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squads and equipment[message #97283]
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Sat, 26 June 2004 06:32
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drunk71 |
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Messages:56
Registered:March 2004 Location: England |
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hello people
any chance you lot could share some tactics with me or even give me some pointers please.
i tend to have squads of four, from a combination of the four i have a high medical, leadership, mechanic, explosive, strength and marksman. All equipment carried includes two guns each, two types of grenades, medical and tool kits. Eyeware including glasses, night sight and gasmasks. Also i have specialist euipment ie lockpick, shaped charges, explosives thus it leaves me heavily burdened and no space to carry extras like spare springs, ammo, armour upgrades etc.
this is actually good for me as i am a pack rat and normally spend half the game transfering everything to central points and re-equiping all the time, now if i can't carry it i don't use it but i am just struggling with out the baggage train.
What is everyone elses favorite combinations?
cheers
drunk
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Corporal
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Re: squads and equipment[message #97285]
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Sat, 26 June 2004 15:14
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Fireball |
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Messages:23
Registered:February 2004 Location: California |
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Basically each of my mercs carry:
* main weapon and ammo
* pistol
* knife
* extended ear
* UV/night goggles
* I don't carry gas masks anymore
* 2-3 grenades, assorted types
* canteen
* 1st aid kit if decent med skill, crepagen otherwise
* specialized equipment given to the appropriate specialist
Generally I will have the squad carry M4s, submachines, shotguns, etc and then clear out a few urban sectors. Then they go back to base, switch to longer range assault/sniper rifles, and they clear out a few rural sectors.
I was a packrat since original JA2, but in my most recent game I just leave the junk items where they are. Just keep asking yourself, "am I really gonna use this in the near future?" Chances are you will find more items as you need them... so only take what you really need.
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Private 1st Class
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Re: squads and equipment[message #97286]
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Sat, 26 June 2004 21:10
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Apollo |
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Messages:57
Registered:November 2003 Location: England |
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I ended up using squads of four too, consisting of two people on point with either silenced M4s of (bugged) scoped M16/203s, one machine gunner, with an M249 or PKM, and a sniper, with either a KSVK, and AWM or an M21 (plus VSS).
Everyone had plenty of ammo, M203 people had 40mm grenades and those that could had LAWs or Mortar shells.
For heavy weapons, I had Grunty as mortar-man, who part-timed at point with an M4, and Ivan, with an RGP-7 and M249 (and not much else...)
Trevor also went in as a point-man in my back-up squad, to assist with explosives and locks. Ayana was on point too, and acted as Medic when I stopped to heal.
In terms of other equipment, my squads were all in top-notch armour, with extended ears and UV goggles (also didn't bother with gas masks), and only some people had back-up weapons (snipers with bizon-2s and 1st squad point men with silenced colts and smg (can't remember the name, 9mm, single handed, small slot, 6 rnd burst).
My three 4-man squads moved about together, and I found this to b ideal in the later stages of the game.
Apollo
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Corporal
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Re: squads and equipment[message #97288]
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Tue, 29 June 2004 09:35
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Doc Croc |
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Messages:91
Registered:September 2003 Location: VT |
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I like playing with three or four man squads as well and always go in at night. I usually give them a combination of silenced M4's, silenced submachine guns, and one dude with a sniper rifle of some sort. Everyone carries a first aid kit, camo kit, grenades, break lights, a combat knife, knuckle dusters, or a silenced pistol when needed, and my mechanic (almost always Gasket) gets a locksmith kit. My point man gets a shotgun for back up, a pair of wire cutters, and a crowbar (my new weapon of choice).
