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  1. From the small, to the large, tactics are the foremost obligation of any serious PS 2 player. It doesn't matter what you do, so long as there is a continent impacting effect for it. Flying around, blowing up base turrets at bases that are two and three fights to be hacked, is ultimately a useless gesture. But for many, hitting the instant action command on the map, can be second nature. And a costly lesson in not knowing the fight you're stepping into. With that in mind, we're going to work from the first steps into the WG, right through to a cont cap. Gonna flip this around this time, and go from small to large on this time -----Get your Orders Clear----- As a new soldier, the first thing you need to do, is check the map for the fighting. Do not just hit the touchpad and jump into the first "Deploy" spot you see. Some fights need you, other fights are a lost cause or unintended. Jumping into them can mean that you spend more time feeding the enemy XP than earning it yourself. On the map, check continent ownership(upper right corner) and population density(upper left), to be sure that the fight is something you can be of use at. Also, don't be afraid to ask for an outfit or squad platoon before jumping straight into the fray. Generally the outfits are at the tip of the spear on the ideal fights, so it's never a waste of time to ask. ------Squad Unit Tactics------ Alright, you've got four or five people around you, maybe chatting in proximity. Again, we're going to break this down from the outside in. ------Infantry------ First rule, is stay together. Try to avoid losing sight of your group unless you're all entering a building or base. in open terrain, it's very easy to get turned around, cut off, and isolated from your friends. You put yourself in more danger, and weaken that small unit of yours. But, this doesn't mean following each other in a line to a door. Spread out to the sides as you run, get a wedge or line going. It makes your group a larger target, making area effect weapons less effective. It also means that you have multiple eyes on any shooter who targets you from the front. Once you get into base real-estate, that changes. Now, you're in Urban Warfare, and open spaces are deathtraps. Hug walls, stack up, and keep yourselves together to make it easier to put mass fire on a sudden target. Make no mistake, even five Engineers and a medic, pelting a MAX with assault rifle and Carbine fire, are FAR more scary, than two MAXes slugging it out one on one. Look for large boulders, medium angle hill and ridge lines, anything that breaks your enemy's line of sight. Base your offensive, around these locations. Small trees are bad for GROUP coverage(but excellent for snipers and light assault to hide in) Set your support down behind safe cover, and get your enforcers up on the edges of cover firing. Send your observers out to the flanks, where they can keep an eye on your sides, and let the enforcers focus on the front. Supports need to move between the firing groups to resupply or revive downed allies. This gives you a larger area to fight from. it's very easy for a small boulder to hide nine or ten soldiers behind it. The problem is, one tank shell, missile barrage, or well placed grenade, and instead of nine soldiers, you have nine casualties and a broken offensive or defensive point. Enforcers in particular, need to get down when you are hurt or out of ammo. Your pistol is not the same as your assault rifle, light machine gun, chain gun, rockets or grenades. And even a light sniper can drop a shielding heavy in a single shot if he's already hurt. -----Cohesion----- Author's Note: I have been debating this issue for a very long time. It's been hard to determine how much this section needs to be stressed without being overbearing. I will probably come off quite harshly here, but that is because PS 2 really does prove the proverb true. I will not reveal any specific situations, but I have seen excellent, and horrible examples of Cohesion in PS2. While the former were fine, the bad ones were at times enough to make me want to jump ship. So if I hurt anyone's feelings, or poke at a person's playstyle, please don't take it personally. I just couldn't find a way to bring this across any softer that would satisfy me. For want of a nail a horseshoe was lost, for want of a horseshoe a horse went lame, for want of a horse a rider never got through, for want of a rider a message never arrived, for want of a message an army was never sent, for want of an army a battle was lost, for want of a battle a war was lost, for want of a war a kingdom fell, And all for want of a nail. In any other FPS game, the external game is always secondary to your personal game. Jump on GRO or CS-GO, and you can easily snipe even when you have a bad team. In Halo 4, you can grab a jetpack, carbine and grenades, and your personal skill can trump the scoreboards to humorous effect, even if your team didn't win. But PS 2, is unlike any other game. EVERYTHING, turns on the skill of the players. Big things, and little things. There's no automated warning system to tell you where enemies are. Bases won't flip themselves back to our side, vehicles and turrets won't heal themselves. Attention to detail, keeping up with the little things, can actually tip the balances of power in a fight. Pursuant to that, keeping the enemy firing blindly, spawning into kill zones, and doing little beyond running spinning and shooting like idiots, can turn hopeless fights into PS 2 101 educations. But all of this, comes from one thing: the many working with the few, to accomplish organized tasks in a stressful situation. Leadership, organization, and committment to a group effort universally nets more cert points, kills, and medals, than trying to lone wolf it. There are occasional exceptions to this, but they are rare, and often require a very narrow set of conditions and situations to come about. Having said that, I must point out a few difficult truths: PS 2 is not for the solo player - I don't know about others, but I have