Expect to die often and for with least provocation.
I never said teamwork is not possible in FH 2. It just that it doesn't really work on public servers. While squad level teamwork is somewhat doable (even if the incentive is very low to do it), multiple squads working together is almost impossible to do.
The lack of proper tools (communication) and incentives (ability to actually suppress, flanking routes which are sometimes non-existent) take away a lot from people who would like to teamwork. Even in tournament play, teamwork often comes to getting people in the capzone together, and attacking from multiple directions, sometimes with armor support, as anything else doesn't really make sense gameplay-wise...
The only teamwork I've really ever seen in FH2 is 5 guys following a squad leader, that's about it. In my experience, a complete stranger running past an experienced group tends to get a few guys killed, and I don't refer to the enemy.
I tried FlH and it is ok, but not so special how people make it sounding. It is fun and not so much different from public play actually - atleast for me. It depends what you try to get out of your public play, nothing else. Overall the experience is quite the same for me. I play with a bunch of skilled people I know between a horde of many headless chickens. ;D
I tried FlH and it is ok, but not so special how people make it sounding. It is fun and not so much different from public play actually - atleast for me. It depends what you try to get out of your public play, nothing else. Overall the experience is quite the same for me. I play with a bunch of skilled people I know between a horde of many headless chickens. ;D
It depends, but I'd say the biggest difference compared to public play is that your fun is not gonna get ruined by some random troll / newbie that still doesn't have a clue how the game works.
The real guidiance of the public crowd on a server is done by this 1 or 2 dedicated squads, which cap the flags. The majority of players on every map - even if they are in squads - want to spawn where the action is. And this is what they do. So if one of the teamplaying squad caps a flag, stays there and defend it for a second, some of the crowd will spawn in there and set up a kind of "defense", just because this flag is close to the frontline. "Defense" means that these guys spawning in on the flag move for the most obvious direction, where the part of the other teams "headless" crowd comes from. This happens until the 1 dedicated squads has capped the next flags and has guided the crowd to spawn at the front.
This is what we call gameplay and what the mappers did and thought about.
Good squad leaders in FH2 are few and far between but there are a few:
- Sgt.Steiner-I Cross
- IrishReloaded
- djinn
- [762] Sandre
- Boo(RUS)
- 5hitm4k3r666
My Top 10 Good Team Players
- Christie Front Drive
- 15Roughbeak15
- [Rage] F4lloutboy
- Granmaestrodemus
- =OST=_M00SE
- Matt_Baker1942
- 69rat
- Dynamite_Brass
- Kelmola
- -=TB=-Bubbles
Does my name deserve any place over the Squadleaders ranking? 8)
The question is not whether you make stuff that feels like teamwork and seems to be cool, but whether it actually works in a practical way. I've joined Damaso's squad recently on St. Vith and it was just not my cup of tea. He desperately tried to attack Rosenhugels over the open field though a tank was spoted on the flag and could take out every advancing infantry group with ease. I was not part of the advance luckily but I could tell what was going on just from a rough look at the minimap and Rosenhugels was not captured one single time. I gave him the advice to attack from somewhere else, because we had capped Trainstation and the Bridge. Once Damaso learns to get an eye for the essential stuff - and I think he will do so - I will join his squads more from time to time. But atm I still prefere others, like Band[Nor], MajorIIKoenig, Sgt. Steiner, Johonas, x4fun Odium and some other really good people. Sorry if I forgot to mention someone who deserves to be on that list. There are other good teamplayers like F4lloutboy, Gotkai, Sandre, Schlomo, Slayer, Syrkris, Gloeckner or Boo - just people that you rather have in your than in the enemy team.
