hobnob11 Posted November 11, 2017 Share Posted November 11, 2017 THIS IS AN OPINION PEOPLE HAVE DIFFERENT ONES, IM A SHIT ASL PLS NO FITE ME. ASL Team: ASL - duh Intel Op - The new stiletto "be friends with the locals" thing is cool, and intel op is neato. Medic - usually gets detached from their team to go help someone else anyway, so put it here. How it should be used: This is the team that is between the other two teams, it moves between them collecting Intel and covering the medic if he is needed somewhere. not on the front lines but may still need to shoot a fool that pops up. Alpha 1: Team Lead - duh AutoRifle - This AR should have one of the smaller 556 AR's, expected to maybe put some suppressive fire down a street, not across an AO. Engineer - Since this is the "forward" team, put the guy with the mine detector up front. he can also blow up objectives / walls / anything else LAT - The big AT gun wont have perfect coverage of the ao, this is for when your in a town or behind a hill and a BTR appears, carries an at4 or some LAWS. How it should be used: This is the forward team, they are going to be on point with their mine detector, and usually the guys inside buildings. (although if the op is in a large city, a2 will need to help out clearing as well), they are fast reaction team and should be light enough to sprint across a road for example, should aim for <30. Alpha 2 Team Lead - duh AutoRifle - This AR is expected to put suppressive down at 300-700m ranges, usually from one hill to the next or into the other side of a town, and should carry "a big stick" Marksman - I See this team spending the most time covering A1, ideally on a hill, so putting a marksman here who can deal with people on the next hill / other end of a town (<1km) AT - This is the new combined AT guy, carrying a maws / smaw / jav. they are who you call when a t72 rolls up, or when a bmp is on the next hill lighting up a1. How it should be used: This is the team that is (most of the time but not all, please be prepared to clear a building when needed) sitting on a hill, say 300-400m away from the town A1 is clearing providing over watch. The AR should have a nice big 7.62 AR for long range engagements, the marksman should have (IMO) a bolt action rifle, and a normal m16 / w/e in the backpack., and the AT should have one of the big launchers, (smaw,maw,jav,etc) Its smaller than the current alpha, but i think that's a good thing with the smaller average player count now-days. how would you arrange alpha? post your squad setup below! ALSO SIDE NOTE: UNTIL UPDATE RYKO HAS ASKED THAT PEOPLE DO NOT EDIT SQUADS INGAME, IT BREAKS THINGS AND HE'S FIXING IT. Link to comment Share on other sites More sharing options...
hobnob11 Posted November 11, 2017 Author Share Posted November 11, 2017 update, by bolt action i don't mean a 50cal or a 338, i just mean 762, and Im fine with just a marksman rifle that uses 762, I just want the option to do the two guns thing. Link to comment Share on other sites More sharing options...
Ryko Posted November 11, 2017 Share Posted November 11, 2017 I'd still keep to 5-man squads, with the extra role being a basic rifleman. It's handy to have a rifleman slot for new players, as well as someone whose role can include taking extra ammunition. I'm not against moving the medic to asl, but I know there has been some mixed feelings about taking him away from the front line. Finally I see what you're trying to do by putting the marksman and the heavy at guy in the same squad, but my feeling is this will just encourage players out of A1 towards A2. Plus the marksman seems to do well with asl, where he can be properly directed. Link to comment Share on other sites More sharing options...
hobnob11 Posted November 11, 2017 Author Share Posted November 11, 2017 would love a basic rifleman slot, wasn't sure to go with 4 or 5 man teams but giving both of them a basic rifleman is a great idea. i see your concern with the "people flock to the big guns" thing, I just think that what with the intel op needing to run around a city anyway, might as well put the ASL team in the city behind a1, a1 clears while ASL does civ ops, keeping the medic nearby for a1. Dunno how to solve the "people want the toys" problem, might not be a solution. Link to comment Share on other sites More sharing options...
Noah_Hero Posted November 11, 2017 Share Posted November 11, 2017 59 minutes ago, Ryko said: with the extra role being a basic rifleman Would love to have that one back since I am shit as any sort of AT or as Medic. 1 hour ago, Ryko said: I'm not against moving the medic to asl Would love that as well since in my opinion one medic usually can handle things. 1 hour ago, Ryko said: my feeling is this will just encourage players out of A1 towards A2. Except for the ones like me who usually don´t like to just be sitting on a hill. Therefore I´d guess that we´ll find enough others like me to fill up A1. Link to comment Share on other sites More sharing options...
