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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.11 16:37:00 -
[1] - Quote
I think ive given it enough time so people could figure it out so lets discuss the benefits of each different squad and general game mechanics:
4 man squads:
- all members of your pub squad now can fit into a single assault dropship
- you still need to leave a squad member behind cause LAV's can only have 3 people in it (4 man LAV please CCP).
- your squad needs to work harder to obtain orbital strikes
- gal. logi scans WP generation has beeing nerfed in pubs cause only the 3 other squad members can get you intel kill assist WP
- Passive scan sharing got nerfed cause now only the other 3 guys in your squad can see them
8 man squads:
- a dropship can only have 7 people inside of it which means you need to leave 1 guy behind (sad panda face)
- OB's are easier to earn then previously
- gal. logi scan WP generation has beeing buffed cause now 7 people can get you intel assist WP instead of just 5
- passive scans got buffed cause now 2 additional people can see what you see etc.
16 man squads:
- you need 2 dropships and a lav to transport all 16 players. I would like to have a heavy dropship variant with no guns and 15 passanger slots for team transport
- gal. logi scan WP generation got a huge buff in PC cause now your full team can get you intel kill assist
- vehicle active scan results are shared with your full team where previously it was only the 6 guys in your squad
- passive scans are shared with the full team instead of just the 6 man squad that you previously had
- team building for PC matches became much easier
- not even a single WP is wasted for OB generation which can lead to deadly and massive bombardments in quick succession
- no additional waiting times for getting into a vehicle of a team mate cause there are no bluedots!
Overall the benefits that a 16 man squad has are significant. We could go on and allow 16 man squads into FW though i would advise to turn off warbarge strikes in FW otherwise you will see deadly OB spam just like it is in PC at the moment. The argument of having unbalanced FW matches can be neglected due to the fact that q-syncing has become much easier with the addition of the 8 man squads. Because we actually have 8 man squads FW is much sooner avaible to play but we could boost this even more if we go ahead and allow 16 man squads.
The simpler the mechanic the more people would play FW. Espacially since you could just make it open to the public on the squadfinder and fill up that way. Like for example you name your squad "CALDARI FW" or "GALLENTE FW" and bam you get players. No additional knowledge needed about hidden FW chats etc. Just join a 16 man squad and voice up in it.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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zDemoncake
Horizons' Edge No Context
855
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Posted - 2015.07.11 17:04:00 -
[2] - Quote
I'm personally not a fan of using team deploy. I'm currently on phone, I'll edit a reason in later
CEO of Horizons' Edge's mercenary division
My soul, your beats!
Enemy to many; equal to none.
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Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
46
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Posted - 2015.07.11 17:45:00 -
[3] - 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. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.07.11 20:23:00 -
[4] - Quote
The biggest con is not being able to have a decently built squad for dom or aquisition.
I can give 4 man squads a pass in ambush, but dom and aq requires just as much teamwork as skirmish. because lp isn't a good excuse for me.
fw dom ques would be a nice alternative to simply scout mode skirmish fw.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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