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Agares Tretiak

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Everything posted by Agares Tretiak

  1. That's pretty dirty, man, but you need to hit those really low dbs, to make me feel like I just had a weekend cocaine bender in Tijuana. Maybe it has to do with my listening to this late at night, however, and listening to some Trolley Catcha.
  2. Infantry tactics constitute the bulk of our training, though we have many excellent specialized training programs, as well. Assault, however, is more than just infantry. It's the leading edge of an attack. It's not just for Invictus, who are essentially, shock troopers, who qualify as assault infantry, but the Praetorian Guard, Insid, and Antesig, when they are not deployed in a support role. I am certain other units within the Ordo will also study Assault infantry tactics. It would be ludicrous to rely solely on one set of tactics for assaulting and enemy, like infantry being supported by armor, or being able to use a particular drop ship. Even in those cases where they might be used, Infantry are the bread and butter of any victory, and assault specialists will need to be able to move swiftly to keep up the pressure of an attack. This would also be called "momentum". Hence a spring. Yes. We have a lovely boost pack. It's great for dodging bullets, but it's not able to keep a soldier moving at a constant, high speed. likewise, our jetpacks provide great vertical mobility, but do not offer the same ability to cover a distance on the ground. There is also the key problem that moving around indoors is a problem with a jetpack, especially our current version. Vehicles could, but they require a safe staging point, and time to load units in AND most do not fit inside a structure or can get past certain types of obstacles. Thus, a "sprint" feature in the assault pack makes more sense, since it covers a spot in our abilities, that is not eaisly filled otherwise. It provides an extra set of tactics a commander might use or rely on in combat. There are other features I am promoting for the Assault pack that in conjunction with sprinting, would make it a very useful tool for assaults. The rapid grenade throw gives some extra weigh in clearing structures and defensive positions like walls or trenches. The marker ability would allow us to mark targets, objectives, rallying points, and the like, with ease to make communications and objectives easier for our units. Adding some sort of small area of denial weapon further increases compliments the concept of aggressive infantry assaults.
  3. Armored vehicles, mechs, and armored "suits" all would fall under support. They might be aggressive, front line close support weapons, but they're still meant to support regular infantry forces.
  4. Much too heavy. Assault, Ethan. Not support. We want to be sending people with these packs to the front line of the fighting, quickly, and effectively, and give them the ability to make subsequent pushes and maneuvers easier. Markers are for designating targets, either of opportunity, or as objectives. This makes it easier for support teams or people equipped with coms packs and engineer packs, to establish and utilize their skills most effectively. Sprinting is different from boosting, it's more sustained, faster than the average run, but slower than the boost. It's meant to cover a distance, not to avoid fire. I can see a grenade the functions like white phosphorus (infantry incediary grenade) grenades. I was just getting worried we'd be making basically a grenade with an area of affect like an artillery shell or bomb, rather than a hand held weapon. I'm still all for being able to throw a spread of three grenades (of the same type) quickly and over a longer distance than our regular utility HUD would allow for. This would give the assault pack a heavy punch...and would compliment storming actions, which is a critical part of anything relating to assaulting positions. Consider, for a moment, being able to punch a hole through an enemy defensive formation (say a trench or bunker) quickly, with three grenades. This allows you to bounce lovely little packets of explosive/flaming doom around corners and down corridors in a a way that greatly increases the chances of killing, suppressing, or driving from cover, enemy forces. I.E. Dislodging the enemy from ground they are comfortable holding. That's what an assault is for. If you want to make something that makes using heavy weapons easier to use, set up sandbag emplacements or set up some sort of logistics point at bunkers that would do that. Hell, slap that into an IFV or APC like vehicle, or make a truck that allows us to deploy heavier weapons more effectively. Do not, however, slow down the momentum of a fight by making assault packs support units.
  5. Not to worry, Xoza, we have a bridge in the Engineer pack. :D
