Battlefield 4 (PS4)
Discussion
KryptonKid09 said:
One of my favourite and arguably most productive roles is as a tank/ LAV driver so would be happy to back up Judge as either. Or as gunner/ engineer with repair torch too.
I personally think we should use 'our' server for practice, ensuring all the PH guys get on the same side. Taking on 'all comers' during practise, should give us the opposition diversity we need to evolve into squads/ a team that can perform in any situation.
Trouble is that a lot of people will exit the server if they see an entire clan on the other side - chickens! I personally think we should use 'our' server for practice, ensuring all the PH guys get on the same side. Taking on 'all comers' during practise, should give us the opposition diversity we need to evolve into squads/ a team that can perform in any situation.
I suspect it might work best if we just have dedicated squads that will always play the same role in clan matches, e.g. heli squad/tank team and whenever the squad members are on line together, they get a bit of practice doing their role.
By the way, if anyone is getting Destiny (out tomorrow), your thread is here:
http://www.pistonheads.com/gassing/topic.asp?h=0&a...
http://www.pistonheads.com/gassing/topic.asp?h=0&a...
Suggestions:
Tank crew - THJ and KryptonKid (or A N Other)
Heli crew - youngsyr and Havoc (alternating pilot seat/engineer of needed)
Flag capper squad 1 - karl_mac + 3 from confirmed list
Flag capper squad 2 - Cbull + 3 from confirmed list
Agressive squad - four from Pilchard, JonVXR. MikeW, Lemmings, Sway, matt don (and anyone else I've forgot)
Tank crew - THJ and KryptonKid (or A N Other)
Heli crew - youngsyr and Havoc (alternating pilot seat/engineer of needed)
Flag capper squad 1 - karl_mac + 3 from confirmed list
Flag capper squad 2 - Cbull + 3 from confirmed list
Agressive squad - four from Pilchard, JonVXR. MikeW, Lemmings, Sway, matt don (and anyone else I've forgot)
KarlMac said:
Suggestions:
Tank crew - THJ and KryptonKid (or A N Other)
Heli crew - youngsyr and Havoc (alternating pilot seat/engineer of needed)
Flag capper squad 1 - karl_mac + 3 from confirmed list
Flag capper squad 2 - Cbull + 3 from confirmed list
Agressive squad - four from Pilchard, JonVXR. MikeW, Lemmings, Sway, matt don (and anyone else I've forgot)
Works for me. Tank crew - THJ and KryptonKid (or A N Other)
Heli crew - youngsyr and Havoc (alternating pilot seat/engineer of needed)
Flag capper squad 1 - karl_mac + 3 from confirmed list
Flag capper squad 2 - Cbull + 3 from confirmed list
Agressive squad - four from Pilchard, JonVXR. MikeW, Lemmings, Sway, matt don (and anyone else I've forgot)
I think we'll need two engineers at times in the scout heli when going up against mobile AA or other decent heli squads though. Ideally one with stinger, one with Javelin for locking on to other vehicles and both with repair torches and mechanic perk.
I find the Stingers next to useless. You may as well throw stones! I got cheesed off with it on Friday, switched to the SRAW and took down a few helo's over a couple of games. They're a one shot deal if you catch the helos dead centre and there's no counter measure and can be used on ground vehicles/ infantry too.
KryptonKid09 said:
I find the Stingers next to useless. You may as well throw stones! I got cheesed off with it on Friday, switched to the SRAW and took down a few helo's over a couple of games. They're a one shot deal if you catch the helos dead centre and there's no counter measure and can be used on ground vehicles/ infantry too.
A stinger on its own is useless, but if you have two engineers with them equipped in the scout heli - the pilot can engage the enemy heli with heatseakers at 500m, fire one missile and make the other heli use its counter measures, whilst closing the range.By the time the enemy's counter measure has worn off, you're within the 300m stinger range and you have 2x stingers aimed out the doors plus the pilot's remaining heatseaker and guns to fire at the now defenceless enemy scout heli = goodbye enemy scout heli!
youngsyr said:
A stinger on its own is useless, but if you have two engineers with them equipped in the scout heli - the pilot can engage the enemy heli with heatseakers at 500m, fire one missile and make the other heli use its counter measures, whilst closing the range.
By the time the enemy's counter measure has worn off, you're within the 300m stinger range and you have 2x stingers aimed out the doors plus the pilot's remaining heatseaker and guns to fire at the now defenceless enemy scout heli = goodbye enemy scout heli!
Fair point(s). Gives the term gunship a new meaning! Ooof!By the time the enemy's counter measure has worn off, you're within the 300m stinger range and you have 2x stingers aimed out the doors plus the pilot's remaining heatseaker and guns to fire at the now defenceless enemy scout heli = goodbye enemy scout heli!