Stanhope Posted November 11, 2017 Share Posted November 11, 2017 My suggestion as a player: ASL team: ASL Marksman (with access to both semi auto and bolt action. Max caliber of .308) Rifleman AT Intel operative Alpha 1: teamlead autorifleman engineer rifleman LAT Alpha 2: teamlead autorifleman medic rifleman LAT If 5 man teams were to be prefered for A1 and A2 i'd put an additional medic in A1 and a normal rifleman in A2. Link to comment Share on other sites More sharing options...
SirMurficus Posted November 12, 2017 Share Posted November 12, 2017 My personal slant on this is as follows: ASL: 1: Just leave it for now do we really need to try and change everything every five seconds? 2: Just leave it for now do we really need to try and change everything every five seconds? 3: Just leave it for now do we really need to try and change everything every five seconds? 4: Just leave it for now do we really need to try and change everything every five seconds? Alpha 1: 1: Just leave it for now do we really need to try and change everything every five seconds? 2: Just leave it for now do we really need to try and change everything every five seconds? .... I just think that in the past couple of weeks there has been somewhat of a bandwagoning phase in relation to squad arrangement, and that having new suggestions for these things is futile and a waste of discussion. I'll leave it at that because whenever I start going into detail in arguments such as these there is never a pleasant outcome for any party. Mungus 1 Link to comment Share on other sites More sharing options...
Colsta Posted November 12, 2017 Share Posted November 12, 2017 4-man teams were extremely unpopular when implemented a year ago. Link to comment Share on other sites More sharing options...
ShadowAce11 Posted November 12, 2017 Share Posted November 12, 2017 Below is the concept I had put some thought into November 2nd. Given the five-man team thing seems to be staying, I'm still undecided about what to put in each Alpha team to compensate. First thoughts would be to add an ammo bearer, but given that was essentially the AR assistant role months ago and nobody wanted to take it, it makes no sense to add it back. Second idea would be the generic rifleman, whose role would be as described. But generic, boring roles mixed in with a plethora of specialized ones will result in most people hopping on only for those premier special roles, or not joining at all. It's becoming more common that people just log off when they don't see the role they want; and time has shown that very few people ever want a basic, non-specialized character. I looked up realistic job options within the US military and mostly found things that were either impossible to implement into the server, or stuff that would take away from things like Command's FAC or logistics; so I'm at odds with myself as to the fifth role. Link to comment Share on other sites More sharing options...
Minipily Posted November 12, 2017 Share Posted November 12, 2017 Squad Leader Intel Operative Fire Support Specialist Fire Support Assistant Alpha 1 Teamleader Alpha 1 Autorifleman Alpha 1 Engineer Alpha 1 Rifleman LAT Alpha 1 Medic Alpha 2 Teamleader Alpha 2 Autorifleman Alpha 2 Engineer Alpha 2 Rifleman LAT Alpha 2 Medic We've tested this before and it worked pretty amazingly. There's also a bit of room for improvements. Link to comment Share on other sites More sharing options...
Johnson Posted November 13, 2017 Share Posted November 13, 2017 Head Screaming Sandman Master of Blood and Bones Lead Screaming Sandman Sandman with fast gun Grunt with grenade Soviet rifleman without a rifle Lead Screaming Sandman Sandman with boomstick Sandbitch Lee Harvey Oswald That's how the USMC do it anyway but you guys wouldn't understand realism In seriousness, I like the USMC's assault/spec. structure personally. In my eyes its much more suitable to Stiletto's intended playerbase/numbers as well as accommodating to a more multidimensional squad. So manipulating that; Alpha Lead: Squad Leader Intel Op. A1: (Anti-Infantry) Team Leader Autorifleman Engineer Corpsman (Medic) Marksman A2: (Anti-Tank/Support) Team Leader Assaultman (SMAW/mortar/.50 etc.) Assaultman (SMAW/mortar/.50 etc.) Assault. Assist Rifleman With this setup, the two teams are at the perfect level of diversity. While one focuses more on anti-infantry and the other focuses on anti-tank/support, they can still both provide support in either category. For example, A1 can still bring LAT and A2 still have rifles. Additionally, there is only one medic but he is very well protected in his team should he need to move around and such. While A2 may have two specialists they shouldn't not be limited to only AT. This team could be used as a general support team that sticks tight to the rest of Alpha (using a light mortar or a M240B etc.), an AA team or a simply and AT team (or all of the above). To be honest I'm not too bothered, just spitballing. Minipily 1 Link to comment Share on other sites More sharing options...
Minipily Posted November 13, 2017 Share Posted November 13, 2017 1 hour ago, J0hnson said: To be honest I'm not too bothered, just spitballing. I got one for you Link to comment Share on other sites More sharing options...
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