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Corporal 1st Class
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Re: squads and equipment[message #97289]
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Wed, 30 June 2004 16:26
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Modesitt |
Messages:1
Registered:June 2004 |
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Currently, I have a fairly beefy combat squad. I've traditionally stuck to just a 6 man squad for fighting so it can fit in the chopper and various support characters, but I decided to enlarge it some this time around. IMP, Raven, Spider, Lynx, Trevor, Tex, Reaper, Scope, Ayana, and Cougar actually take the fight to the enemy. I rearrange the squad they are assigned to whenever I get bored. Biff and Rude Dog serve as militia trainers, Postie and Skitz are currently just sitting around doing nothing(Haven't bothered taking Troy, Rudesa, or the Center City yet), Maddog and Rosebud sit around repairing things or hauling things.
Anyways. I mostly do noisy night ops.
Current weapons: Dragunov(Spider), SA 80 IW(IMP, Trevor), SA 80 LSW(Raven), Scoped M4A1(Ayana), Vepr .308(Tex), AK-107(Scope and Lynx), Bugged M16/M203(Reaper), SY-98(Cougar). Scopes are really nice. I like having scopes on all of my mercs equipment.
I distribute armor based on how much weight they can carry. Those that can, take EOD helmets and vests. I'm going to drop all of the EOD pants and go back to Commando and Striker pants for space and weight reasons, once I finish up the island.
Ammo is generally 2-3 Small Slots of whatever they use. I keep one of the M203's around the airport solely so I can convert 5.56 mags into 120 boxes.
Night vision and Ear Thingys for everyone most of the time. Everyone keeps a Gas Mask and Sun Glasses in their inventory, just in case. Everyone also has a crepagen and crepaboost somewhere in their inventory.
Grenades of various varieties(Stun, hand grenade, mini mustard, light sticks, etc) are randomly distributed among squad members. You just never know when oppurtunity will knock. Most squad members have a small slot occupied by throwables.
Someone in the squad needs to have lockpicks, medkits, a tool kit, a radio, and metal detector, and wire clippers.
Some explosives. TNT, C4, Pipe bombs, whatever works. Sometimes Explosives Dude carries them, sometimes he doesn't.
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Civilian
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Re: squads and equipment[message #97291]
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Wed, 30 June 2004 19:24
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Larynx |
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Messages:183
Registered:April 2003 |
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Combine a broken radio with radio parts to get a functioning radio (batteries not included, so add one).
You probably need a merc with electronics skill (and maybe decent mechanical skill too) to do it. Trevor, Barry, Red, and Steroid come to mind.
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Staff Sergeant
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Re: squads and equipment[message #97293]
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Sun, 04 July 2004 03:46
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Gandhi |
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Messages:6
Registered:May 2004 Location: dartmouth, NS, canada |
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What does IIRC mean??
Back on topic... On most of my guys i have:
Primary weapon (CZ 700M1 for lynx, and ayana, Sa 80 Iw for IMP, Vepr .308 for trevor, SAW for cougar, and an ak-74 for spider...
For armor i only use helmets and vests, the leggings are too heavy.... and my guys almost never get shot in the legs.. I try to use striker armor, commando armor and spectra helmets..
Each merc has an extended ear, UV goggles, and sun goggles..
I try to give all of them 1st aid kits, and all of them have med kits... trevor has a tool kit..
I have some crepagen, break lights, and mustard gas grenades on each merc..
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Private
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Re: squads and equipment[message #97295]
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Mon, 05 July 2004 11:56
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azrein |
Messages:4
Registered:May 2004 Location: Asia |
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Let's talk about the best equipment/weapon:
headgear: UV & ext. ear definitely!
armour: commando/striker/eod?
helmet: spectra/striker?
assault rifle: ?
support weapon (i.e. LMG): ?
sniper rifle: ?
silenced weapon: ?
CQB weapon (i.e. knife/Agram/duster/Colt .45): ?
