Strats, make them... post them. based on 10 man team.TR

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Bulor
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Strats, make them... post them. based on 10 man team.TR

Postby Bulor » Mon Apr 28, 2003 10:51 am

Rolls needed.

1:Galaxy/mid/ligthing/Command uplink(CR1-5)
2:Tank/Mid/Anti-Veh
3:A.Med/E/Mid/
4:CE/Mid/H-Ass
5:Sniper/Reav/
6:Sniper/Mosq/
7:MAX-DC/Ligthing
8:MAX-DG/Ligthing
9:Inf/Adv.hack/AMS/wraith or harraser
0:Inf/Adv.hack/Mosq

1.Commander:
The guy in charge.... we need someoen to take the role of being the gimp ;) heh, we have to start making 1 person in our squads the focus SL and get as much CR as possible. with command rank, you get options to place waypoints for your squad..aswell as draw out battle plans and send them to each member via a printable image over PS servers. aswell as keep in contsant communications with the other high CR players in the server(thus to orgazine more large scale assults) so this player will be the Galaxy pilot(for the basic Tr sanc departure). This is the player that will be the overall guideance of the group. guiding us to where and what we hit next.

2.Tanker:(Prowler)
This guy hangs with 3&4 ALOT(for they are his gunners) once the wave of combat begins to slow down. (3)jumps out of tank as 2&4 still patrol around.. 4, can take this moment to set up turrets/mines around the base. (2) also takes the role as anti-veh. (he sports a big rocket in his backpocket and lays waste to all baddies)(tip on gunners: you basiclly have an unlimited fire rate if you hold down attack button, and before you run out of ammo..hit reload.. there will be no downtime between your shots!)

3.Medic/Repair/Attack(combat Medic)
Once the wave of combat settles. this player enters the base along with the (9)hacker, and 7&8(which may or maynot be in heavy format ATM.. (9)enters..and hacks Terms..7&8 gear up(they might have been in ligthing mode before the attack). (3)'s job is to keep his ppl alive..and leech xp!

4.Combat engeer
Mines...turrets.. the whole nine yards.. learn placement.. i found that the turrets that give me the biggiest troubles are the oens which are placed on the top of ramps.. not only do they attack air better.. but also seem to have a larger radius of attack. teamed with motion senors they are an evil evil force of evol!) (4) patrols the base.

5.Sniper.reav and 6.Sniper.mosq
Air patrol..aswell as lookouts on upcoming attacks. the SM(sniper.mosq) will be the main sniper which automaticlly assume a postion on top of a hillside to taken out as many targets as he can.(mosq inventory can be dumped to load more ammo). SR will stay in the reaver to keep the ground attacks deprived.. and will only begin sniping once his reaver is turned insideout. Sniper tip: after yor first shot.. reload ASAP then blindfire.. aslong as you didn't move.. your bullet will hit the same location as it did before if your target has not moved.. also your 2nd shot...chances are.. will hit the target before he has time to stand and run/change weapon. ;) easy kill.

7.MAX's anti-veh and 8.MAXanti-inf (both do major damage to inf and other maxes) they are your basic massive assult players. they don't have a desire to live forever.. but just take out as many players as they can. becuase these players will have a high XP kill count.. they can afford to tech higher then MAX(6 points total for MAX and ligthing) so they can pick up another max or heavy-assult(to have gear during the 5 min max timer)

9.AMSHacker
Roles with Wraith or Harriser.. or even a AMS if needbe. his role is the primary hacker of the group. runs around in a base.. hacking everything. FEW tips:. turrets don't see you if you crawl ;) so you can basicllybypass any defence... motion sensors don't see you if you crawl.... players don't see you crawl.. crawling is great =)... after you have the base hacked you can do 1 or 2 things.. camp it along with the MAXes and makesure no other hackers sneak in and counterhack(it's so funny hacking a CC with badguys standing all over you) so you have to get your get your visual senses up to par.. alot of hackers find nifty lil places to start hack.. so try to look for the a lil glowing line floating in the air.. then unload on it =). on the field.. the AMS hackers job is to find enemy AMS which are always parked near. find it... report it's lcoation.. and jack it. disarm it..and run off with it..running down as many baddies as you can =). also try you can hack enemy trucks like Vanguards and magriders and such.. some players when they don't have a squad.. buy a tank park it.. and mount in gunner seat to farm. you can jack these the best.. becuase they are not going anywhere... then job in gunner seat..and farm =).

