Results 801 to 820 of 1994
03-05-2013, 10:46 PM #801
03-05-2013, 11:01 PM #802
Yes I definitely agree we shouldn't force people to change classes. The most important thing is that the outfit is fun for everyone. That's why I said "people able (and willing)". I would much rather leads an unbalanced squad where people enjoy what they do, than force them to play a class they don't want to play that night.
My idea was more about avoiding 3 situations :
- You have 6 people who wants to play the same important class X in Alpha, but none in Bravo. You should swap some people between the squads (whereas currently, people joins randomly) before the fight actually begin.
- You lack a critical capability and you don't know it. Ex : no one in your squad is an experimented Gal pilot. You should know about that, and do something about this (swap with others teams) before the fight.
- People are willing to play an important role, but you didn't ask them to do it, so they don't know they are needed. Let's say you have one guy (let's call him Charlie) who like playing engi/medics. You already have 3 people playing engi that night and no medic. If you check your squad current set up, you will be able to spot the inbalance, and ask if someone wanna play medic, and Charlie will say "yeah ok, I will do that".
Theses are extreme situations, but they do happen, because most people don't check their teammates classes/don't see what is needed. Again, if I ends up with an imbalance but everyone prefers to keep their current class, then I will roll with that. But at least, I will know I lack capability X or Y.
Also the "standard squad requirement" would be more like a guideline for newbie SL ("what is a balanced squad") than a strict requirement. If the standard say "you need 2 medics", and you have 1 or 3, you know your squad is more or less ok.
Last edited by Ksempac; 03-05-2013 at 11:09 PM.
04-05-2013, 12:55 AM #803
- Join Date
- Jan 2013
Haven't attended a StratGir night for a while, so might be wrong, but regarding group compositions it seems like we should always be able to get a good mix of classes in any given squad. Most of us have a few classes we play (if not all of them), so I don't see that it will ever be necessary to switch people around in squads just to get a balanced group. Specific requirements might be trickier like needing infs/bursters/galaxies, but it is more a case of just making sure someone pulls one.
Basically, in my experience it seems a case of encouraging people to check their squad's composition and try to fill any gaps, or reminding people to pull specifics.
04-05-2013, 01:20 AM #804
Squad composition should be something the Sl keeps an eye on.
Rather than mandating compositions, I'd agree with Eclectic. There's enough willingness that we can just ask when it is needed. Forcing people to do things is not something that fits well with how we roll.
We do excpetionally well with asking niceley and being willing to help out. Let's stick to that."KING GEORGE IS A FROG
le BANG~__-MICHEAL FUCK OFF~~__-INTERPOL KNOW YOU WELLBIENG~—
NOT RUSHMORE MOUNTAIN
KILL WESTON KILL MUST KILLTHEWESTERNINMYHEADDOESN’TEXSIST
TEXASISDEADINPARISHEWASAMAN..BINGBING.TETTOHEAD.SP ACEOK,TIMEDEADANDSTOPPED1920HOKKAIDO.UNDERSTOODAT1 ONE.
04-05-2013, 03:19 AM #805
Do you find that people play certain groups of classes? E.g. engineers often also play medics, or heavy's also play MAX's? I can't see any consistency myself, though it might be good for people to try to think of a way to group the classes they like so that they can easily describe them to an SL, e.g. "I love to be in the thick of combat" or "I enjoy supporting roles", to give SLs a brief overview of who is in their squad.
Could this even be something that's asked at the start of an event, so the SL would ask people in turn what classes they enjoy, before setting off for the evening's festivities? Rather than trying to remember exactly which class everyone plays, I think it'd be easier to remember "zekone likes supporting roles".
04-05-2013, 04:09 AM #806
- Join Date
- Mar 2013
Oooh, squad lead guide
- Finding good fights and keeping your platoon entertained is immeasurably more important than holding territory or winning alerts or keeping locks. None of those things matter beyond e-pride. None of those things are why people have logged on to listen to you talk for several hours straight. If a fight is massively imbalanced in either direction, you should have no qualms about pulling everyone out and setting up on the other side of the map or on another continent.
- Abuse the shit out of squad deploy to shuttle your platoon around without a five minute transfer window at the warpgate.
- If you squad lead a lot, invest in Squad Beacon to get it down to a 90s cooldown, and invest in Ejection Seat for your Scythe. Inventive beacon placement will win you a surprising number of stalemates.
- Ignore the cap points until you've secured the vehicle terminal and got a Sunderer. Getting on points is rarely hard; getting a safe spawn often is.
Last edited by cfftble; 04-05-2013 at 04:18 AM.
04-05-2013, 06:29 AM #807
We should do the same, especially with the upcoming lattice changes.
Also, fun is a balancing act. Depending on the night, it might mean anything from derping about to finding the most challenging fight.
As for the e-pride comment, keeping in mind that this is just a game and nothing more, pride in our outfit, faction and achievements should always weigh heavily in our decision making. Also, besides in-game rewards, there is a developing metagame, and especially on Miller a significant part of it is that Indar is Vanu. All Vanu, and especially this outfit, were forged during the defense of Indar, the Party at Scarred Mesa Skydock and so on. TRAM and NCTO were formed as an answer to the initial Vanu cooperation. Vanu cooperation won the UES. Our rank for Platoon Leaders, Balloon Leader, came up as a slip of the tongue during an exhausting extended session, where after three days we capped all three continents.