pined for years, even before PS 1, for an in depth, tactical group action game, where I could play with others to accomplish something together. Not TFC, CS, DF, or Halo, but a game where the group is only as effective as the sum of it's parts. Sony answered those hopes with PS 1 and 2. But that means our personal skill, is not as important, as our contribution to a group effort. By joining an Outfit, you want to be a part of a greater effort - Outfits are voluntary. By joining one, you say to yourself and others, that you want to help out on a coordinated offensive. If you join just for an easier time to spawn in so you can grab an Inf, a .50 and go snipe hunting, make sure that's NEEDED, or find a rando group to satisfy your precision lust. Running, is not the same as Doing - It's very easy to get caught up in a vicious cycle: The base is falling, you spawn at a sunderer or inside. You grab your weapons and armor and run to the heroic defense of your home ground....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer. Undaunted you quickly respawn, telling yourself it'll be different this time. You grab your armor and run....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer. Undaunted you quickly respawn, telling yourself it'll be different this time. You grab your armor and run....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer....sensing a pattern here? You're running a lot, but doing very little with it. The rush of adrenaline at saving a falling base can easily override both personal and group logic. We become so fixated on not taking even one step backwards, that we forget the first step to a counter, is often a step back. Always evaluate your situation, and adjust your tactics accordingly. Likewise, communicate what you see to higher, because they might be in a different situation. Not being able to see the six or seven Prowlers or Magriders on the other side of the base that's crumbling like a sandcastle, could give a Squad or Platoon Lead the info needed to counter or redirect their fight. Orders are to be obeyed, not questioned - This one REALLY bugs me at times. Yes, we all know it sucks when you see a problem, kick it up the chain of command, and nothing's done about it. Or when you see an opportunity, call it in, and get told to do something else. But as painful as it is, we cannot(Yeah, I've probably said this half a dozen times in half a dozen differen ways) work solo to achieve a given objective. It takes nothing for twelve people to do what they want; log in midday on the servers for a prime example of this. Hundreds of people doing nothing but what they want, almost completely oblivious to the actual situation. A squad or platoon that can accomplish simple tasks in a stressful environment, will become a nexus of coordinated activity. As they see a group doing a single thing, other people naturally gravitate towards doing that same thing. But all of this is impossible, without adhering to orders. Your squad or platoon lead has the overall goal in mind. You may feel your vision is important, and at times it can be. But you must trust your leaders, that they know what they're doing, and follow their orders. In turn, leaders have to both know when to pull on the reins, and when to let them go. It's very easy to try and micromanage people in PS2, and it will get annoying fast. Rattling off endless step-by-step orders clogs the comm, has everyone paying more attention to your next order than the game, and losing the ability to think for themselves. They become frustrated automatons, have less fun, and are less effective. Delegate, organize and coordinate. Do NOT dictate, codify, and presume. Break your squad in half or thirds or fourths, and assign fireteams to specific tasks. TRUST them to get it done. Know your Forces - In most movies, as well as most real life images of military units, someone almost always has a simple pad and pen for writing. They could be using it for any number of reasons, but there's always one that stands above them all: because it's easier to refer to paper than memory. Find out who in your forces can do what. Not everyone either WANTS to be a Medic, or has the certs invested into it to make it worthwhile. By knowing your forces, you can set up fireteams based on a cohesive whole, comprised of different parts. Platoon Leads can take this to the next logical extreme, and make entire squads around a single combat point: Armor, Spec Ops Stealth, Fast Attack, Air Dominance, AV Infantry. With a squad, you can park them at a road intersection or a choke point and punish vehicles that try to make it past. Or call in a Bombing run along a specific targeting zone. :-) Before your Op starts, do a role-call of who likes to do what. Who are your pilots and drivers? Who love light Infantry, or are certed into MAXes? Pick three roles each player likes to do, jot them down under their names, and keep it nearby. So instead of sounding like a rookie leader, constantly asking "Hey, who can do this?" you'll project confidence and trust in your people, to just call out names, ask for a role switch, and give them their marching orders. Following this, assign a second in command. At the platoon level, you're the coach, your squad leads are your captains, and your second in command is your quarterback/striker. You call the plays, they execute them under the SIC's guidance. At the squad level, YOU'RE the Quarterback, but the SIC is your center. You work together, to move the plays on the field. This can fluctuate as needed, but it's better to have two clear voices of who's leading, than you trying to respond to everything. Give your SIC a little bit of freedom, so he doesn't feel the need to "Mother-May-I?" you to death. Your leadership filters through him, his leadership through your squad, and your squad's leadership through the other players. As disconnected as it may sound, it WILL work. Random players want to be on the side that seems to know what they're doing. That's the Outfits and outfit squads. They'll follow you like puppies if you can demonstrate order and organization in battle. :-)