Squad Composition, Cohesion, and Loadouts

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razerwing
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Squad Composition, Cohesion, and Loadouts

Post by razerwing » 20 Jan 2015, 04:00

Introduction So, if we were really in the Colonial Marine Corps, and not playing a game here on BYOND, we'd have access to things like APC's, nukes, RPG's, and sharp, pointy sticks. However, this is a game, with it's own physics and that god-awful Atmos System. Humans don't go down with one shot to the head, bullet damage is based off of numbers, and you can't blow aliens to gory little bits. So we have to make due with what we have. Smarts, numbers, and every now and then, teamwork and dedication.

However, because this is just a game, and we don't really stand to lose anything here save for hours upon hours of our time, we're free to experiment and do things no Marine in their right mind would ever do.
SQUAD COMPOSITION! Canonically, a squad should only have four marines total. That squad would be split up into two groups, the Rifle team and the Gun team. Rifle team consists of two Marines armed with Pulse rifles, while the gun team has on Smartgunner and one Riflemen. We don't have Smartguns. But we do have Riflemen.

In any virtual battlefield where there are class sets such as Assault, Engineer, Medic, and Recon (reference), it's generally an unsaid law that one of each class should exist in a squad. A BASIC squad that is expecting to be out for a while should consist of these things:
1) YOUR SQUAD LEADER- Do I have to say this? Yes. This is non-negotiable. If you don't have one, you need to get one before you go ANYWHERE.

2) At LEAST TWO (2) Standards/Riflemen- No, you don't HAVE to take the pulse rifles. But you are the main combat body, you're the expendables, you should be the ones guarding your specialized personell, not the other way around. Turn it into a challenge and show people that you aren't just meat for the grinder.

3) ENGINEER- He is a credit to the team. He hacks doors, opens shutters, sets up the engine, and more importantly he's the one with the welder and the ability to throw walls up like no tomorrow.

4) MEDIC- Trust me. You will want one to tag along. Aside from the fact that he/she can treat your bullet wounds (let's face it, the chances of you getting slashed at by a Xeno and getting saved are real slim), they are also the ones that will be able to see you're infested. Or at the very least will get the idea something's wrong with you that they can't fix. Medical HUD's are magical.

NOTE: This is a basic squad of five marines. They can be changed, and variations will be talked about below. However, there should be at least one squad built like this. You can only pray to the space gods that they are competent.

LOADOUTS/VARIANTS! This is where things get fun. PLEASE NOTE that the loadouts (marked in RED) have not been tested. They're just things that sounded good on paper. If you've got something you think might work, put it up here so I can test it myself, or try it out first and then put it up. Variants will be marked in GREEN.

Phalanx Marine- Concept born from an Isolation event where a security guard successfully blocked and reflected a Hunter's pounce, stunning the Xeno for a very brief second.

Primary: The Phalanx serves as a 'Tank' of sorts, meant to secure the front-lines. They may have a short life expectancy, but God help whatever creature falls victim to their shields and brute force. They also make for wonderful defensive marines, sometimes able to provide mobile cover for a marine with a bigger gun.

Loadout:
1x Riot Shield (to be kept in active hand at all times unless reloading, where it may be strapped to your back)
1x M39 SMG or a Stunbaton (Other one-handed weapons may apply, however use of the L6 will be considered a Phalanx Variant)
7-8x clips of 9mm Ammo (you can fit 7 in your belt, leaving room in your pockets and armor pockets for flares and other stuff)

Optional: In the case of a defensive Phalanx, a backpack can be used to transport HMG ammunition. However, this would make it considerably harder to reload your weapon. A possible solution to this would be to take the stunbaton (or other blunt weapon of mass destruction) and use your Marine Combat Belt to hold the HMG ammo, but you may want to make sure you trust your squad.

Gunner- Variation of the Rifleman/Standard.
Purpose: Fire support. AKA, laying down prolonged, suppressive fire without really expecting to his anything. Limit one per squad. Alternatively can be used during a Tactical Withdrawal, or to hold defensive positions along-side an HMG.

