Author: tunnelrat <[email protected]>     Reply to Message
Date: 8/8/2011 10:18:18 PM
Subject: PR Dossiers

Post your shit, so we can pretend like we are going play for reals.

GAYLSTROM:

Weaknesses:

- Having no communication = Mael is going to go do something actually effective.

I can't play in a group where the fagsl isn't talking or... I dunno, actually leading the squad.

- Having no clear plan - "We're going to defend here...that is all" = Mael will figure out the best way to defend with his given kit.

SL's need to be SL'ing a lot, even if nothing is going on. If someone is sitting on their ass watching a sector that is unlikely to even be attacked, but of strategic importance, the ONLY thing keeping a person into the game is knowing they are doing something that is effective and/or at least appreciated.

- Close Quarters battle. Mael is not good at quickly determining friend from foe when the shit hits the fan. In fact, Mael is far, far more accurate when shooting at team mates. Below average skill with burst at further than short-range, and bad enough with non-bipod automatic fire, uses semi-auto almost 100% of the time.

- Flying. Forget about it.

- CQB/Urban Warfare SL. Mael has low skill in CQB and mediocre skill in non-supporting roles in Urban Warfare - hence, he certainly cannot lead squads in these roles.

Direct Assault: Unless you don't have anyone else.

Kits:

- Rifleman: unless dedicated to overwatch/supporting sniper/marks/AR, wasted slot

- Specialist: Not proficient with grapple, passable with shotgun (on friends and foes)

- Medic: Has anxiety attack when anyone is hurt/unconscious, or in danger of being hurt and/or unconscious. Tends to get shot a lot while trying to save said people.

- LAT: Passable LAT, much more effective with other classes.

- Throwing Grenades: Will only throw grenades when the possibility of hurting self/teammates is 10x higher than hitting enemies, and will generally miss even then.

- Grenadier: No.

- Mortar gunner: Pass.


Strengths:

- Supporting roles:

FOB construction/manning/defense

Running logistics

Forward Observer for mortars/air strikes/etc (assuming your team is worth a shit) - team member more than squad lead

Any role that lets an enemy lose their advantages while increasing yours (ambush, defense, flanking)

Boat/land vehicle troop transport

AA Squad Leader/SAM/AAA Gunner

IED/Ambush Squad Leader/Member

Vehicle Driver (better as gunner, unless alternative is better)

Helicopter door gunner (Assuming a map that has enough insertions in to hot zones to warrant it)

Kits:

- Marksman: Very good in cache/fob/flag defense in flank offset. Average to excellent in squad DMR role, highly dependent upon the quality of squad/SL (i.e., do they have ANY clue how to use a DMR?) First shot effective on stationary targets out to 500m, walking targets 300m, running 100-200m.

- Automatic Rifleman: Well above average with varying degrees of squad skill in all AR roles (aside from CQB). Ambush, defense, single envelopment, long range target suppression/elimination. Very good as base of fire in urban warfare situations.

- Heavy Anti-tank: Average/Slightly above average, good situational aware, patience, aim, locational targeting, enemy tactic reading.

- Sniper: On a map that observation/lasing is needed, does quite well. Average with sniper rifle, generally does not use unless situational is hopeless.

- SAM (MANPAD): With a decent squad

- Combat Engineer: Defense/Ambush only



SO NOW YOU KNOW

[PiCE]uamaelstrom

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