Evrik wrote:
In addition, it totally changes how you play the medic. If you know your squad mates depend on you, your sole aim is to stay alive. You can shout at teammates to drag the wounded into cover (rather than run out into a hail of fire to revive), and you do make far more use of smoke to provide cover. It can be tense when people are shouting for help and yet bullets have you pinned in a house.
Indeed, was a good system.Totally different and more enjoyable way to play the role. Everyone always kept a keen and protective eye on keeping the medic alive - additionally it promoted a little more of a cooperative nature and less of a 'one-man army' with the ability to resurrect - if you got careless and got yourself needlessly killed - you f**k everyone in your section over.
In addition to this, smoke protocols made a world of difference -
Green for friendlies,
Red for enemy position/overrun friendly position, and
Blue for friendlies down and in need of a medic. Benefit of this being we generally operated with two or more sections, as opposed to a mess of everyone using group manager to patch together a small platoon. This helped to add spontaneity and urgency - for example: Section 'A' suddenly and urgently needs to assist Section 'B', when their medic goes down and they start taking causalities.
Also as Evrik mentioned - we generally had a designated CSAR crew orbiting the AO in either a Blackhawk or Littlebird - providing limited CAS, with an engineer and medic as crew. Good fun - pilots get their own little teams to keep them company and the perceived "boredom" of flying around in circles is totally undone by the fact that when you're called in and inserted, it's usually because things have gone totally tits up have become brilliantly chaotic.
Food for thought anyway

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