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ReaperOfSouls

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Everything posted by ReaperOfSouls

  1. I will be missing next week's (6/30) raid due to visiting family, and will be mostly offline from tonight (6/24) until 7/2.
  2. I am expecting to land 1hr 45min before the raid starts this week (5/19) so while I should make it, the vagaries of air travel may cause me to be late/miss the raid.
  3. Just a heads up that I will not be able to make today's (4/14/16) raid due to work.
  4. Even though SHADES is more of a beacon/Valk unit, I love my standard gun gal (tm). In low-mid pop fights they can be a massive force multiplier, even after flak/rockets/missiles are pulled (depending on the base). High G, Stealth, Fire Suppression Bulldogs - Thermal / Extended Walkers - Zoom / Extended (though starting to lean toward reload speed)
  5. And remember, flak stops single C4 bricks from insta gibbing you. At max rank flak C4 hits like a dumbfire/deci so you can kill the C4'er and retreat (or retreat because the C4'er dropped one brick off a roof/over the wall and assumed it would kill you).
  6. It may not be useful for most, but if DA/PG/WW draws what they plan to do SHADES can figure out how to best support that. And there's often some spare time when sitting on a base that is well camped waiting for it to flip. What would be golden would be if you could share maps between platoons (especially for the occasions when DL has vehicles up and could use the FOB).
  7. The Skorpios cannot be suppressed, which is why I'll also not use it after auraxiuming it. If it could be suppressed, I'd take it over the Eridani (and possibly the Sirius).
  8. GtG: <20m: Scorpios 20-50m: I dont fight here 50-120m: Parsec because damage 120-225m: V10 because rate of fire/reload speed >225m: Parallax because range AtG: Bulldog because 2-3 average kills per clip is best farm AtA: Dalton
  9. Have an alumni dinner to attend, so will be missing raid today.
  10. Sorry for late notice, I have a work related event this afternoon-evening.
  11. Personal raid highlight: Killed a NC scatmax, by charging at it, as an infiltrator, and stabbing it with my knife.
  12. Did they have their shields on? I had a lot of issues at medium (150m+) I think range when I was running a V10 (and a suppressed parallax might be doing less than a V10 at those ranges) when heavies had an active shield. Side note, I've noticed that engineers (using nano-weave I think) on personal turrets can take long range (200m+) headshots and not die (even though others are dying at the same range). Again, this is not using the Parallax (which seems to have enough damage to push through whatever buffer/resist that saves them otherwise)
  13. Tone does not convey well through text and the internet; I am raising these points in logical debate, not in attack. "Why will players join these missions? Use XP as the carrot. Make it so players will WANT to join them by drastically reducing the xp you get from non mission gaming." - This is by definition, the stick; you are harming someone (relative to the current standard) for not making your desired choice. My kneejerk reaction is that this system as proposed is unworkable for a number of reasons and exudes elitism. - Telegraphing your intentions to the enemy are bad, for example DL (especially SHADES) would actively avoid using such a system to keep the element of surprise; XP be damned. - The system as designed assumes at a minimum, some, isolation from non-mission population; which cannot I don't believe can be made - Rep will be gamed by outfit members. 95+% of my interaction with VS non-GOTR is hovering just long enough to get an outfit tag from them (And that's usually to pass "<Outfit> is dropping three gals @ X" up to raid command). I doubt the Rep system as proposed will change that for most players. How often do you interact with a non-GOTR member without the intent to recruit? - Ticketed respawns currently do not make in universe sense. Planetside was built fundamentally on the model to stop an enemy you must destroy their ability (or desire) to respawn, not camp a point until they run out of lives.
  14. I use the Ghost routinely for close to mid range (25 to 150 meters) sniping and occasionally out to 200 or 250 meters if it is a hike to change out to a Parallax or I expect closer targets to pop up. The short range decloak-headshot is hilariously effective in urban spaces when fighting people transiting or holding a position. It also cycles fast enough to allow follow ups.
  15. Weekdays I am good after 10 PM Eastern. Otherwise anytime Saturday or on Sunday mornings (finish up by 3 PM Eastern). The pain of being in the Pacific Time Zone... The above is assuming this will be a regular occurrence. If it is going to be a one or two time thing, then I can make just about anytime work.