The tank assault shows the same problem as on St. Vith. Grenteville is greyed out, there is nobody of your team and you go for Le Mesnit with all available tank power - a flag that will be locked in a few seconds. You need to attack on the shortest route possible to save time and tickets and gain an tactical advantage, so basicaly what Christie mentioned. Then you will succeed. When you cap Grenteville you prevent the enemy from locking up your base, you gain more available spawns and an additional piece of artillery. After you have capped Grenteville and cleaned it (really important part while caping a flag!) you could have split up the squad and go with the strongest tanks for Le Mesnit and cover your rear and flanks with a StuG, Marder and the PIV. But on that screenshot nobody of your team seemed to care about that flag anyway, so I don't wonder why you lost almost the complete map within that small amount of tickets. But yeah, the tank assault looks cool on the minimap.
Besides all the critics, and I know I can be harsh and nitpicking - I wish you the best while trying to improve Damaso. We need more people like you, who emphasize on Teamwork. Keep it up ;)
Damaso, I think the main "problem" (can I call it that way? :P) is that you play this game at a way slower pace than it's actually needed to win many maps. FH2 is fast paced, brutal and you have to be very good at "thinking on the move", you have to constantly keep the pressure when on attack (because the bleed makes you lose otherwise), and manouver often on defense to keep the other team from wiping you out with arty.
Your leading style is currently more suited to the likes of PR. I would love to see a slowed down version of FH2 because I enjoy slow, tactical gameplay once in a while, but it's just not going to happen. I guess we'll have to wait until PR:WWII for that, and in the meantime, enjoy the best of fast-paced-every-second-counts-slaugtherfest of FH2. ;)
The best way would be to learn the strategy for each map (while the world of FH2 is quite chaotic there are some "patterns" that keep repeating every time a specific map is played), learn the best hiding spots for a SL (hiding as a SL is very important in FH2) and also, don't be afraid to improvise.
I remember an awesome and very close round of Brest where Sandre sneaked in a squad to the docks before Ruins were capped. This enabled the Americans to pincer the remaining Germans and avoided the fragfest of the last flag. It's that kind of bold moves that win rounds for your team!
Being a SL takes allot of practice & your not always going to win.
Here are a few other tips:
(http://icecreamjournal.turkeyhill.com/blog/wp-content/plugins/top-contributors/images/star.png) Listen to your squads suggestions & improvise tactics accordingly
(http://icecreamjournal.turkeyhill.com/blog/wp-content/plugins/top-contributors/images/star.png) Flanking is your best friend. Whenever i decide on a flag to attack, 98% of the time i will NOT take a direct approach
(http://icecreamjournal.turkeyhill.com/blog/wp-content/plugins/top-contributors/images/star.png) Having your squad go M.O.B.I.L.E. is a HUGE advantage
(http://icecreamjournal.turkeyhill.com/blog/wp-content/plugins/top-contributors/images/star.png) Link up with another squad for LARGER attacks
Basically all of djinn points in the 1st post and a dash here and there of other tips in this thread needs to be
put together in a FH2 Squad Leaders Guide or something & E-mailed to all the community.....
..... wonder if teamwork on the servers would go through the roof?
8)
I can take care of the first 3 types... but the last one i dont know because:
1st - Its dificult to keep constant contact with another squad so the cordination could be better (and the best way to do it is to SPEAK and not TYPE with them... but as you see, voip isnt enabled for inter-squad speaking i guess... only mumble - but it gives a lot of lag)
2nd - Lets imagine you can actually speak with other squad, and then you find out than their squad is totaly anarchist... what are you suposed to do wen you are (sometimes) the only real teamworking squad in the team? (by that i mean having the entire squad with you and not making their own wars, so if you tell them to atack they will spawn on you, atack, ect.. and we dont see many squads behave like that)
I would really like to make an 20 players atack with 2 teamworking squads... but its really dificult to get the another squad ready :-\
Ideally, that's the situation where the commander's role should come in. And I'm sure that was original DICE's intention when they decided to put him in the game.
... Unfortunately that means the commander should be someone who's really good at communicating things AND able to persuade other players (squadleaders) to do things he suggests. Also, he needs to be inifinitely patient because there's not a lot a commander can do in FH2, and on 762 he's not allowed to fight either, so most of the time people will just take the seat, drop some arty/supplies and then leave the spot.