Loadout:
1x (read ONE!) L6 Squad Automatic Weapon
10x a762 ammo bags (seven in backpack, two in Jumpsuit pockets, one in Armor pockets)
1x M41A Pulse Rifle (attached to armor, in-case of lack of ammo or emergency)
6x 10mm Magazines (in your combat belt)
1x M4A3 Service pistol (in armor pocket)
1x Flare (in belt)
Heavy Machine Gun ammunition (as much as you can fit inside your backpack)


SQUAD COHESION!
This'll be a quickie I think. A squad generally works together to accomplish their mission objectives. That being said, it's important to know your role in the squad, and what you should be doing with your assignment. For example, a Squad Leader is pretty much a glorified standard. He's got ammunition, and the only link to the Sulaco when you go stationside, unless the Captain is tuned into your squad's frequency... for no reason.

A Combat Engineer does things in combat, though his main priority is to deal with the machines, damaged equipment, and pesky doors that his or her squad may come across. His secondary task is to help reinforce the positions on the marines against hostile attacks (read as 'Digging In). Once those two things are finished, he can really start getting into the fight.

Combat Medics also have a main priority. You bring your buddies back alive, and you keep them alive, even if it's barely. If one of your people is incapacitated either due to missing limbs, anatomical damage, or that weird spider thing that just tried to get intimate, you stop firing, GRAB THE GUN and drag the body back behind the line so you can assess him and get him back into the fight if possible. This means you have to stop shooting for a few seconds or longer while you DO YOUR BLOODY JOB!

Riflemen! Standards! As mentioned above, you are meat. Cannon Fodder. Red-shirts. Your main priority is to complete your objective or die trying. To complete your mission as assigned to you by the SL, you need to work with other squads as well as your own squad to stay alive and do the shit you need to do.
Last edited by razerwing on 21 Jan 2015, 03:06, edited 1 time in total.
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RE: Squad Composition, Cohesion, and Loadouts

Post by UnknownMurder » 20 Jan 2015, 08:23

I think I fell in love with this thread.

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RE: Squad Composition, Cohesion, and Loadouts

Post by Octagon » 20 Jan 2015, 13:01

Time to stick it, eh?
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RE: Squad Composition, Cohesion, and Loadouts

Post by Obey_StyleZ » 20 Jan 2015, 13:18

<3 Praise jeebus
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RE: Squad Composition, Cohesion, and Loadouts

Post by DernSquirres » 20 Jan 2015, 18:25

Are we able to suggest other types of soldiers within a squad?

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RE: Squad Composition, Cohesion, and Loadouts

Post by supernamekianpenis » 20 Jan 2015, 21:15

I don't want to be the buzzkillington here, but a squad contains 10-12 men. A typical fireteam contains 4-6 men. [and by men, i'm not being sexist, i mean manpower.] So there are my salty two sents. ya dig

~ye boy supernamekianpenis a.k.a holla atcha girl a.k.a the master beat flex

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RE: Squad Composition, Cohesion, and Loadouts

Post by Void00 » 20 Jan 2015, 23:26

supernamekianpenis wrote: I don't want to be the buzzkillington here, but a squad contains 10-12 men. A typical fireteam contains 4-6 men. [and by men, i'm not being sexist, i mean manpower.] So there are my salty two sents. ya dig

~ye boy supernamekianpenis a.k.a holla atcha girl a.k.a the master beat flex
And a platoon is made out of 4 squads , and (here in italy) around 100\60 men depending on the circumstancy.

Good luck getting 100\60 marine players and placing them whit precise numbers :P

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RE: Squad Composition, Cohesion, and Loadouts

Post by speedybst » 21 Jan 2015, 01:20

For someone who gets very angry with this server very easily, this is very well written Razor. Perhaps now we'll get competent marines... well, at least some, too much to ask for all marines to be competent...
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.[/spoil]

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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 21 Jan 2015, 03:02