  16. Especially when the opposition is being shelled instead.
  17. @Master, yeah, sorry about the wording. I was trying to avoid saying "Engineers pull Engineer and Medics pull Medic" in every play while also keeping with the idea that the overall distribution of classes might need to be tweaked based on battlefield conditions. @Yuka, After watching you and playing around with it I agree that it can replace Infil-Snipers for the Lancer nest most of the time. Which is good, because Lancer Nests always need more Lancers. @Mods, Could I get access to edit the original post to incorporate these changes?
  18. Every play has at least 1 Medic and 1 Engineer specifically to address issues like this. Yuka, I like including a sniper with a lancer nest for picking off supporting troops that tend to cluster around armored columns in addition to traditional counter-sniping. Though I'll have to play around with the Eidolon now, it may be able to take the place of Infil-Snipers in the Lancer Nest (I am all for testing it under raid conditions).
  19. First rule of the playbook, talk about the playbook. Second rule of the playbook, if there is less than 5 people on, improvise. When a redeploy for a play is called for, redeploy immediately; ideally you should start redeploying 15 to 20 seconds before the beacon is ready/SL gets close enough to a hard spawn (and SL should call for redeploys about that far ahead of time). This lets us bring in the entire squad immediately on the beacon and hopefully within 30 seconds of the play being called. Pre-Raid: Declare positions: 5 SHADES - 2 Primary, 1 Engineer, 1 Medic, 1 Secondary 6 SHADES - 3 Primary, 1 Engineer, 1 Medic, 1 Secondary 7 SHADES - 4 Primary, 1 Engineer, 1 Medic, 1 Secondary 8 SHADES - 4 Primary, 1 Engineer, 2 Medic, 1 Secondary 9 SHADES - 4 Primary, 1 Engineer, 2 Medic, 2 Secondary 10 SHADES - 5 Primary, 1 Engineer, 2 Medic, 2 Secondary 11 SHADES - 5 Primary, 1 Engineer, 2 Medic, 2 Secondary 12 SHADES - 6 Primary, 2 Engineer, 2 Medic, 2 Secondary Engineers and Medics pull their perscribed loadout for all plays. Primaries and Secondaries vary their loadout depending on the call. Note that the squad leader may shift the allocations depending on raid conditions, but these should be our default values. Lancer Nest: Secondary pulls Infil-Sniper or AA, Everyone else pulls Heavy-Lancer. Primary mission is engaging enemy armor with massed Lancer fire at a distance, from a fixed position. This may also be used offensively by pushing the nest forward when enemy armor retreats. Sniper Nest: Secondary pulls AV or AA, Everyone else pulls Infil-Sniper. Primary mission is engaging enemy infantry at a distance, from a fixed position. Headshots are great, but dont be afraid to go for body shots on running targets, someone else in the unit will likely follow up for the kill. THIS! IS! GUN DECK! *kick*: Secondary pulls Infil-CQC, Everyone else pulls Medic or Heavy Assault. Situational Kicker: If we have safe access to a equipment terminal in the Tech Plant, 1-2 Primary can pull MAX. Tech Plants have impressive defensive firepower, so we drop in on their roof, take control of that firepower, and hold it. Leapfrog Blitz: Secondary pull Medic, Everyone else pulls Infil-CQC or Heavy Assault. Blitz can be called for Generators, Capture Points or both. Now, we can't do anything until we have a link, but virtually no enemies are prepared for critical defensive points to be attacked/taken immediately on linking. We drop in, split up, move to the specified points, hide and wait. Once we have the link, overload the gens and cap the points. MAX Crash: Secondary pull Engineer, Primary pull MAX (Medic or Heavy Assault if short on resources). Refreshingly simple: MAX up, crush the enemy under our powered armor. Entrench: Everyone pulls Tank Mines and Proximity Mines and disperses them over the called area. Also simple, plant mines, move to whatever we do next. Even the most massive enemy force will slow down to a crawl after they run through a dozen mines. Actually calling the plays. The squad leader is the only one who can call a play, along the lines of "Everyone, redeploy to the [beacon/base] for [play]." Anyone else can request a play and it is up to the squad leader to quickly determine if the play should be executed (which likely involves promoting the requester to squad lead to drop a beacon). This leads us to: Don't call a play if you can't get the entire squad to spawn there (e.g. No beacon, AMS, etc.). This is a rough draft, I fully expect it to change, have plays added and otherwise updated with the results of actual combat.