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Civilian
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Re: squads and equipment[message #97302]
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Sat, 17 July 2004 15:54
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happybjorn |
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Messages:24
Registered:October 2003 Location: California |
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@ R@S,
I did the math for the two guns and this is what I came up with (BTW: This comparison favors the AN-94). Assume a merc with 90% mrk, an AN-94 with rod & spring attached and an AKS-74 with rod & spring attached. Then take 3 tests of burst mode, one burst fire from each gun, at an enemy standing 10, 15, and 20 paces away. I've added the accuracy for each shot to create a composite accuracy for the burst fire and in the case of the AKS-74 also multiplied the total by 5/8 (to balance it to the AN-94's lower burst cost).
AN-94: 159% at 10, 121% at 15. 83% at 20
AKS-74: 170% at 10, 130% at 15, 83% at 20.
As you can see the AKS-74 is better in burst mode. There is really no reason to be using burst fire at ranges beyond 20 as a single aimed shot is more efficient (assuming you have an elcan scope).
The AKS-74 is also better for firing single shots as it has a longer range (35 tiles instead of the AN-94's 30). The AKS-74 also has a lower bare weight than AN-94 (3.0 compared to 3.
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Private 1st Class
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Re: squads and equipment[message #97303]
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Sun, 18 July 2004 18:57
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plop |
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Messages:43
Registered:December 2000 Location: Louisiana |
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current team:
NO/Auto IMP - M16/203 with sniper scope and rod/spring, toolkit
Razor - AKM with rod/spring
Haywire - RPD with rod/spring
Morgan - PK with rod/spring, UVG's, toolkit, explosives
Fidel - AK-105 with grenade launcher, medikits (I made him my doctor with JAPE)
Steroid - M21, toolkit, crowbar, lockpicks, shaped charges
support team:
Tex - CZ sniper
Rude Dog - Dragunov
Rosebud - SA80
Those arent my final weapon choices, just what I have after knocking off Caliso and gunrunners on the way to Rudesa.
standard loadout:
2 first aid kits
2 canteens
2 grenades or mustard gas
2 smokes or 3 breaklights
gas mask, night goggles, extended ears as I find them
4 magazines for riflemen, 6-8 for machine gunners
camo kits and crepagens if I'm gearing up to take a city
I ignore knives, silencers, tear gas, sunglasses, ALICE packs.
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Corporal
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Re: squads and equipment[message #97305]
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Sat, 31 July 2004 05:19
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Wollt |
Messages:4
Registered:September 2003 Location: Sweden |
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My current squad (it's my first time playing through UC, and I should be done quite soon) consists of:
Jolt (IMP, NO/AW) - scoped M4A1, Colt .45 as sidearm
Kelly - M16/M203, Colt .45 as sidearm
Wolf - M249 SAW, explosives and some LAWs
Jubilee - M16A2, Varjag as sidearm
Raven - M21, Vintorez VSS, Varjag as sidearm
Grizzly - M16A2 or KSVK, Mortar and lots of shells
My IMP keeps an Arctic Warfare rifle for long-range engagements when he's on his own, Wolf keeps a toolkit and Jubilee is my medic. Everyone's wearing UVs. I keep a hierarchy of sorts too, with everyone wearing armor accordingly.
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Civilian
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Re: squads and equipment[message #97306]
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Tue, 08 March 2005 02:00
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brandon |
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Messages:37
Registered:February 2005 |
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I tend to keep larger squads...easier to thoroughly search a map, I detest having to move backwards and look for stragglers.
On backup weapons:
I try to avoid carrying a backup unless it's necessary. For instance, snipers benefit greatly from a backup, and the rear guard with the shotgun always carries an SMG.
I find so much gear when attacking a sector, and roll with so many 10-11 mercs, that if somebody's gun breaks or runs out of ammo, it's not usually a problem for *too* long, at least until they get out of the line of fire.
Basically, snipers who can't necessarily defend themselves with a sniper rifle always get an assault rifle. Other than that, I usually keep it pretty simple.
Later in the game, though, my night ops squad will also have non-suppressed rifles in addition to their usual armament to allow for better long range engagement.
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Private 1st Class
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