UnknownMurder wrote: I think I fell in love with this thread.
I'm glad you enjoyed it. The best part is it will only be getting better.
DernSquirres wrote: Are we able to suggest other types of soldiers within a squad?
The intent for this thread was to spur on other ideas and to get people to test them, as well as maybe educate some new players.
supernamekianpenis wrote: I don't want to be the buzzkillington here, but a squad contains 10-12 men. A typical fireteam contains 4-6 men. [and by men, i'm not being sexist, i mean manpower.] So there are my salty two sents. ya dig

~ye boy supernamekianpenis a.k.a holla atcha girl a.k.a the master beat flex
This is the Aliens universe. On a BYOND game engine. Nothing we do here is typical, or very close to the real world. If you wanna get nit-picky, we should have the explosive-tipped, AP rounds that come standard to every Pulse rifle, the L6 should really be the M41A E2 Squad Automatic Weapon, the marines would know what they were doing, and I wouldn't be inclined to put this kind of thing up on a forum. There's my Salty Two Cents.

~Your boy Razerwing A.K.A The person who fixes your dumb ass when you shoot yourself.
speedybst wrote: For someone who gets very angry with this server very easily, this is very well written Razor. Perhaps now we'll get competent marines... well, at least some, too much to ask for all marines to be competent...
I was actually working on this idea and the wording for it for about a week now. On my free time, when I'm not doing research into the Aliens world or working on my own project, I'm thinking of possible ways to get the marines here to work together. If I can do that, even on a small scale, I'll be a very happy person.


EDIT: Gunner loadout has been edited. Turns out you can't put a762 ammo packs in your marine belt. Easy fix would be to put your M41A ammo in there, along with a flare, and maybe put some 762 bags in the internals box. Always have at least one extra magazine in your Jumpsuit pocket. It'll make reloading any weapon that much faster.
Last edited by razerwing on 21 Jan 2015, 03:08, edited 1 time in total.
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RE: Squad Composition, Cohesion, and Loadouts

Post by supernamekianpenis » 22 Jan 2015, 17:37

razerwing wrote: I'm glad you enjoyed it. The best part is it will only be getting better.

The intent for this thread was to spur on other ideas and to get people to test them, as well as maybe educate some new players.

This is the Aliens universe. On a BYOND game engine. Nothing we do here is typical, or very close to the real world. If you wanna get nit-picky, we should have the explosive-tipped, AP rounds that come standard to every Pulse rifle, the L6 should really be the M41A E2 Squad Automatic Weapon, the marines would know what they were doing, and I wouldn't be inclined to put this kind of thing up on a forum. There's my Salty Two Cents.

~Your boy Razerwing A.K.A The person who fixes your dumb ass when you shoot yourself.

I was actually working on this idea and the wording for it for about a week now. On my free time, when I'm not doing research into the Aliens world or working on my own project, I'm thinking of possible ways to get the marines here to work together. If I can do that, even on a small scale, I'll be a very happy person.


EDIT: Gunner loadout has been edited. Turns out you can't put a762 ammo packs in your marine belt. Easy fix would be to put your M41A ammo in there, along with a flare, and maybe put some 762 bags in the internals box. Always have at least one extra magazine in your Jumpsuit pocket. It'll make reloading any weapon that much faster.

I was just saying that the terms weren't used correctly. I understand it's a game, but it's based off of a Colonial Mahreen game, and as far as I know, the Marines has similar organization to the Army. As i said, put in my salty cents.

~ye boy supernamekianpenis a.k.a funk master holla a.k.a internet flex champion a.k.a know it all noob

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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 23 Jan 2015, 14:39

supernamekianpenis wrote: -snip-
Righto. Well, if you have anything really constructive to add feel free to come back.

Also. New Loadouts will be coming soon, as well as a shit-ton of new variants, and even some squad types!

There may also be a thread for possible Mission Scenarios for new Commanders, or Commanders wanting to do something other than the cookie-cutter 'Move here, set up FoB, die, retreat' routine.
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RE: Squad Composition, Cohesion, and Loadouts

Post by Rovernic » 23 Jan 2015, 15:48

Would be nice to see a commander do something other than that, beside the fact that even having an FoB set up before you have confirmed hostile threat is... well...