KryptonKid09 said:
air point(s). Gives the term gunship a new meaning! Ooof!
That's where the team work really pays off, if you have a scout heli pilot, plus two engineers and a support guy with ammo and c4 in the passenger seat ready to bail out and C4 tanks, you can take out pretty much anything on the battlefield from a pretty much invincible little old scout heli! Same with the transport heli, you just need a few of you working together.
KryptonKid09 said:
I find the Stingers next to useless. You may as well throw stones! I got cheesed off with it on Friday, switched to the SRAW and took down a few helo's over a couple of games. They're a one shot deal if you catch the helos dead centre and there's no counter measure and can be used on ground vehicles/ infantry too.
I see a lot of people who seem to fire off the stinger too early. Get the lock, pilot should panic and hit the counter measures, you wait and only pull the trigger whilst he's in 'cool-down'.DoubleSix said:
KryptonKid09 said:
I find the Stingers next to useless. You may as well throw stones! I got cheesed off with it on Friday, switched to the SRAW and took down a few helo's over a couple of games. They're a one shot deal if you catch the helos dead centre and there's no counter measure and can be used on ground vehicles/ infantry too.
I see a lot of people who seem to fire off the stinger too early. Get the lock, pilot should panic and hit the counter measures, you wait and only pull the trigger whilst he's in 'cool-down'.chuntington101 said:
So are we assigning slots to people? I'm happy to do anything needed. But would like to get some practice in for whatever class I'm going to need to be.
Come on Judge get assigning people to posts.
Not me, I do think if we are to do this properly we need a leader but it would be a thankless task! A starting point would be agreeing a night and time when everyone would try to get on. Totally agree for the reasons given that we shouldn't be on the same team.Come on Judge get assigning people to posts.
Seeing as the tactics are squad based, is there a need for an overall leader?
Just thinking its a lot of hassle and potential grief, but if we had a couple of semi fixed squads with a defined leader, each squad leader can then liase with 3 or 4 guys to setup practice sessions.
Also, don't want to lose the all welcome element and take it too seriously. So is there a squad or two that can be left flexible, to permit people to have a go, or dick abput?
Just thinking its a lot of hassle and potential grief, but if we had a couple of semi fixed squads with a defined leader, each squad leader can then liase with 3 or 4 guys to setup practice sessions.
Also, don't want to lose the all welcome element and take it too seriously. So is there a squad or two that can be left flexible, to permit people to have a go, or dick abput?
Sway said:
Seeing as the tactics are squad based, is there a need for an overall leader?
Yes - But this is the role of the commander in the game.Sway said:
Just thinking its a lot of hassle and potential grief, but if we had a couple of semi fixed squads with a defined leader, each squad leader can then liase with 3 or 4 guys to setup practice sessions.
We pretty much have that anyway i think.. Those of us who play regularly together seem to separate off into natural squads via voice chat etcSway said:
Also, don't want to lose the all welcome element and take it too seriously. So is there a squad or two that can be left flexible, to permit people to have a go, or dick abput?
Agreed. Although we get our asses handed to us, originally in BF3 we never took it too seriously.. PH Grass roots with added bite is more appropriate in my opinion. Good points Si.
How about two 'formal' squads, to be the hunter/killers on the central flags. Id nominate Karl and Youngy as squad leaders for those. They can pull from the regular players, a rotating ten/twelve so there's flexibility and don't need to put pressure on match nights.
One vehicle squad - think a bit of practice for set pieces in the heli, but armour should be fine. Judge as squad leader, need to choose a pilot.
Then on match nights, we can see who's on, pick the two killer squads, assign the vehicle squad and tactics depending on map, and fill the home squad out of the rest.
That way it should be pretty easy to get to grips with getting proper targrted practice in, yet still allow for jihad ribs...
How about two 'formal' squads, to be the hunter/killers on the central flags. Id nominate Karl and Youngy as squad leaders for those. They can pull from the regular players, a rotating ten/twelve so there's flexibility and don't need to put pressure on match nights.
One vehicle squad - think a bit of practice for set pieces in the heli, but armour should be fine. Judge as squad leader, need to choose a pilot.
Then on match nights, we can see who's on, pick the two killer squads, assign the vehicle squad and tactics depending on map, and fill the home squad out of the rest.
That way it should be pretty easy to get to grips with getting proper targrted practice in, yet still allow for jihad ribs...
lemmingjames said:
I nominate Vantage Mech
Ha Ha, love it. bd. I think Im whats termed as "cannon fodder".
Must be quite easy to determine teams though, you either split them by PH rank, ie first 5 in squad 1, next squad 2 etc so you have very strong squads down to the likes of me who would be a bullet sponge.....
Or mix them with newbies/ experienced, though would struggle keeping up?
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