How to be a PR Squad Member. A guide.

General discussion of the Project Reality: BF2 modification.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

How to be a PR Squad Member. A guide.

Post by goguapsy »

NOTE: I am writing this in PR General Discussions because, since this is the most popular section of the forums, I believe this will be the place to get the most reads - I don't care about numbers, I am just trying to help the biggest number of people to enjoy this game and make the game enjoyable to all others.

WELCOME TO PROJECT REALITY!

Project Reality is a modification of Battlefield 2. The aim of this game is to generate a more realistic environment but still maintaining gameplay balance. This is achieved by weapons and gameplay tweaks and general other tweaks. Project Reality is mostly based of good teamplayers that migrated from vbf2 (Vanilla, the un-modded version of BF2).

First, please, DO read the manual.

Project Reality Manual


This guide's aim is to teach you the things that are NOT in that manual, such as how to be a teamplayer. Know how to do what your Squad Leader tells you to. This teaches you BASIC things.


What are you? You will most likely start as a squad member (I suggest infantryman). Your job is to follow your squad leader's orders as effectively as you can. You must always try to self-improve. For infantry kits (from medics to Heavy Anti-Tank guns), you can just ask help from your squad members or leader. To fly vehicles (aka assets), please do seak a Single-Player server. Specially concerning choppers and planes. THIS GUIDE WILL FOCUS ON TEACHING THINGS THAT YOU CAN'T DO ON TRAINING SERVERS!

The Squad Leader: Squad Leading in Project Reality requires skills. NORMALLY your squad leader will have a good knowledge of game kits and mechanics. This by NO MEANS means he knows everything. Much the otherwise, he is learning just like you. Follow him. If you don't like him, leave the squad and join another one.

NOTE:This guide is supposed to "simplify" what I believe is important for everyone to know. You can skip the formations section, I put it there just in case a Squad Leader asked a formation and you could be a helping hand, knowing what's your spot and maybe even help the other Squad Members!



YOUR DUTIES AS A PROJECT REALITY PLAYER:
-Know how the deviation works (hold still for some seconds to fire! If you move, you must wait after it if you want to be accurate!)
-Know how to drive.
-Know what is a grenade trap.
-Know what is a mine.
-Know that you can't drive over mines or walk over grenade traps.
Don't know one of these things? ASK! Trust me!
Remember: PR players LOVE to help new guys. Just remember, follow your SLs orders and he will gladly help you out.




Now for the real guide:
To be an effective infantryman you need to know:
1. Formations -- This doesn't actually work in PR.
2. Forms of fire
3. Rules of Engagement
4. Firefight Techniques
5. Individual Roles
6. VOIP (and Mumble)


1.Formations: Read the NOTE.

(NOTE: Most SLs do NOT use formation. Therefore, as a general rule, do not bunch up, as a RPG can kill you all (that DOES happen) and an AR or grenade can get you all with one burst. Remind your Squad Members to do that too! As a general rule, though, stay within nametag distance from at least 1 squad mate, and do not strafe apart more than a grid (ex. from A1 to B1 or A2) from your squad unless told otherwise/sent in flanking maneuver.)

1.1 The Column Formation: Standard movement formation. Single file. Harder to spot in forests (sometimes), but rather predictable and easy to ambush.

DIRECTION<----1----2----3----4----5----6----

1.2 The LINE formation: Attack/Basic ambush formation/Line of Fire. Shoulder to Shoulder. Good for quick engagements up front, allows several points of view while decreasing the chances of 1 enemy killing lots of your guys.

------------------------------------------------1
------------------------------------------------2
----------------------------DIRECTION<----3----
------------------------------------------------4
------------------------------------------------5
------------------------------------------------6

1.3 The Staggered Column formation: Bigger coverage area for movement. In streets, means each 3 people will be on a side of the road. Good for mutual protection. In a city, one side can cover the opposite rooftop, for example.


----------------- DIRECTION<---1--------3--------5
------------------------------------------2--------4---------6


These are the basic formations. Note that formations 1.4 and 1.5 (arrow and vee formations) are almost never used in PR. It is hard to mantain such a formation in a game other than with ARMA 2's AI, which are still not a proof of perfection ;) .

1.4 The Arrow Formation: Good flank coverage. Prevents ambushing from close quarters.

-----------------------------------------------------1
-----------------------------------------------2
-----------------------------------------3
---------------<------------DIRECTION-----4
-----------------------------------------------------5
-----------------------------------------------------------6

1.5 The Vee Formation: The same as Arrow but the opposite. Could deceive the enemy from the direction you are going. May also look you are disorganized, which isn't a bad thing if you are, indeed, organized.

-----------------------------------------------------1
-----------------------------------------------2
-----------------------------------------3--------------DIRECTION-->
-----------------------------------------------4
-----------------------------------------------------5
-----------------------------------------------------------6


2.Forms of Fire: Basically there are 3 types of fire:

2.1 - Effective Fire
2.2 - Defensive Fire
2.3 - Offensive Fire


2.1 - Effective fire: Normally used if your squad was not detected. For this fire form, you must wait for full deviation-settle and shoot to hit. Little use of ammunition. Normally this will make the least amount of noise, if your squad leader does not request knifing. Also known as Point/Smart Fire.