  20. Raid started on Esamir, with ~30 minutes on Global AMP station alert SHADES started out the raid light and peaked around half a squad. Old Shore Checkpoint - Called in NC movement, declared primary outfit target and resecured Bridge-Ward - Outfit was unable to break NC defenses, primary outfit target shifted to Everett Supply Co. SHADES remained at Bridge-Ward to hold NC attention. After the outfit was pushing on Everett Supply Co. general orders came to DL to hold and expand forward territories away from the main fight. Octagon - VS had Eisa, but lacking Andvari and Bridgeward/Octagon had no link to it. With most NC tied up in the South, SHADES dropped on Octagon, assisted by SPECTRE after the first minute. Close Air Recon work perfectly here, the two or three NC attempting to retake points were slaughtered repeatedly. NC made a platoon sized push in the last 15 seconds but it was too little, too late. Capped and cleaned up. This shaved a full base cap off of re-linking Eisa and prevented the NC from entrenching. Esamir Munitions Corp - DL primary target called, rolled in, ghosted it Rime Analytics - Attempted to support Outfit primary target, heavy TR resistance resecured the point. I made a bad Lancer nest call, we formed up quickly enough but PG had already engaged and the resultant rolling armor battle had mostly moved well outside our striking distance by the time we started firing. Freyr Network Hub - NC were rolling deep, we were unable to deal any major strategic damage to them here but were slowly gaining ground. Snowshear Watchtower - I make the call to harass the NC flank. SHADES beacon'ed in, flipped control points and commenced playing hide and seek outnumbered at least three to one (including tanks and aircraft). We tied up a lot of NC but were eventually pushed back to Andvari Barracks (GotR capped Freyr in the meantime). Andvari Barracks - We played a lot of ping pong with Snowshear here, points turning on one the moment they were resecured on the other. A lot of low density conflict, but the NC were starting to escalate and committing more heavily. We were outnumbered about two to one when the alert was announced, Biolabs. I don't know how often the unit gets to be outnumbered ten to one. Air, armor, infantry came in one giant wave. Sadly this is where I crashed out, It took me ~20-30 minutes until I was able to log back into PS2. After I got back in we mainly focused on defensive actions at Snowshear and Freyr that held the NC at bay and once numbers had dwindled across DL we merged all the sub-units together under Meatball. I think the raid was called around here, but divisions continued to operate as above until the alert ended. Reflections: - I need to work on squad leading fluency, it has been a while since I had to lead any squad and it showed. - Playbook, I'm going to sit down and write it because it will save us 90% of our formup time which is critical for any type of nest setup in addition to helping out when holding cap points (and general squad composition) - All our big wins were on offense, we need to figure out what big wins we can pull off on defense. - Squad Lead + Recon + Flying was too much at once especially combined with the first point. I see why robo uses a cloaked fury for recon now.
  21. tldr; I'm back I probably won't be back to 100% until the very end of December. Vacation + still need some parts.
  22. My main laptop just bricked itself and there is no way Planetside 2 is going to run on my backup laptop. I'm expecting to miss this Thursday's raid at a minimum.
  23. Due to a number of hiccups in my relocation and work plans I will not be able to make tonight's raid and will likely miss next week's as well.
  24. Things I noticed over the course of the raid: - Enemy flak usage was a little higher than normal, but coverage and response time was far greater; plus there seems to have been a large resurgence of G2A Lockons. This (combined with the rather deep strike targets SHADES were hitting) led to me being unable to provide air support to SHADES ops after the first base. - More enemy small team skirmish operations. There seemed to be two or three 4-8 man squads in operation that were consistantly striking at outlying bases or harrassing bases. It seemed like everytime I was flying low pass recon ~500m off the main fight, there would be a small squad hitting the base, or more rarely flanking the main fight. Thankfully tended to be badly coordinated beyond the basics of reaching their targets and were generally easy to supress/oust. Given the overall battle flow, it is my guess that the enemy's peripheral players were more focused on offense rather than defense and if they continue like this, it will actually be to our benefit as our small team offensive operations are signifigantly more effective. Things I need to work on: - Evading heavier AA nets, especially G2A Launchers and perform proper recon in spite of them - Figure out some solution to ground-based recon - Pay better attention to the rest of the outfit's movements, it sounded like recon could of helped several manuvers a lot
  25. Dont worry Nihil, I won't. Also I may of spoken too soon, there is a very good chance of me missing this week's raid.
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