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Cyphre Iredell

Planetside 2

  

48 members have voted

  1. 1. Whats your preferred faction?

    • Terran Republic
      34
    • New Conglomerate
      5
    • Vanu Sovereignty
      9


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its missing the v in the symbol symbol for TR.

Pilots and tankers, can you post what weapon modifications you have gone into in here for quick reference? There will be a more dedicated / official record of this later im sure but for now a loose understanding of available resources would be handy.

  • Mosquito is full repair, afterburner, both missiles, countermeasures, and acquisition timer is lower So its pretty much a regular availability resources pending for me.
  • Lib has speed upgrades
  • Gal has nothing but some minor repair boosts, I can get implant for reduced time and be a party bus pilot if need be (I wanted an excuse to get mortars for the sides anyway)
  • No infantry or tank boosts.

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21jvepe.jpg

proposed tank column formation.

Tank commander would be responsible for calling out turns, change of speed, ect. "all stop, maintain x speed, coming up on left," ect

zig-zag dispersion will allow for our column to maintain a tighter formation without clumping to the point that multiple people can get hit with the same assault. about 1 1/2 tank lengths between front to back, around a tank width between the side. Along with the safe dispersion, the zig-zag formation allows for multiple guns to train on targets safely, without breaking formation if not necessary.

Almost all roads leading up to facilities fit this formation, when arriving at a facility / objective the columns would split to circle the objective from both sides with the tank commander escorting the sunderer to a safe location to dismount troops. Upon completion of facility the tanks re-merge into column on opposite end and continue.

1ood9z.jpg

1: surround facility maintaining dispersion. if done properly there will be tanks surrounding the facility.

2: follow-through with path provided, merging back into original column upon completion.

Flash escorts / scouts are almost completely for infiltrator scouting. Not mandatory, just advantageous for snipers to be able to pull off to the side before hitting the main facility to provide over-watch and intel.

Priority Targets: (At the discretion of the tank commander to determine amount of resistance)

Tanks should first target the turrets mounted on facilities. The only times you should not are if the facility is so close to our warp gate that it is almost guaranteed we (TR, not ordo specifically) will be defending the facility later. Or if we are facing only minimal resistance, so again our own troops can take advantage of the turrets upon capture.

Sunderer and tank Commander should be dropping off at these kind of locations: (If major attack, if minimal resistance continue towards capture points)

External shield generators: (the sphere with a grid in it) Taking these down grants access to the internals of the facility. (Zurvan (I think, one of the major auraxium facilities) for example only has an A to capture, and is surrounded by shields. If you take this down then you arent funneled through the single door anymore and have multiple access points)

Spawn Computers: (the triangle with a person in it) Taking these out will prevent the hostiles from spawning from traditional spawn points. Relying only on squad beacons and galaxies.

The ABCDEF facilities are secondary, while they are obviously important and necessary to capture, it is much much much much easier to do so if you are limiting their spawn capability as well as maximizing your access to the facility. BEFORE ROLLING OUT OF OBJECTIVE, MAKE SURE THESE ARE REPAIRED FOR FRIENDLY USE.

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Ah man, that Granola bar was great.

Anyway, not sure command should be the lead tank. It's always the first one to go in an ambush. He should be closer to the center so he can better survey the entire column during travel and while it's under attack. Go check out some of Patton's old tank tactics. Best tank commander the world has ever known.

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Truth, but there needs to be a lead tank to coordinate the movement. Slow, turn, ect. With large numbers you are going to have people who will need the audibles called or else you are gunna get tanks running over eachother or getting stuck in turns.

The Tank Commander, upon nearing a facility, can stop while the 2 columns progress and circle around, with command escorting the sunderer when it catches up. Roadside ambushes are pretty rare currently, so it can be adjusted that when nearing objective the tank commander will hold back to prevent being immediately taken out, and to rally with the sunderer.

That, or like you said we can just replace the commander to be near sunderer in middle, and have a squad leader take point for navigation.

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Yeah, I or someone else can fix that when we create more official instructions. Im just doing quick proposals for SOP. When they are refined / other proposals are chosen I or someone else (someone else preferably who has time ;o) can make a more visually pleasing graphic to reference. I welcome other people suggesting tactics they are familiar with, some infantry bounding, breaching, or other similar situation tactics would be good too. I plan on doing another 10-min write up / doodle for air formations soon.

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Have lead a lot of group actions in Arma2 I can tell you that too much planning will just bog you down. At one port or another, you need to just let people use their own judgement. Just something to keep in mind. Don't get so into SOP that you have procedures for taking a dump.

Also, don't forget that this is for fun. We shouldn't smother this game with rules beyond the ART stuff.

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Having a standard approach, and move-out order wont bog down anything. And basic ideas of how to do things (clearing a room, and covering eachother while moving) wont hinder.

Once you hit the objective, and when it comes down to fighting and interactions theres no strategy you can plan. Basic troop movement isnt super planning. 'get into tank column and lets move out' "air force group up and move out" ect. It takes no time at all if everyone is familiar with how to do it. Anything past that is over-planning.

"Get into tank formation, " (1-2 min go by and everyone does)

If you, like Ron said, just assign vehicles to people and dictate orders theres no planning or excessive time. "ron, huttser, dis, krow, george into prowlers, joe bob jack jeff into sunderer, ron take lead, lets go"

(on the way, everyone shit talking and stuff, few min to get to location)

Get to location, Tank commander sees high opposition and says "Armor get those turrets /tanks down, sunderer on me, headed to spawn computer"

alternatively

Get to location, Tank Commander sees no opposition "Base looks empty, keep your eyes open but circle up and secure points"

thats not overplanning, or excessive. Thats basic threat analysis and securing a location. Brute forcing points when facing high opposition is plausible but will end up wasting more time and resources. If you are facing a heavy threat the best thing to do is cut off their reinforcements (spawn computer) and gain un-funneled access to objectives (shield generators) to flank and clear. OBVIOUSLY, if those positions are more heavily guarded you would designate forces to points instead. Siege tactics yo, starve them out first if possible.

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