Anyway, infinite approval of this entire thread
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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 23 Jan 2015, 15:57

Variants! Variants that require components that need to be made or are to be implemented will be marked in This... color... whatever it is.

Field Surgeon- (to be tested) (Field Medic Variant)
Primary Objective: To secure a place to be used as an operating theater, where they can perform life-saving surgery on the field to return marines to a state of Battle Readiness. Fields of knowledge focus mainly around the repair of broken bones, however they know how to fix internal bleeding should the supply of Quick Clot run out.

Secondary Objective: LIGHT supporting combat role. However, because of limited ammunition stocks, it is ill-advised to send them into direct, heavy combat without supporting elements or to have them establish first contact.

Loadout
1x M39 SMG
5x 9mm clips (Combat Belt)
1x M4A4 Service Pistol (Suit Pocket)
1x Combat Knife (Combat Belt. DO NOT use the knife in your shoe as a scalpel.)
3x Quick Clots (2 on armor pockets, 1 in suit pocket)
1x Flare (Combat Belt)
1x White Medkit (backpack. Replace Autoinjector with QuickClot)
1x Red Medkit (Backpack)
1x Surgical Medkit (Should contain the following: Retractor, Bonesetter, BoneGel, Fix-o-vein, Circular Saw, Hemostat)(Backpack)
1x Bottle of Hemostatic Pills (20u Tricord, 10u Iron, 10u Tramadol, 10u Dylovene)(Backpack)
1x Bottle of 50u Dylovene Pills (Backpack)
1x Bottle of 40u Painkillers (15u Tricord, 10u Oxycodone, 10u Dylovene, 10u Bicaridine, 5u Tramadol)(Backpack)

Combat Engineer
Primary Objective: Set explosives, clear obstacles, and open pathways for combat-oriented strike teams.

Secondary Objective: The construction of DEFENSIVE devices, such as Proximity Mines.

Optional: In the event that a live specimen is required for transport, the Combat Engineer can be called upon to set up a non-lethal trap using the universal tranquilizer known as Soporific. As the drug can be released in a gaseous form, a chemical grenade with a proximity sensor would be enough to catch an animal off guard if hidden cleverly. This can only be done with authorization from the Captain and any resident Researchers on board.

Loadout:
1x M39 SMG
6x 9mm clips (Combat Belt)
1x Small Beakers box (Contains: 2 beakers of 25u Poly Acid/Sugar, 3 beakers of 50u Potassium, 2 Thermite Bombs)(Backpack)
1x Small Beakers box (Contains: 2 beakers of 25u Potassium/Phosphorus, 3 beakers of 50u Water, 2 Thermite Bombs)(Backpack)
1x Box (Contains: 5 igniters, 2 Proximity Sensors)(Backpack)
1x Box (Contains: 4 Remote Signalling Devices, 3 Timers)(Backpack)
1x REGULAR metal stack
1x Screwdriver (Suit pocket)
1x M4A3 Service Pistole (Suit pocket)
2x Flares (Armor pockets)
1x Crowbar (Backpack)
Squad Types! First Contact Squad
Total Crew: 5
2x Phalanx
2x Riflemen
1x Gunner
Primary Objective: Assess station integrity, scout for possible survivors/mission objective, gather general info as to station's current state.
Secondary Objective: Serve as combat body AFTER reporting any findings to the commander and squads.


Medical Unit
Total Crew: 4
1x Field Medic
1x Field Surgeon
2x Riflemen
Primary Objective: Obtain or secure an operating theater and treat injured marines for surgical and topical treatment (Read Bone Repair surgery, Internal Bleeding surgery, and Basic First Aid)
Secondary Objective: Serve as a Secure FOB and a fallback point for the Main Combat Body.


Engineering Unit:
Total Crew: 5
1x Engineer
1x Combat Engineer
1x Riflemen
2x Phalanx
Primary Objective: Get the power flowing and make sure vital systems don't fail. Monitor power systems to prevent a total system failure.
Secondary Objective: Assist the Medical Unit (if present) in the construction and securing process to establish an Operating Theater.