And since the commander has absolutely no power whatsoever , nor he can give some visible incentive to people - and I don't count "good job, squad, I'll recommend you for a non-existent medal" as a visible incentive, he can't really do much on improving inter-squad coordination. (unless he's an admin and decides to abuse his position).
Maybe it has something to do with some noobs sitting at the commander radio trying to give experienced players idiotic orders.
No wonder no one listens to them. I will not, because i think i know how to play and win the maps. Don't need a commander.
The player with the least required skill has the most power. And even in this case most of them are too dumb to click on the map at the right spot.
Commander has an impact in geometric and/or wide maps, tightest being St.Lo and Bardia.I thought you quit.
Clevely organising 5 men to attack a loosely defended flag should bring an impact with high rates of success. Organising and dividing 30 men to attack different flags simultaneously should bring in astounding feats and thrilling and breathtaking combat.
Reliance on fraggers and campers make the game stale apart from the AAS push maps where it is more funneled and the play area is tight.
1. I only said the situation concerning commander within boundaries of FH2 wrongfully does not suit its original vision.
2.I've never mentioned revive as an addition to the gameplay.
3. You mention successful organisation. You are delusional.
I would actually like to have a conversation where we listen to each other so that you may stop the "buyudun00b" bullshit and bring in the value of thought.
Really, I am trying my best to make you not respond to me in this thread.
I am not telling you to shut up or anything. It is just your attitude towards people who play that game for a far longer time than you that is pretty annoying and even arrogant. We have people here who play the game for allmost over a decade now with thousends of hours. I am more or less a "newcomer" aswell as I started playing the game in 2009/2010. The difference between you and most other new players is that they are a bit more down-to-earth and don't tell the "older" players how to enjoy their game. They ask questions so that they can improve themself or how they can have a more enjoyable time. Listening to you it sounds as if you have mastered the game to it's fullest potential in every aspect, what you clearly haven't. Don't tell me, that I can't have teamplay in my game. It is really annoying. >:(
I never called you a "noob" or anything, what doesn't make any sense in this game anyway. You never stop learning in FH2 and I hope that you will undertstand that at one point of our "conversation". Because atm it feels like talking with a wall. It is the same as if I would start to tell my grandfather who is 50 years older how he should have lived his live. There are things that you can't replace - experience being one of them. But you on the other hand call me delusional and leave it as it is. What am I supposed to do with such an arrogant statement?
Your squad is good, when it looks for a weakspot in the defence, thus opposition comes down to a minimum. If you don't do this, then your squad just sucks from a strategy POV and any teamplay mechanics won't help you when you fail right at the start.
Wait? That's correct. Somehow.
You wrote :
Commander has an impact in geometric and/or wide maps, tightest being *Lebisey* and Bardia.
Ok. Commander has 2 tools. Artillery and dropping a supply box.
If you are not talking about artillery, what else are you talking about? Supply boxes?
Talking about orders. In lebisey, the three attack paths are easy to get organised on in terms of squad organisation, and commander has a possibility of impact on orchestrating those. So is bardia, in the right conditions.
Its easier to watch the minimap for 3 seconds than to communicate with the commander.
Me not. In many cases i don´t just think to know it better, i KNOW i know it better than any commander noob with 5hours playtime.People never learn the gropes of this game if they get ignored all the time by vets. A little more help can improve our playerbase.
Mapper can only be the commander in push maps. In my opinion mapper should strive for variety.
All gray geometry
Commander seat could be a bad idea, except for its relationship with arty.
It is also important to note that player controlled arty could be completely useless whereas commander arty is directly tactical and mostly failproof.
SL's performances also could vary between maps and conditions. I particularly enjoy smoke as a tool but in some maps it is a waste of time.
Fact is that the player controlled artillery demands much more interaction, teamwork and skill from a team.
How about reenabling the sat view with lots of grain, something around 10fpm and no ability of spotting?
That should make the commander a more valid source of strategy and intel instead of a powerup.
Ive seen extra effects being used to some extent in 2142.