Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
46
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Posted - 2015.07.11 17:45:00 -
[1] - Quote
The pro's and cons as I see after a few days...
Pro:
4 man: Good tactical size for sending part of your team out to do something. Can take a lightly defended objective and defend one well enough to at least slow down a larger force. Can better benefit from the squad leader commands as their more spread out.
8 man: Nice balance between 4 man and 16 man squads. Able to generate more WP, but still remain into tactical groups capable taking heavily defended objectives or defend an area from a sustained assault. Easier to qsync two squads into the same battle than 3 or 4.
16 man: Easy WP generation for orbitals. Shared squad sight and squad related bonus like scanners and vehicle wait timer. Potentially more people can gain benefit from objective orders as the only 1 person is squad leader and exempt from the bonus. Easy full team deploy, which doesn't matter to much in PC but would be great if in other game modes. Complete team coms in squad chat, no need to risk buggy team chat or spies in an outside chat channel.
Cons:
4 man: The squad can be a bit small to make a true difference on some maps, especially if you can't rely on the rest of your team. Forced to use outside chat channel to coordinate efforts in a qsync, or team chat (which fails to work from time to time). Trouble earning WP for orbitals unless you go out of your way to farm WP over defending objectives. More bonus Wp lost from defense orders since there are at least 4 squad leaders who won't earn any themselves.
8 man: Middle ground between 4 and 16 man squads. Lends towards bottle necking on one point as people treat 8 man squads like they are still 6 or less. Focusing half of your team on a single action can easily lead to a loss else where as the rest of your team struggles to pick up the slack, especially on 5 point maps. Still requires a qsync, even if a bit easier than smaller squads to achieve. Still requires outside chat to coordinate efforts threw the whole team. Bit more trouble with the squad command orders as it's impractical to have all 8 players in the same area, leaving larger amount of players not earning extra WP from the defense command.
16 man: Potential tactical disaster if treated like a normal squad. Takes a lot more effort to direct the group in any real fashion and tends to promote more lone wolf behavior. Squad command orders almost marginalized as only a small fraction of the team can be near one point to earn bonus WP, which means over all WP generation be a little bit slower even if it's grouped into a single pool. No blue berries at all, meaning if you don't do it no one will. The 'ignore the home objective' tactic and rush the far point tends to fail if you forget to send some one to hack it. You can't just rely on the blue berry to do the obvious thing and take the closer objective. Not quite a problem in PC's where you hand pick your team, but if 16 man squads were put into FW or Pub matches like people want it could be huge.
So not a complete list, just initial thoughts best as I can put them down. |