0.Lonely Hacker
This is the lonely hacker..which gains most of his XP from solo ganks and leeching from the groups kills. what he does doesn't seem to do much for the group.. heck he wont even have to be in the group to complete his task.. but is just to keep himself growing. he flies around.. and rehackes all remote towers accross the map.. if he dies.. he repawns in a tower head to the neariest town..pics up another mosq..and contiunes his quest.
basiclly.. when a race has no more towers and all the bases are hacked.. they have no reaspawn..and get booted form the island. also it keeps the enemies confinded to one area..which is the focus point of the attack.. instead of giving them the option to spread. you guysmight have noticed this on the attacks lastnight.. how TR were all forced to spawn at that one tower which was the final battle.

So this is a nice squad function.. now that we all have a basic grasp/vibe on the games mechanics and styles.. you can now start to focus on what role looks right for you.

i see myself either has Inf.advhacker/AMs or Mosq... but i perfer to be a sniper..becuase i'm rather good at it =).
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Postby Zeris » Mon Apr 28, 2003 11:47 am

I know a lot of you really know your shit from playing daoc a lot, but we should consider teamwork drills. people like me could benefit. I could see us trying to get our shit loaded and on a galaxy as fast as possible (1 example), learning to hot drop TOGETHER so we land together, escorting and marchingorders/formations when we're travelling to battles (this matters), and ESPECIALLY infantry/MAX minisquads inside enemy bases. the latter improves most with real practice, ie vs the enemy.
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Postby SuperHelix » Mon Apr 28, 2003 11:56 am

I have been trying to do this, but no one will listen, well few too.

I think we need to take our squad and focus on taking towers together as quickly as possible to setup spawn points.

Once we get good at that, we can then move to base takeovers.

I would like to spend this week with myself as leader running a Sunderer of the troops wiht air/tank backup, since no one is flying a Galaxy.

We try a new island other then Ish, and we STICK Together no matter what.

Remember this is beta.

See you in game tonight.
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Postby Bulor » Mon Apr 28, 2003 12:20 pm

ALSO! very important.. ANT's.. i think we can fit a ANT in the back of a galaxy.. so at each warpgate we jump into.. we lock and load a ANT full of NCU's so that if a base gets low on manjuice.. we can refill. and keep it claimed.
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Postby KnocKouT » Mon Apr 28, 2003 1:20 pm

Good idea, ive seen many squads do this. Anyone can drive an ANT as long as they have a vehicle cert and dont have Reinforced or MAX armor.

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Postby Candide » Mon Apr 28, 2003 1:58 pm

All I want to add is tanks. I'm a huge fan of the tanks having played them more. I personally prefer the VS tank over The prowler, because 1 its more fun to drive (you can actually shoot), it is far far far easier to drive (can strafe) and the tank cannon is easier to aim/hit (it shoots straight rather than parabolic). But either way, they take tons of damage, and dish it out. 2 or 3 tanks together are a deadly force against superious odds.

What I would suggest is screw the transports, especialy if you are talking TR. Maybe something like 2 prowlers with each gunner, or even 3 prowlers with only 1 gunner in main cannon. Either way, 6 in tanks, which includes your meds/engineers, even hacker and sniper. An ant, an AMS, and 2 air support (at least one reaver, if not both).

Once at the tower, the tanks park outside, and man their own guns. The AMS deploys and you have the gunners get out and resuit up into Maxs.

The ant is only necesary in base taking, and right now I'm thinking more Tower taking. So you could replace him with anything, lightning, maning a gun, whatever.

Also, I think medics are overrated right now. I had one in a squad, and it was a waste. Engineer healing armor is more useful. The ress is nice, but useless if you bring a AMS.

MAX's are mean, especialy TR's. We don't have enough yet, but 2 squads is where we need to get to. 1 is too few unless it is very lightly defended, hard to get a good diversity.

So, for tower taking with TR in mind:

2 prowlers, hacker in AMS, 2 reavers, 1 optional vehicle (could be another prowler, another reaver, lightning or mosquito but he should be willing to leave vehicle)

Engineers in each prowler. One should be combat engineer, could be driver, could be gunner, doesn't matter.

