Squad Leader Archive

Thread: On the use of firing squads.

doltec
Mon Mar 08, 2004 7:32 am
#1

I have evidently been more successful than i ever imagined in putting together powerful teams of individuals. Last night i had two group members suggest that i break the squad into two groups and focus them on different targets. After a little thought i added another alias key and redefined both of them. I assigned squad members to the two fire teams and tested the commands.

I am very dissatisfied with the resulting chaos. But the squad was happier with the additional xp gains they made. Has anyone else experimented with this concept? If so what words of wisdom do you have about organizing the squad into 2 or three fireteams.

For those of you that read this and haven't tried this i will tell you the problems i ran into.

1. Commands for team 1 and team 2 becameGarbled in combat.

2. Fireteams intermingled and drew the same creatures and or crossed over and fired on the wrong creature.

3. We have one doc/ combat medic, attacking one spawn quickly killing it reduces the number of people taking damage so that our doctor can easily see who needs meds

4. Became logistically hard to see who was doing what at what time. Also effectively meant that I stood there absolutely still watching the battle and trying to see what was going on. Not easy to do on dathomir in the woods, at night.


Suggestions for changes to the squad leader profession that have been made before that could help in these situations.

1. The ability to paint your target. Ie target team1's target ina specific color to be combined with the attack %TT command. Then switch to target 2 for team2 and paint it with a specific color in combination with the attack %TT command.

2. Light Amplification Goggles- the personal light on dathomir is absolutely useless to me. I need to be able to see around me and yes i have changed my graphics settings to try and see better.

3. (The ability to desginate sub roles and/or a sub channel for firing teams to communicate) there has to be a way to do this i am just not familiar with it.

4. Some team visible identifier, ie st shoulder rank pad. I would really like this to be added. If i can designate and visually see red squad. green squad. blue squad and identify them by their color while in battle. No sockets needed and can be equiped without overriding anyother equipment, ie bandoliers versus packs. This should not take the place of either.


Suggestions for the squad leader thinking about following this same path:

1. Two docs!!

2. Waiting for more....



Respectfully submitted for review by

Leshel Eraima

Master Squad Leader/ Bria

2.




Mac'hin Shinowea
(Me: I think I can take him)
(Matticus: Don't we are almost there)
(Me: Incapped.. nope slain i'll be there in a minute)
Arir the Ithorian
(Who is in needof stylish clothes)
Mr_Bigglesworth
Tue Mar 09, 2004 7:23 am
#2

Experimented with this myself, and came to similar conclusions: trying to run two fireteams within one group is a nightmare.


Having said that, I do exactly this with my group of regulars - but it took a bit of practice on everyone's part.


Things I've done are:


1. color-coordinated /sys aliases. Blue team commands are in blue, Red team commands are in red.

2. medic's don't belong to a single fire team - they belong to the squad. They get a seperate color command.

3. while it takes a bit of setting up initially (inserting names in macros), rework some key macros to /tell members of your group instead of using /groupchat


Even then, it's a nightmare.


When you're hunting or going after MObs, don't bother. It's confusing enough calling one target when all the targets have the same name (kill 'a bull rancor' - which one then?).


If we get target painting, this will be a possibility. To make this work really well, however, we'd really need the ability to officially designate fire teams and paint targets for each - and have it so each fire team would only see the painted target for their team (while we see both).
doltec
Tue Mar 09, 2004 10:31 am
#3

Well i talked to the members of that squad i felt that night that they really didnt enjoy themselves but it turns out they understood for the most part what i was ordering and despite the confusion over bull rancor 1 and 2 they did a lot better in acheiving their xp gain goals. And thought that it went well. I really thought i had bombed this one. more work in the future though.


update: last night mixed group hunt master bountyhunters, riflemen, etc. combined with low level marksmen and a cdef carbine toting marksman.


Firing teams worked much better. The addition of color coding fire team 1 and 2 would help distinguish the orders. Important to take the time to divide your team. In this case i used the advanced players as team 2 and put the mostly pistol toting newer players in team 1. Team 1 targeted lairs and one spawn while team 2 provided cover. First spawn went to team 1 subsequent spawns were target by team 2. By the time team 1's spawn was dead redirected thier fire to the lair to continue damaging it while team 2 killed the last spawn.


This made the team much more efficient and allowed faster xp gains for the novice combatants.


Additional suggestions upper level characters should be designated medics in the absence of docs or medics. this way they are kept busy and can assist when the time is right.

Message Edited by doltec on 03-10-2004 06:19 AM




Mac'hin Shinowea
(Me: I think I can take him)
(Matticus: Don't we are almost there)
(Me: Incapped.. nope slain i'll be there in a minute)
Arir the Ithorian
(Who is in needof stylish clothes)
doltec
Fri Mar 12, 2004 11:35 am
#4

Ok i have been experimenting more with the firing squads.


New suggestion if your wanting to use firing squads in PvE. seperate your squads and give them orders to cover the left and or right side of the lair. Ex. usually when you run up to a lair you have a pretty good spread of creatures with creatures on the left righ and behind the lair. If team 1 knows always target the creature on the left side in intial engagements then they know not to fire at the other one on the right side. And in order for you to keep track better set your alias for sys commands for team 1 and 2 on the left and right hand sides of the keyboard. Ie- /aaa= /sys TEAM 1 attack %TT which results in team 1 attacking the spawn on the left hand side of the lair. /lll = /sys TEAM 2 attack %TT which results in team 2 attacking the spawn on the right hand side.


Additionally do not combine fire of teams unless absolutely necessary. (Life or Death situations) Team 1 should target the first spawn, team 2 the second, who ever is finished first the third spawn. team 2 finishes targets lair, team 1 finishes last of original creatures, new spawn team 1 switches to new creature. team 2 takes second spawn, etc. with a little explaination this can really help move the party along.Having the creatures seperate results in slightly less need of a doc to rez because the creatures do not have the time to deathblow before getting thier attention turned to another party member.


Thoughts tofuture experimentation:


1. 4 and5 men firing teams work very well. The next step is to create a 15 member party and divide into 3 fire teams.


2. With tactical placement can you "freeze" a spawn into confusion? I read somewhere that people took up the same distance from a krayt and kept their distance and kept the krayt from killing the entire party and or killing the individuals it incapped.


3. grouping for PvP- how should you keep the party together to create one radar blip instead of many.



I hope people are finding this informative and are experimenting with this on thier own. Please if you have experimented with these things please share whatever information and tricks that you can.



Leshel Eraima


Bria MSQL/MRM






Mac'hin Shinowea
(Me: I think I can take him)
(Matticus: Don't we are almost there)
(Me: Incapped.. nope slain i'll be there in a minute)
Arir the Ithorian
(Who is in needof stylish clothes)
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