LEADERSHIP
Leadership is learned from experience, a lot of trial and error. Official leadership positions such as SL, PL, and OIC only offer you more communication options and several area of effect attacks. It doesn't mean you are an effective leader by any means. A successful leader doesn't even have to be a squad leader, just somebody that can direct the unguided troops in a squad to something more effective. This is where my guide comes in as a self help guide to stay on task and complete the objective in the absence of a leader, or in the presence of bad leadership. If you default to the guide I made you can help your team much more than following bad commands.
The heart and soul of leadership comes from commanding your own 8 man squad. I also set up the strategy guide in such a way that if everybody reads it then plays according to the guidelines I set forth the leadership roles are put to the sidelines because each individual player is functioning at their full effeciency, doing something useful for the squad/platoon/company.
An effective leader will remind a squad/platoon about what they should be doing. For example, if the bunker lines are all destroyed, the leader should remind all squads/squad members to search and kill any and all survivors on the defensive line to prevent them from repairing their bunkers, then to move on if it is clear.
Leadership isn't simply telling people that they are doing a good job etc, that is nice to hear but doesn't make that person a leader at all. A leader will redirect ineffective squad members/squads/platoons to something that is effective and will complete the mission. If everybody is already doing a good job without the leader saying anything then the leader isn't needed because you are working with elite troops.
There are a few things a leader can try to do but most of these attempts at controlling the entire platoon/company should be done in the beginning of the game to create shock and awe. For example, on Sabotage I was platoon leader of the attacking team and was able to get roughly 3/4 (21/28 players) of the company to all spawn on the spawn point going towards objective A in a blitzkrieg knowing that the typical 2 squads would be there to meet us. We were able to over run objective A and capture it, leaving 1 squad on Objective A, the next phase was to have the other squads to move towards Objective B from the flank while the last squad that didn't listen was struggling against two defending squads in the front. We were able to take Ojbective B and was barely able to unlock C before A was overrun. There was so much time after that to get C that we won a landslide victory.
Plans like this should be devised to make the game more interesting, and to throw the enemy completely off balance. Sabotage is one of the only modes that I can think of that can accomodotate this type of plan quickly and easily because there are only 2 spawn points.
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COMMANDO updated 10/15/09 video links below
Here is an example of a good Commando run, watch and take notes. All matches are recorded in 720p HD Enjoy!
Part 1 : YouTube - MAG Beta - Commando run on Domination mode Part 1
Part 2 : YouTube - MAG Beta - Commando run on Domination mode Part 2
MAG offers one of the greatest opportunities in online gaming to engage in commando infiltration and sabotage of the enemy defensive compound. This is also one of the most lucrative ways to make EXP all by yourself! But the risks and rewards are fairly balanced out. First I will outline the risks and the rewards, this will help you, the reader see if this is the right thing for you. This will also allow those who hate when people go on commando runs or do not understand it, realize what is going on and why it is an acceptable playstyle (play however you like it is a game!).
RISKS
You are alone 99% of the time
It is not always easy to get through the enemy's front lines without dying (several times, and for the new commandos, MANY times)
If you engage in combat with anybody while behind enemy lines, regardless of whether you kill him in combat you will be hunted down and over run, it will just be a matter of time.
Any future commando infiltrations in that same match will be met with more resistance and possibly defending players waiting for you.
REWARDS
Provides the best solo-troop experience once you are behind enemy lines sabotaging their infrastructure.
Provides you with some of the BEST game play experience, the rush of andrenaline while you are sneaking behind enemy lines makes for great stories of achievements, and failure!
Teaches you infiltration skills which will be useful for when you are on the defending team. Some of the best infiltrators make the best defensive players with their specialized knowledge.
Teaches you discipline in not simply killing everybody you encounter as it produces disastrous effects on your commando infiltration.