Anti-Material Squad
Total Crew: 4
2x Combat Engineers (Outfitted with destructive weapons such as Thermite Bombs)
2x Riflemen
Primary Objective: Destruction of core Research Consoles, incriminating data, the AI core, and the Messaging Servers.
Secondary Objective: Provide openings in heavily defended positions to allow Strike Teams to operate. Also tasked with the set-up and detonation of the nuke.


Strike Team
Total Crew: 6
1x Medic
1x Engineer
4x Riflemen
1x Gunner
1x Combat Engineer
Primary Objectives: To complete any objective laid out by the Commander or Central Command itself. Provide combat support for any specialized units in the area. Act as the main combat body.
Secondary Objectives: Serve as the Sulaco's defensive body in the case of hostiles on-board. Serve as escort to any Officials on board.

Active Research Team (ART)
Total Crew:8
2x Researchers
3x Riflemen
1x Gunner
2x Phalanx
Primary Objectives: Assess special situations such as Biohazards and the recovering/continuation of key research projects. Contain possible Subject Breaches (example, slimes breaking out of cages or Xenomorphic recovery).
Note: Active Research Teams are very costly personell-wise. They are not to be used without Central Command consent, and can only be used if two Researchers have either been ordered by Central Command to go aboard, or are going willingly.
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RE: Squad Composition, Cohesion, and Loadouts

Post by supernamekianpenis » 25 Jan 2015, 23:09

I have become actually useful!

Army Unit:

Auxiliary units used to hold down certain areas while the Sphess Marhreens hunt down the purple alium scum.

2 Riflemen and a gunner or 4 Riflemen
1 Engineer
1 Medic
Objective: [see above]
Note: Bring metals and have knowledge of holding down the fort.

ps. It's a magazine razor, not a clip. If we were using an M1 Garand, it'd be a clip. A magazine is a bunch of bullets bound with a plastic or metal rectangular prism or whatever shape you want it to be. A clip is bound by a strip, hence the name, "Stripper Clip."
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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 26 Jan 2015, 14:25

supernamekianpenis wrote: I have become actually useful!

Army Unit:

Auxiliary units used to hold down certain areas while the Sphess Marhreens hunt down the purple alium scum.

2 Riflemen and a gunner or 4 Riflemen
1 Engineer
1 Medic
Objective: [see above]
Note: Bring metals and have knowledge of holding down the fort.

ps. It's a magazine razor, not a clip. If we were using an M1 Garand, it'd be a clip. A magazine is a bunch of bullets bound with a plastic or metal rectangular prism or whatever shape you want it to be. A clip is bound by a strip, hence the name, "Stripper Clip."
Keep up the good work super. If you have any loadout ideas you'd like to see put into use, or tested, put them up here. Granted I've only seen people using the vanilla loadouts... Ah well.

P.S. It's Razer, not Razor. I don't cut. I game. As for the clip-magazine, I understand the difference, but I was going for ease of typing here. Magazine, or even mag, has the letters spread, while clip is easier and faster to type for me.
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RE: Squad Composition, Cohesion, and Loadouts

Post by supernamekianpenis » 26 Jan 2015, 21:39

I also would really love the idea of having inter-squad ranks. Like a Corporal would lead if the SL dies and then the rest would be peons o r having the corporal being switched to a Sergeant and having a Corporal who is a backup sergeant. Dunno, but have fun.
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RE: Squad Composition, Cohesion, and Loadouts

Post by mdom » 13 Feb 2015, 22:03

I am fully behind this. Perhaps we could have ranks stated based off of how often people play? Maybe in the Setup Character screen.

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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 13 Feb 2015, 22:28

I know I haven't updated this in a while, but there will be a new, highly untested and incredibly situational (for now) loadout coming around soon ish.
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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 15 Feb 2015, 20:51

VARIANT ADDITION!

Radio Transmissions Officer (RTO)(Medic variant)

Primary Objective: To establish and maintain radio communications in the absence of a Squad Leader.
Secondary Objective: To perform their mission objectives normally.

