway.


i'd disagree about the sniper being least needed - it really depends on the situation, often a sniper will be far more use than specops/assualt

Posted: July 22nd, 2006, 21:39
by Roman Totale
I generally pick one class and concentrate on that for a while. First I played Medic now I'm doing Support.

That said I do change class depending upon necessity (ie, re-spawning as Anti-tank/Spaz-op if there is a tank nearby).

:ninja:

Posted: July 22nd, 2006, 21:44
by Dog Pants
I have to admit I generally just stick to AT regardless of what else is going on. I hate being defenceless against armour, but I love watching them shit themselves* when they get a missile lock warning.


*May not actually shit themselves, usually kill me with big metal machineguns of death.

Posted: July 23rd, 2006, 0:00
by FatherJack
I almost wish there was a 'Random' option like TFC, where you spawn as something different each time - not only does it give you practice at all the classes, but confuses the enemy and stops anyone accusing you of [class name]-whoring.

I guess it would make "IAR do X" badges hard to get, though.

Posted: July 23rd, 2006, 0:37
by Chickenz
Im in two frames of mind about this:

The first is yer lets do it lets organise ourselves into some kind of uber squad(s) and destroy all non-5punkers who stupidly get in our way. And i think it would work better than really well. If we all stuck to our specific kits e.g.

BERK = Sniper Whore
Dog Stockings = Anti-Tank
Me = Assault
so on and so forth

The second is nah it'll probably never kick off, personally i stick to what im good at whether it be sniper whoring from miles away (berk aswell) or assault, generally if i end up as something i dont use and dont enjoy using e.g. AT i suck the big one and will always get killed off quick leading to much frustration and all enjoyment being sucked away. Where as if i stick to what im good at i can cover the people who are doing something else e.g. Dog Thong taking a tank out whilst being shot at or covering a flag capture = me helping out by pissing them off or killing them.

Posted: July 23rd, 2006, 7:45
by Dog Pants
I agree with MC, and it seems that's the general opinion too - we'd be able to really kick ass if we made a structured, co-ordinated squad, but this is 5punk and organisation and co-ordination just doesn't happen. And why should it - if you start getting organised like that then it starts getting clanny and then people start getting pissed off when others under-perform, and then it stops being 5punk.

Having said that, the Eve players manage great feats of teamwork while remaining true to The 5punk Way (or should that be The 5punk WEY).

Posted: July 23rd, 2006, 10:37
by Roman Totale
M4niachicken wrote: Dog Stockings
:lol:

Posted: July 23rd, 2006, 11:06
by Hehulk
If I may suggest, why not try it for a session? If you guys don't like the organized wey (I think we're on to something here) then stop doing it :)

Posted: July 23rd, 2006, 11:22
by Lateralus
Y'know hehulk, the amount you hang around here, I think you should come Beef with us!

Posted: July 23rd, 2006, 11:50
by Dr. kitteny berk
Hehulk wrote:If I may suggest, why not try it for a session? If you guys don't like the organized wey (I think we're on to something here) then stop doing it :)
pah! i think our usual level of organization is perfect, we get stuff done, play pretty well*, and have fun.


*Not well enough to utterly dominate all the time, which is important, a decent random team can still hold/beat us.

Posted: July 23rd, 2006, 11:56
by Hehulk
Lateralus wrote:Y'know hehulk, the amount you hang around here, I think you should come Beef with us!
I won't say I've not been sorely tempted, but other things like getting my computer working took importance over getting some new game. Perhaps when I next get paid....

Posted: July 23rd, 2006, 12:05
by deject
My ideal squad:

1 or 2 medics
1 or 2 Anti-Tanks
1 Support
1 or 2 of either Assault or Spec-Ops or a combo

Having 2 medics can really help out, especially if one gets killed.

Posted: July 23rd, 2006, 12:10
by Chickenz
Dr. kitteny berk wrote:
pah! i think our usual level of organization is perfect, we get stuff done, play pretty well*, and have fun.


*Not well enough to utterly dominate all the time, which is important, a decent random team can still hold/beat us.
lies, hax etc... lol we've done nothing but destroy the oposition over the last 2 days having best squad, and 5-6 names in the top5 as standard.

:)

Posted: July 23rd, 2006, 12:21
by Dr. kitteny berk
deject wrote:My ideal squad:

1 or 2 medics
1 or 2 Anti-Tanks
1 Support
1 or 2 of either Assault or Spec-Ops or a combo

Having 2 medics can really help out, especially if one gets killed.
Urgh.

for me.

2 medics.
1 assault.
1 support.
1 AT.
1 floater

reasoning -

2 medics can basically sustain each other well.
Assault for body armour, accuracy and smoke
support to scare the shit out of the baddies
AT to take tanks cars down, but only one because they're pretty fucked outside a CQB scenario.
One guy switching between the other kits for the needed role* at the time.


*This is what i'll usually do anyway, sticking to a kit until i need to do something specific, most often AT or sniper.