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Author Topic: Human Tactics, a Guide  (Read 70446 times)
Ozymandias
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« Reply #15 on: January 11, 2011, 04:00:40 AM »

Something to note is that modifications can allow people to fill multiple classes.

Someone with a well-modded and shotgun'd Longshot who carries a lot of ammo could be a Heavy, a Ranger, or a Scout.
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"My name is Ozymandias, king of kings:
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KingJulien

Dubstep Nerf

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« Reply #16 on: January 11, 2011, 09:09:31 AM »

How about adding the Power Strike Quick Fire 48 to the heavy list?
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Dyslexda
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« Reply #17 on: January 11, 2011, 09:48:33 AM »

Something to note is that modifications can allow people to fill multiple classes.

Someone with a well-modded and shotgun'd Longshot who carries a lot of ammo could be a Heavy, a Ranger, or a Scout.

I've always questioned the use of Longshots as Scout blasters. Yes, they're not Stampede-heavy, but I value speed over firepower as a Scout, and would rather opt for a Furyfire or Alpha Trooper and the ability to stay quick on my feet, than the "reach out and touch you" power of a Longshot.
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Markus

Loves Stampedes a little too much

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« Reply #18 on: January 11, 2011, 11:35:22 AM »

The idea is that each member of the squad has a specific role, and in knowing that role can best help the team. Marksmen are the ONLY people that fire while the zombies are far away, Point Defense ONLY fires when the team is being charged, et cetera. Each Heavy also has a GP or PD assigned to carry spare ammo, helping the Heavy stay mobile by cutting down on the weight of their gear without sacrificing firepower. 5-man teams provide optimal maneuverability, but can be combined into 10-man squads when greater numbers are needed.

To be honest, overly complicated analyses of 'hybrid' classes tend to become more descriptive than prescriptive and so become less useful in assigning roles. I think it's better to stick to well-defined classes and roles based on equipment capabilities and go from there.

I like your group loadout system, I think I might ad a study into group loadout combination and the pros and cons of potential loadouts in later. I think that you have a very valid point about the difficulty of applying transitional classes, but the point of transitional classes are to cover the inevitable middle ground. I doubt that there are very many players who are pure Scout or pure Heavy, and the idea is that the information given is supposed to help players effectively combine the information already given in each classes individual guide. I wholeheartedly agree that not all Hybrids are viable or effective, especially for all situations, but I think that Scout-Hybrids and Grenadier-Hybrids in particular are vital to better understanding class use.
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Markus

Loves Stampedes a little too much

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« Reply #19 on: January 11, 2011, 12:05:23 PM »

Do you guys think I should create a standard notation system for writing up group composition, individual loadout, and stuff like that?
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mcknightchris
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« Reply #20 on: January 11, 2011, 12:15:01 PM »

Do you guys think I should create a standard notation system for writing up group composition, individual loadout, and stuff like that?

Go for it. It could be a useful reference system.
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skullface1818

The Tallahassee nerf mogul

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« Reply #21 on: January 11, 2011, 12:35:15 PM »

How about adding the Power Strike Quick Fire 48 to the heavy list?
second
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Markus

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« Reply #22 on: January 11, 2011, 12:47:37 PM »

Added the 48 and wrote up some of the beginning information on item classification. More coming soon.

The more that came: the beginnings of mod guides.
« Last Edit: January 11, 2011, 01:17:01 PM by Markus » Logged

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« Reply #23 on: January 11, 2011, 02:16:41 PM »

I don't know what happens at other schools but here there is a tendency as missions progress to just lump every human into a big mass of guns and walk towards whatever they have to do.

Perhaps some suggestions on large number operations could be useful.

Also check sig for zambie tactics.
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Katyusha


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« Reply #24 on: January 11, 2011, 05:24:23 PM »

Any chance you could include some discussion of "formations" and what works better in what situations?  I've been kicking around some ideas of my own but I'm curious to see what other people think.
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catbarf


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« Reply #25 on: January 11, 2011, 06:09:10 PM »

After observations during the week-long game and the minigames, I have decided that we're going to try to implement wall-hugging doctrine. Basically, the vast, vast majority of the kills I have seen come from people being tagged by zombies that ran up behind them. Large groups can fall prey to this, as all it takes is a few people down in one direction to leave the whole group exposed.