  6. Footnote: The Praetorian Guard's motto is "Service and Duty above all else"
  7. Sorry I was lagging at the meeting, so thank you, everyone for the congratulations! I will do my best to hold this position with the same dignity and dedication as my predecessor.
  8. Yes. A marker. Of some sort. Preferably one that can be deployed with different colors.
  9. Some sort of marker, yes. ...why and HOW would a person trying to assault a position, utilize a fuel-air bomb? We're not capable of hauling around bloody MOABs on our backs. Not even myself. A hand grenade that utilizes something like that seems like overkill and we'd never be allowed to use it. Tripwires and booby-traps are not offensive devices. They do allow you to narrow an enemy's viable approaches to a position, but setting them up and the like is time consuming, and is better left to someone utilizing an engineer pack. Our grenades can already bounce around corners and the like. Simply set the timers. I almost exclusively utilize 5 second timed grenades, to great effect. Assaults are aggressive. Not passive. You'll not be sitting around waiting for enemies to pop around a corner so you can pick them off, or to try to flank your position. You're attacking, hard, fast, relentlessly in order to dislodge or break an enemy defensive effort, or a support emplacement. Mines, tripwires, etc, should be left to engineers. AT stuff might be useful, but we already have specific, AT weaponry. More is not really needed at this time.
  10. Assault. If you're assaulting, you're not going to waste time trying to deploy a bloody minefield, or dallying around with a hundred and one explosive options. You're going to want options the contribute to your ability and the ability of your team-mates, to be aggressive in your engagement of enemy forces. You need something that's fast, very useful, and not going to require a lot of time to set up. Thus, three of these four features are easily set to a hotkey, with options that can be selected prior to your Some sort of speed enhancement "sprint" that isn't a dodge roll is a good start. Being able to charge and reach a position is rather useful and helpful in a strong offensive action. I was thinking also possible a specialized breaching charge, that would remain in place and allow other people to follow you through the same "hole", as you breach an enemy bunker or some such. That way, you have one charge, for a team of other people. This means lest time trying to coordinate a breach, etc. The third option that comes to mind, is to replace your normal grenade throw with a three grenade rapid fire sort of spread deal. It'd have a longer cool down between uses than our normal grenade through, but it'd let you throw three grenades in rapid succession (of the same type) at a longer distance. This would be extremely useful for anyone who routinely engages in hard assaults on well defended enemy positions. For the final option, I'd recommend being able to set up marker smoke or the similar to "tag" captured locations or targets. Though this may seem odd, communications going "please target the bunker at the green smoke" is easier than giving a detailed explanation and location of an enemy defensive hardpoint. Especially if one is assaulting, being able to tag "hardened" targets that you can't take alone, lest you lose your momentum, is a very, very good idea, in my mind. Anything else, especially mines, detpacks, etc, are better suited with other packs and load outs.
  11. Following a chain of command and making sure officers are involved with defenses provides a number of advantages to defense and base management. Officers are well equipped, though often busy, to handle procedural issues, drama, etc. This is not to say NCOs and other personnel are not, but it's part of the expectations and system, that officers are front line organizers and base managers.
  12. I'll be standing behind you, Eriksson.
  13. I know! He's so cool. :D Basically, he's like ' :/ ' at the beginning, then the Viceroy is like ' <:D ' And then Aryte is like ' :| ' and agares i s like -_- and then the Viceroy is like D: and Aryte is like :| still But agares gets all >:( and the viceroy is ;_; And Aryte is like >:| And then Tiri is like >:) and the Viceroy is like o_O and Aryte is like >:| !!!
  14. My abs will be entered into the story at a later point. Just for you, Ron.
  15. Sorry this took so long, I'm moving the story in a new direction than I'd intended, I think. Or maybe, it was moving this way all along, and I just hadn't realized it till I wrote this chapter.
  16. From Venezuela, reside in the US as a natural citizen. Or do you mean, like "YOU ARE TYPING THIS IN WHAT COUNTRY RIGHT NOW?"
  17. Dignity is not dignity, without an effort to uphold the ideals of grace and culture throughout the worst of travails.

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