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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
63
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Posted - 2014.01.30 18:56:00 -
[1] - Quote
Just curious, as an assault player, how other assault players see the role of assault. Thinking about starting a channel in game for assault players as there are sniper, scout, dropship, etc. channels all over the place. Every other class seems to have productive chats on how to engage and destroy assault players. Watching how some play, I'm wrecklessly assuming that most new assault players think attacking relentlessly is being assault.
This could be a great idea to help each other with ground and pound tactics on point assault and defense. We are the backbone of the battlefield! All sniper shots hinge on our ground feedback. All tanks reinforce ground movements. All dropships transport the 6 man assault squad to a point. We are being beaten by literally everything from assault dropship and tanks, to OP weapons with crazy rang and snipers.
We can discuss effective squad makeups, weapon usefulness, and protecting each other in battle. Every weapon, vehicle, and piece of equipment has an effective role when partnered with another combination of weapons. Let's discuss these things, and make the ground troop relevent again.
Everyone is invited! Tankers, pilots, snipers, etc. They watch our movements and see what we do right, and where we can use improvement.
I wanna call the channel "the ground den", but am open to suggestions for the chat channel name. Thank you
"Anybody order chaos?"
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
63
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Posted - 2014.01.30 19:27:00 -
[2] - Quote
I agree that assault players have to become jack of all trades players, but I think that is due to other assault players not having their backs?! If your running a mass driver for crowd control?Then your fire team buddies should carry an effective close quarter weapon, depending on the situation and environment, like an assault rifle, combat rifle, or submachinegun. The third memver of your fire team should be a logi, a heavy, or have a long range type of weapon like a scrambler rifle, laser rifle, or tactical assault rifle. Again that depends on the situation and environment.
I would like to get our new blueberries coming into the game and our veteran players a better understanding of how fire teams could work in the dust schematic. We have an assortment of weapons and support gear. Even if a player isn't in squad they should be able to recognize how they can support another assault player with what they carry on thier dropsuit. A player with a swarm launcher, ammo, and submachinegun should know, at a low level, that he is a back up secondary role to the primary shooter. The primary shooter should be a heavy or any type of rifle with short to mid range capability. The swarmer should concentrate his fire with the sub on the primaries targets to dispatch them quicker, while keeping the fire team ammo supplied and with an advanced level of anti tank support.
Too many times do I see anti tankers go down from not having fire support. They're beaten back by the infantry before ever being effective against the tank. This is just one example of how the fire team system could be implemented. Two effectively built fire teams per squad could, with the right tools, hold points defensively or take them. A three man fire team with a planned proper build could deter and destroy tanks effectively without being slaughtered or getting your team slaughtered. A forge gunner, swarmer, and a commando with a swarm launcher and RR could easily supply and defend itself while taking on tanks and infantry.
any thoughts?
"Anybody order chaos?"
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