LOADOUT!
1x M41A Pulse Rifle
8x 10mm Magazines (7 on combat belt, 1 in Jumpsuit pocket)
1x M4A3 Service pistol (In Jumpsuit pocket)
2x Flares (On Marine Armor)

Backpack should contain:
1x Defibrilator
1x White Medical Kit (Autoninjector replaced with Quick Clot)
1x Red Medical Kit
1x Anti-toxin Pill bottle
1x Stasis Bag
1x Quick Clot
1x STATION BOUNCED RADIO
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RE: Squad Composition, Cohesion, and Loadouts

Post by Buzzsaw » 16 Feb 2015, 14:17

razerwing wrote: Radio Transmissions Officer...
Seems like a very inferior medical loadout just to make room for a radio of dubious use, this seems mostly like a strange Standard-Medic mix with an extra radio. Medical belt advised over combat belt, and box highly advised always.

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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 16 Feb 2015, 14:51

Whoo boy. I've played field medic for quite a while, Mr. Buzzsaw. I can tell you that the Box is useless, medical belt is of dubious use, and communication is everything. I've seen too many SL's go down because of stupidity, leaving their squads with no contact to the Sulaco.

I've had a decent amount of success as a RTO. I put it as a medical variant because I didn't want to have to put a bunch of ammo in the loadout menu.
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RE: Squad Composition, Cohesion, and Loadouts

Post by Buzzsaw » 16 Feb 2015, 15:09

razerwing wrote: Whoo boy. I've played field medic for quite a while, Mr. Buzzsaw. I can tell you that the Box is useless, medical belt is of dubious use, and communication is everything. I've seen too many SL's go down because of stupidity, leaving their squads with no contact to the Sulaco.

I've had a decent amount of success as a RTO. I put it as a medical variant because I didn't want to have to put a bunch of ammo in the loadout menu.
The box holds enough clips to satisfy a Standard and leave room in the satchel but even if you're content with your ammunition providing spare ammo to your squad is invaluable, the medical belt replaces a first-aid kit for faster care and more satchel room, and I honestly can't remember the last time the Nostromo and Sulaco radios between each other broke down - even then, I don't think the SBR ever helped. I've never needed more than 3-5 clips as a squad medic using the M41A because resupply opportunities are quite plentiful, and these 3-5 clips can fit in the box and the satchel if everything is fitted correctly.

If a squad goes down due to stupidity, odds are it isn't because their communications somehow broke down as much as ramboing, bad orders, or bad luck.

RTO would likely be best off as Standard trading off one of their clips for the SBR.

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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 17 Feb 2015, 00:33

This variant was an idea. There's no best way to really play any role as far as I'm concerned, because different people do different things. I manage just fine with my M41A, combat belt, and medical kits in the backpack. I never saw need for a medical belt, because if you can't treat them with what you have in your backpack already, then they're screwed and have to pray for the best. And I typed up that little variant idea from a Commander's perspective. Squad Leaders tend not to report to the commander unless it's too late, or the CO's already gotten a hold of the info themselves.

However, I see your point. Feel free to add too, subtract, and change this variant however you see fit when you play. It was just an idea I had, hurr hurr.
Kelly Mason says, "We taking the gun?"
Xur''Ghost''Dergens says, "Ofcourse"
Xur''Ghost''Dergens says, "Not leaving my future ex wife by herself"

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mdom
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Joined: 29 Jan 2015, 13:13
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RE: Squad Composition, Cohesion, and Loadouts

Post by mdom » 18 Feb 2015, 12:58

Thanks for the ideas razerwing. I would recommend that you create an in game booklet of some kind and leave it in the armory, players may like having it available in game.

razerwing
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RE: Squad Composition, Cohesion, and Loadouts

Post by razerwing » 18 Feb 2015, 14:43

Hmm... That sounds like a good idea... but that would mean the Sulaco would need a room for the pamphlets... and I have no idea how to make said pamphlets.

Although I'm flattered you think the stuff is good enough to be put into the game.
Kelly Mason says, "We taking the gun?"
Xur''Ghost''Dergens says, "Ofcourse"
Xur''Ghost''Dergens says, "Not leaving my future ex wife by herself"

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