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Old 2012-08-10, 02:46 PM   [Ignore Me] #31
MrBloodworth
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Re: 10 Man Squads Returning


I had no idea they left.

I can't even understand the reason they would make it 6.

Copypasta?

Last edited by MrBloodworth; 2012-08-10 at 02:47 PM.
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Old 2012-08-10, 02:48 PM   [Ignore Me] #32
RoninOni
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Re: 10 Man Squads Returning


Originally Posted by MrBloodworth View Post
I had no idea they left.

I can't even understand the reason they would make it 6.

Copypasta?
They made it 6 because of the squad spawn system.... which they're overhauling to be less OP/obnoxious/detrimental to frontline warfare while also allowing for larger squads.
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Old 2012-08-10, 02:50 PM   [Ignore Me] #33
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Re: 10 Man Squads Returning


My concern now is that a platoon of 50 people is waaay too much and I also believe a platoon should be able to consist of N squads + the platoon leader and not make the alpha squad leader the platoon leader.

Although maybe it could be more fluent and dynamic if a platoon, for arguments sake, can have a maximum of 30 members, and consist of 15 squads with 2 members per squad. This would allow for more custom made structures where a tank platoon might want each tank to be a squad but for air a group could be a wing of 5 aircraft and for infantry a squad could be 10 or whatever works.

Maybe this would just confuse people though.
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Old 2012-08-10, 02:51 PM   [Ignore Me] #34
MrBloodworth
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Re: 10 Man Squads Returning


Originally Posted by RoninOni View Post
They made it 6 because of the squad spawn system....
Why would that have anything to do with it?
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Old 2012-08-10, 03:04 PM   [Ignore Me] #35
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Re: 10 Man Squads Returning


A 40-50 person platoon is easily manageable if squad leaders do their job. Even if they don't the good thing about this being a game and the ease of communication is that the PL/OC can just direct each squad to their respective locations himself. **edit** It's much better than a smaller platoon and I think in the future there should be tools implemented to improve the synergy between multiple platoons.


Increasing squad size through certs/advancement would be a leadership's logistics nightmare. You'd have to ask everyone "Who can hold a 10 man squad?" It restricts your ability to consolidate and manage your forces because 1 or 2 squad leaders don't have the certs.

Last edited by Graywolves; 2012-08-10 at 03:49 PM.
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Old 2012-08-10, 03:06 PM   [Ignore Me] #36
RoninOni
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Re: 10 Man Squads Returning


Originally Posted by MrBloodworth View Post
Why would that have anything to do with it?
Because in current implementation it's not a Sqd Ldr only spawn... it's an ANY squad member spawn... so a 10 man squad would be virtually IMPOSSIBLE to wipe out and send back to base.

It's being changed to a BEACON spawn that only the squad leader can place. (like the CGI trailer)...
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Old 2012-08-10, 07:27 PM   [Ignore Me] #37
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Re: 10 Man Squads Returning


And now 12 man:

We are upping squad size to 12 man.
https://twitter.com/j_smedley/status/234083134684164096
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Old 2012-08-10, 07:36 PM   [Ignore Me] #38
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Re: UPDATE: 12 Man Squads Returning


And 4 squads per platoon for 48 member platoons.

@CDLHamma @j_smedley we're going to do 4 squads for a platoon, so total of 48 platoon members.
https://twitter.com/mhigby/status/234084483849125888
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Old 2012-08-10, 07:42 PM   [Ignore Me] #39
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


12 man squads of awesomes, thats great. But i must say that like many thing this should have been a feature from day dot.


Looks like there is a long hard fought road ahead to make planetside2 a game that contains some actual planetside.
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Old 2012-08-10, 07:47 PM   [Ignore Me] #40
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Fascinating.
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Old 2012-08-10, 07:51 PM   [Ignore Me] #41
RoninOni
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Originally Posted by Mastachief View Post
12 man squads of awesomes, thats great. But i must say that like many thing this should have been a feature from day dot.


Looks like there is a long hard fought road ahead to make planetside2 a game that contains some actual planetside.
Over critical much?

You stop to think why it was lowered?

They're playing with the new squad spawn system. In it's current existing state it's a spawn on any squad member drop pod..... ..... ....

If they had 10-12 man squads......

how hard do you think it would be to wipe them out?


Well that's changing (zOMG, from beta feedback!) to a Squad Leader deployed static and destroyable squad beacon.

This shift in the squad spawn mechanic suddenly allows for much bigger squads.

"Should have been that way from day 1"
They aren't omnipotent ffs... they're adding in all kinds of new mechanics that they (planetside dev team) have not balanced around before, and that NO ONE has on such a massive scale.

There's going to be a bit of trial and error to the process.
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Old 2012-08-10, 07:57 PM   [Ignore Me] #42
BlueSkies
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Originally Posted by RoninOni View Post
Over critical much?

You stop to think why it was lowered?

They're playing with the new squad spawn system. In it's current existing state it's a spawn on any squad member drop pod..... ..... ....

If they had 10-12 man squads......

how hard do you think it would be to wipe them out?


Well that's changing (zOMG, from beta feedback!) to a Squad Leader deployed static and destroyable squad beacon.

This shift in the squad spawn mechanic suddenly allows for much bigger squads.

"Should have been that way from day 1"
They aren't omnipotent ffs... they're adding in all kinds of new mechanics that they (planetside dev team) have not balanced around before, and that NO ONE has on such a massive scale.

There's going to be a bit of trial and error to the process.
Stop being reasonable, it is completely inappropriate on a gaming forum...


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Old 2012-08-10, 07:59 PM   [Ignore Me] #43
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Neat!
And with 12 man squads the Galaxy can hold a full squad without having some seats left over. Though if the more seats perk is true then it's possible we'll have Galaxys carrying a full squad, with spots left over for dedicated gunners after the squad drops...
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Old 2012-08-10, 08:12 PM   [Ignore Me] #44
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


I think how the platoon leader should control his platoon, is by playing like a real time strategy game, he gives way points and objectives to squad leaders, then the squad leaders decide how to carry out those objectives. This, mind you would only work if everyone was working together, or else you would have a squad being stupid and not following orders, so maybe an xp boost to normal actions if a squad member is killing people/capturing near a platoon leader set objective. This could be awesome if done correctly, and i trust the developers to do it correctly.
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Old 2012-08-10, 08:21 PM   [Ignore Me] #45
Mastachief
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Re: UPDATE: 12 Man Squads Returning & 48 Man Platoons


Originally Posted by RoninOni View Post
Over critical much?

You stop to think why it was lowered?

They're playing with the new squad spawn system. In it's current existing state it's a spawn on any squad member drop pod..... ..... ....

If they had 10-12 man squads......

how hard do you think it would be to wipe them out?


Well that's changing (zOMG, from beta feedback!) to a Squad Leader deployed static and destroyable squad beacon.

This shift in the squad spawn mechanic suddenly allows for much bigger squads.

"Should have been that way from day 1"
They aren't omnipotent ffs... they're adding in all kinds of new mechanics that they (planetside dev team) have not balanced around before, and that NO ONE has on such a massive scale.

There's going to be a bit of trial and error to the process.
Nope not even close to over critical. I'll call it experienced and leave it at that. wiping out a 10man squad even with multi member squad spawning is easy. Limiting the squads to 6 does not stop 10 - 20 - 30 - 40 man squad spawning outfit groups. VOIP ftw.
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