But during our first minigame, a fairly small group of us was able to hold out against near-instant-respawn waves of 20+, by staying in a corner and maximizing firepower.

So, the idea is simple. Instead of staying in the open where possible, to avoid being ambushed at corners, we'll stay right up next to buildings, halving the number of directions the zombies can attack from, and helping to reduce visibility. When we need to go around blind corners, a mirror on a pole will suffice; or, failing that, a staggered formation for the first few people would maximize firepower without straying too far from the wall.

For getting between the dorm and academic sides of campus, we'll go through a thick forest (Steve_the_slim- The forest running between the bike path and outer loop). Forest is dense enough to hinder zombie movement and keep us hidden from zombies, but not good enough to hide a horde.
« Last Edit: January 11, 2011, 06:11:46 PM by catbarf » Logged
Markus

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« Reply #26 on: January 13, 2011, 09:31:29 PM »

I can see that being very useful, but I worry that a large rush would leave you kinda screwed.
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xxMoosexx


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« Reply #27 on: January 23, 2011, 06:01:18 PM »

We just finished playing at my school and on several occasions my squad was face with horde charges. I felt that when the Humans allowed the zombies to dictate the tempo of the mission (ie. They responded to the horde’s actions) that they were at a large disadvantage.

On one escort mission I was a part of a distractionary force and so therefore we chose not to push the horde confronting us back towards the objective. Although this allowed our right squad to reach the objective with minimal casualties, my team, who responded to most of the hordes "dummy" rushes by falling back, was eventually reduced from 10 to 3.

On the following "domination" mission we were faced with a similar situation (which to me felt a lot like a riot). The objective was to identify, capture, and hold for five minutes, five locations around campus. After successfully capturing 4/5 of the locations several humans fell back to the "extraction" zone where we were forced to hold off the horde until our final team could capture the 5th and final location. With intent to prevent the tragedy of the previous mission, my remaining squad mate and two other friends aggressively confronted the accumulating horde as they streamed in from around campus. It was reminiscent of the movie "300," and I felt that it was a very successful technique. While we four "sock throwers" thinned out the horde, pushing them back, the rest of the squad pulsed outwards. The zombies, biding their time until more of the horde arrived, were unsure of whether to rush early and risk annihilation or wait for back-up. In their hesitance we were able to limit the amount of active zombies on the front line at a single time. With the support of the rest of the squad we were able to retrieve our socks and repeat the process for nearly 25 min until the Human squad finally arrived.


In conclusion, I feel that success against the horde comes in being able to dictate the tempo of combat as well as limit the ratio of horde to humans. They have strength in numbers and strength in human hesitance. Many of their successes are achieved simply by preventing the resistance from completing their missions. Standoffs work to the advantage of team that is not running on a time restraint. I know this may digress from the topic of this forum a bit, but when it comes to tactics, the simpler the better. Large extravagant plans fall apart easily if not all pieces are present or functioning properly. This becomes more prominent as the game progresses and squads lose members. My three friends and I were able to survive as humans for so long because we established a few simple principles. 1. Dont travel in large groups, 2. Dont get yourself into standoffs unless the mission absolutely depends on it (ie. defending a location), 3. If you can’t destroy the opposing force with the team you have present then GTFO. We always established location from which to regroup in case we were forced to split up. and 4. If you can stun the zombie now, do so.
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catbarf


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« Reply #28 on: January 24, 2011, 01:45:01 AM »

I can see that being very useful, but I worry that a large rush would leave you kinda screwed.

How so? If you mean because we have nowhere to run, well, the humans are screwed anyways. After all, if the zombie horde outnumbers the humans 3 to 1 or more, chances are that no single human will be faster than his undead counterparts- especially when weighed down with equipment.

Actually, discipline and breaking ranks have been the two biggest issues we've had. Putting the backs (literally) against the wall will prevent panic leading to a rout, and increase survivability to boot.
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catbarf


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« Reply #29 on: January 24, 2011, 03:40:30 PM »

I'm very glad to hear that, because we haven't had a chance to try it so it's been all theory. My one concern is that on our campus, thanks to extensive no-play tunnel networks, the only time we're forced to go outside is going from dorms to class and vice versa- the one area where there are no buildings to use. It will, at the very least, help on missions.
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