Finally, it is an outfit policy, agreed upon during outfit meetings, to support TVA and the VS in general. If anyone disagrees, bring it up during the next meeting. It is not an anathema. This is a game, and we should have fun. Also, this is a community, so everything may and should be discussed openly. If exploring the developing metagame does not sound like fun to the majority of our members, then we should change our policy. Until then though, every SL and PL is expected to operate towards the current democratically decided upon goals.
Last edited by MrEclectic; 04-05-2013 at 06:32 AM.
04-05-2013, 08:29 AM #808
06-05-2013, 01:28 PM #809
06-05-2013, 01:29 PM #810
Triple post going here, but there is really no-one who has any kind of feedback on the checklist two posts above this one?
06-05-2013, 01:56 PM #811
inventive bacon placement!
06-05-2013, 02:00 PM #812
It's not so much feedback on the checklist (i've never been a PL so can't really comment, other than they all seem sensible enough), but one of the first things to be done on any organised night should be to pick a continent to fight on and let everyone know.
There's nothing worse as a grunt than hanging around/messing around for 20 mins waiting on comms etc getting sorted out, only to find that you're on the wrong map, and there's a 15 min queue to get to the right one! The time it takes for PL/SL/RO to test comms and go over the plan, should be the same time that grunts use to get to the right warpgate.
06-05-2013, 02:13 PM #813
Excellent feedback, Alfie! Added to the checklist. As a subscribing member, this is very rarely an issue. Though it might be during the month of May, come to think of it...
Last edited by EsotericReverie; 06-05-2013 at 02:17 PM.
06-05-2013, 02:29 PM #814
I dont have any advice for PLs other than sometimes you need to ignore calls for falling back and trust your defending instinct. calls from grunts and sls I mean.
06-05-2013, 02:34 PM #815
Yeah, that is a good point, Quanta! We often pull out a bit too soon, when in fact, we could win a battle with a little bit of planning and coordination. Also, don't hesitate to ask the SG to reconsider a redeployment if you have a feeling that you might be able to break a stalemate or hold off an offence. It is possible that the SG just wanted you to go somewhere where you'd be more effective, in which case staying might still be an option. It may also be that you are desperately needed somewhere else, in which case you should go immediately of course.
10-05-2013, 09:14 AM #816
After last night's CTA's, I made a similar post in the thread, but it's probably better suited to be here I'd like to echo what Quanta is saying.
I was in Platoon 3, Delta. At several points in the night we were being called away from fights that we were either winning or that we could've acted as an effective tar pit to be called in to "prepare" a bases defences for a fight that never really happened. I believe this happened because the PL possibly didn't actually ask us what's going on and just decided we needed to move.
An example of this is that we alongside another squad or two where holding off a push through tanks, infantry and air from TR at Indar Comm Array with pretty good results. We were winning, they didn't even have a single point. Then we got told to come back to prepare Quartz Ridge for a fight so we did. We lay down our mines, got out sundys and repaired the turrets. Then the fight never came. After five minutes we were eventually told to move again. At some point, Quartz Ridge did finally get pushed on, but they never got near the door. Ridebird took delta into enemy lines where we took out several beacons before getting moved elsewhere again.
Something similar happened with Old Auraxium, where delta got sent backward to help cap I think Stronghold and as soon as we got there, got the terminals and started flipping points we were told to abandon it. At that point I'd had enough and called it a night.
I guess the point of this is either to just vent or to bring awareness that either the PLs need to ask for reports before reassigning people from fights they can win or RO/SL need to inform the PLs that pulling out would be a mistake.
10-05-2013, 09:32 AM #817
I was in Platoon 1 so i can't comment on your situation, but giving periodic reports to PL and carrying messages from SL to PL is the RO job.
I know that when SG asked for the second mass Gal drop of the night, my squad was in a winning fight not too far from the Gal drop objective so i asked my RO to tell PL that it seemed to make sense for us to stay (and we wanted it) .
PL replied that he was up to us it was ok either way. So he stayed (and btw we saw all your Gal flying over us that was awesome)
So i don't know what happened for you, maybe the PL had major objectives you weren't aware, or maybe he wasn't aware of your exact situation, but the thing you have to remember is that it's always possible to ask clarification /suggest things to your PL
Last edited by Ksempac; 10-05-2013 at 10:03 AM.
10-05-2013, 09:43 AM #818
That was probably because of Ridebirds flying. He flies like he's hyped up on coffee, it's kinda awesome. He also presses f-12 to take screenshots then gets confused when the gal starts to drop out of the sky.
And I know in some cases it is required to fall back or to move out to a new location, but at no point did any of these calls seem right or urgent.
10-05-2013, 09:43 AM #819
I have no idea why you were defending at Quartz Ridge, in the time I was PL I gave no orders to defend that. Platoon 3 was on the eastern side of the map up until the mass gal/tank rush to Indar Excavation. Were you not in some other Platoon?
Another thing is, even if we are winning a fight it does not mean we are helping. A lot of times we were ordered to pull out of a winnable fight because the territory was soon to be cut off or otherwise made irrelevant.
10-05-2013, 09:51 AM #820
This all happened after that gal/tank rush to Indar Excavation and then as well after you left for the night Boris, sorry I should have clarified that.
The fight at Indar Comms was not unwinnable or pointless. We held them away from it before we were told to pack up and leave and effectively gave them Indar Comms so that we could fight them one base down at Quartz Ridge. There was no cut off and it was a defence that we were told to leave. I'm not the only person in the squad who was unhappy with the decision but we followed our orders on it.
And of course if you don't get info you can't make the best call. If people read through my comment they'll notice I also said that the RO/SLs can also be at fault for not relaying information back to the PL.