Having laid out the basic principles of commando infiltration playstyle. The reason that this playstyle is beneficial to the team as a whole is that once you are passed the enemy front lines, you can begin your attack at nearly any point of their infrastructure. This initiative in combat puts you in charge of setting the pace of what will be your eventual death. When you set that first demo charge, you have to keep in mind that YOU have now set the defensive team in motion against you. The enemy will be aware of the flashing infrastructure, go ahead, plant another charge somewhere else. Now the entire enemy team notices two things flashing. Since squads can only talk within each other, you may gain the attention of anywhere between 1-5 players who will all, by their own process of deduction try to intercept you before you arrive at your next destination.
Look at everything that I just mentioned and break it down, one commando on the attacking team getting the attention of 1-5 defending players who now have to go BACKWARDS (no longer defending the front line objectives/bunkers) and track down a single player in an undetermined location. This is great effeciency! Now is the hard part. Once you notice people running around the previously abandoned compound, you have to ask yourself how to stay alive for as long as possible, and destroy as much infrastructure as possible? Simple, do NOT engage in combat with any of the defending players investigating your whereabouts.
Do not mistaken "do not engage" with "do not fight". The difference is simple, if you think the enemy saw you DO NOT FIRE, either get behind cover, lay down quickly, or otherwise remove yourself from getting any more attention from that player. If the enemy did NOT FIRE at you then your cover isn't officially blown, trust me on this. It is a test of your nerves and has got me by MANY insane situations in which I believe the enemy saw me. While you are avoiding further detection from the enemy you thought had seen you, keep your gun aimed at him (if you couldn't go behind cover, always try to hide in this situation!) If the enemy keeps moving along and seems to otherwise not care about you, or perhaps not even see you then lower your weapon and continue on your infiltration. The situation is completely different if at any point in time the enemy fires at you at ALL. Two basic strategies are if the enemy is a LONG distance from you and you are wearing light armor and you have both sprinting skills unlocked then I would suggest that you run away from the enemy, make a reasonable distance between you guys then hide and listen for footsteps, if it is clear, continue infiltrating and sabotaging the base. If the enemy shoots at you in medium-close range then you almost have no choice but to shoot him since you can die within a matter of seconds. Once you killed the enemy you will have to spend a minute or two going as far away as possible while staying behind enemy lines so that the enemy loses any reference point of where you may possibily be.
Once you have spilled blood in the enemy compound, things change for the worse quickly. For every enemy you kill behind enemy lines, it is almost guaranteed that you will have a dedicated hunter tracking you down until they kill you. The next time you plant a demo charge on something you have much less time to run away as that will serve as your hunter's reference point to search for you. This is what I mean by "your eventual death" as an infiltrator. It is very difficult to go all game without running into a kill or be killed situation.
There is hope though. As I mentioned, if you are successful in planting numerous demo charges behind enemy lines, you will attract the enemy as I mentioned. However, if you can succesfully sneak around and not kill ANYBODY (and not die yourself) then what you will end up doing is the opposite effect of killing somebody looking for you. You will frustrate the enemy search party. You can rely on your average player psychology that they started searching for you because it might be easy to find a single person running around blowing things up. If you make yourself impossible to find by adopting an ultra conservative method of sabotaging once every minute, or minute and a half, the average player will lose interest in you and move back to the front lines. Keep in mind that this is just for the average player psychology, it is VERY possible that you have attracted the attention of a commando infiltrator that is playing on defense in the current game. This player WILL NOT stop until you die because this is FUN for him, he won't get bored doing this. Most commando infiltrators are not as interested in front line warfare as they are with the action behind enemy lines, he will be your nemesis for this match, guaranteed. This is good since it keeps both you and your nemesis trained at the highest level of competition possible. It is amazing that we can enjoy small scale skirmishes that test patience and stealth, rather than all out brute force and enjoy the polar opposite, all in the same match!
Another technique is to infiltration is to sabotage a several things at once, then go dormant for 2 minutes, keep scouting for enemy search teams, and go for another big run, then go dormant again, rinse repeat. Playing as a commando in MAG has so many different approaches to it that it is hard to list them all here, but these basic concepts for one of the most advanced forms of combat (1 against X) should get you started on a path that you might never turn back from!
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