Roll up to tower, AMS deployed just outside of easy access from tower, using hill terrain as an advantage. Hacker stealths and moves in, reavers doing some distant scouting (mosquito would rock for this) as hacker gets up close and scouts in more detail.

Tanks roll up, taking out cannons if they exist on the top. Reavers rocket blast cannons as well. Reavers setup position on the top exits, one on each side. Prowlers setup position outside of bottom level door, one on each side, facing so that they can shoot at the stairs, or perhaps one each way, 1 facing stairs, 1 facing wall opposite of stairs.

Gunner switch. Driver parks, takes main cannon gun. Main cannon retreats/suicides to AMS, equips Anti infantry MAX. Idealy you end up with at least 2 of these at first. This is the only tricky part really, where you have a small lull, but hopefully they are reequiping. Keep your secondary gunners on the prowler laying down machine gun fire.

Once the maxes are up to teh entrance, secondary gunners break out, and get into MAX suits. Maybe anti vehicle and anti air? If you have ever flown a Reaver, you know how much someone having anti air hurts.

So, you now have 2 reavers floating in support on top level, 2 parked tanks, main cannons blasting inside. 4 MAX's laying waste inside. A hacker hacking his heart out. This still leaves one for that lone spot, be it lightning, ship or extra prowler, really any form of vehicle. Ideally he would also be a max suit, or a sniper covering our behinds, or a mosquito on the look out for incoming forces.

Different version for VS, but same idea.

Again, that is Tower taking only.
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Postby SuperHelix » Mon Apr 28, 2003 2:37 pm

Great post Candide. I agree. Only mass transport should be a galaxy to drop onto a base a squad of 8-14 people. Other then that. Tanks with gunners and move together with an ANT and AMS.

Lets start that tonight :)
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Zeris
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Postby Zeris » Mon Apr 28, 2003 3:11 pm

I thought you couldnt take MAX armor from an AMS.
I love the plan candide we should practice it on our own bases
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Bulor
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Postby Bulor » Mon Apr 28, 2003 3:29 pm

yes tanks are a major part of battle.. but heres the issue... not only are you a large target(if parked) your also hacker bait. i have hacked many parked tanks.... and it's just a waste =). 1 main tank with 2 ligthings.. main tanks draws most fire.. as ligthings sprint around rolling and gunner down extras from other directions. ligthings are very mobile and pack a hellva punch.

oh and MAX's can't spawn from AMS =(
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Lieph (heal)/ Sapporo & Djur(Sham)/ Qute & Brail(SBs)/ Bulor (war)/ Blackroc (ska)/ Antigun & Antigunn (SMs)

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Lieph (Warlock) / Vexi (Hunter)

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Postby Candide » Mon Apr 28, 2003 3:39 pm

Damn you with your facts, ruining some good theory :onfire:

:P

And yeah, with the parked tank you are a target, but I kid you not I have parked that thing several times, and hoped into the turret, taking out a dozen easily including MAX's before I get wiped. Not even at a door to a tower, but just near a base under attack.

Anyways, this just goes back to the fact that 2 squads is best. MAX's are so useful in taking over forts, IMO because they take out so many troops with them. Damage absorption seems to matter more than damage dealing in many instances in this game. So gotta get a good way to get them into the equation. Can MAX's drop out of a galaxy? I know there are 2 slots in a Sunderer, which can take a beating, and dish out damage.

Thing that sucks about sunderer is it is useless when they get too close, and you can't identify friend from foe by putting the crosshairs over the target...believe me, me and daoiid have a TON of grief points after riding with D. But it was fun as hell.

Lastly, Dwayne, I don't care if that was a friendly quadbike, that was one hell of a shot you made on him, me going over mountain terrain, bike hauling ass over mountains, one shot fires from my cannon over head and just one hits the guy. Still chuckling over that.
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SuperHelix
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Postby SuperHelix » Mon Apr 28, 2003 3:46 pm

Ya Im a good gunner lmao :) I was like shit, thats our own dude.
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Postby Hall » Mon Apr 28, 2003 3:51 pm

i wanna play whiff yous :(
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Postby Candide » Mon Apr 28, 2003 3:55 pm

Hall, someone said today they fixed the bug and you can now delete and reroll.
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Postby Zeris » Tue Apr 29, 2003 1:31 pm

You can always deconstruct your own vehicles if you dont want to leave candy for hackers
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