2.2 - Defensive fire: If your squad is receiving effective fire from the enemy, feel free to get to cover (unless told otherwise) and return fire. Return A LOT of fire to keep the enemies head down and then allow for effective fire or flanking maneuver. Also known as Suppressive Fire.

2.3 - Offensive fire: Consists of using the highest amount of firepower available. This include grenadier grenades, hand-held grenades and AT rounds. Smoke may also be used. Normally consists of the squads Machine Gunner and Grenadier/AT soldier to suppress (Defensive Fire) the enemy while the 4 other squad members move in (which will move, suppress, move, suppress.... sometimes combined with leapfrog tactics).

2.4 - Check 4.3 (Ambush)

3. Rules of Engagement (ROE): Consists of engagement rule for insurgency games and other ocasions.

3.1 - Civilians (and Unarmed Kits). Civilians are available in Project Reality Insurgency Games against Iraqi Insurgents or Taliban. They normally don't carry anything at their hands. They may not be engaged, UNLESS...
-He used his epipen or ressucitate hands to treat someone (NOTE: IF HE DIDN'T USE IT, YOU CANNOT SHOOT HIM! IF HE IS JUST CARING IT, HE IS NOT ATTACK-ABLE).
-He has driven a car or used a stationary gun.
-He used an armed insurgent kit recently.
-You MAY ENGAGE HIM whenever you want with a SHOTGUN!)
ALL of these conditions expire 60 seconds after the occurrence.
(Note: HE IS NOT ENGAGEABLE WHEN USING HIS MEDIC BAG!

3.2 - Return fire only. Do not engage enemy personnel UNLESS FIRED UPON. If you are fired upon answer with defensive fire. Otherwise, do not.

3.3 - Weapons free. Upon enemy movement/contact, call out the bearing and engage. GO FOR COVER first.

3.4 - Weapons ready. Upon enemy movement/contact, call out the bearing, go for cover and ask Squad Leader permission to engage. If the enemy has seen you (or is even aiming at you) engage with effective fire. If there is a large number of enemies, suppress (use defensive fire) and ask squad leader for fire form (offensive or keep defensive).



4. Firefight Techniques:

4.1 - Retreat: Run back, suppress, run back, suppress. Only run back if someone is suppressing for you. Use the leapfrog tactic. Smokes may be deployed.

4.2 - The Leapfrog tactic: consists of a turn based movement: while someone suppresses, you move. After you reach for cover, suppress while the others move. And so forth. May be used on normal movement when firearms are not in use.

4.3 - Ambush: Normally consists of hiding behind some concealment and waiting for enemy visual to be estabilished. Hold your fire until squad leader commands firing. The ambush normally starts with some loud weapon firing, such as SAW or Anti-Tank rocket or specially, if up against infantry, a well-placed claymore. Perhaps a trip-flare. The objective is to eliminate the enemy before they reach for cover. Depending on the distance all available weaponary should be used.
OBSERVATION: DO NOT USE SMOKE IF THE AMBUSH CONSISTS OF VEHICLES (more vehicles than one AT round can handle). If you only have infantry, ask for squad leader's permission to throw smoke. That's useful if the squad needs to relocate or there are a LOT of people being ambushed. If smoked is deployed, it is normally followed by position change (while the enemies are disoriented, move to higher ground or flank. Or go for bayonetes. Ask squad leader).

4.4 - CQC/B - Close Quarter Combat/Battle: Normally existant on urban areas, use your weapon of burst-mode or full-auto mode. Iron sights or Aimpoints should take point. Engage any enemies you encounter. When clearing buildings, a grenade should be tossed before going in. BE CAREFUL WITH CIVILIANS. Never spring into buildings or corners. Stay close to your buddy or buddies. Watch all directions. Don't hesitate when firing, but fire at the enemy.

4.5 - Check your map: All the time. Keep record of friendly positions and movement. Check the map to prevent friendly fire.

4.6 - Flanking: One of the most common firefight maneuvers, consists of a fireteam (or some selected squad members) to move around under concealment in a position from which you can engage the enemies from the side while someone else suppresses them. Whatchout, you might run into an opposite flanking party too! So be ready to engage, but DON'T be trigger happy.)


5. Individual Roles: A more specific section of the guide for standart and limited infantryman kits.

This section's objective is to teach the basic roles of each kit. This does NOT teach HOW to use your equipments, but rather WHEN to use them. (NOTE: As a general rule, stick with the kit you are assigned to for the full duration of the round. If you wish to change kits, talk to your SL which will be glad to help you out. He just wants to see you enjoying the game. Remember that.)

RIFLEMAN: The backbone of the army and your squad. Normally takes point. Aimpoints and Iron sights are prefered for CQC, while scopes and ACOGs are prefered for long range engagements. Is used for Effective, Defensive and Offensive fiire modes. Don't use your ammo bag anywhere. Ask your squad leader before using this precious equipment. Use your grenade to flush enemies out of buildings and to scare enemies that are too close. YOU ARE IMPORTANT STICK WITH YOUR SQUAD!

RIFLEMAN SPECIALIST: Is issued a grapling hook to overcome obstacles such as walls and rocks and a Breaching Slug shotgun (or normal shotgun) to breach doors and gates. Remember both are loud when using, so only use under your squad leader's permission. The shotgun may also be used to arrest insurgents and civilians (≠ from killing). YOU ARE IMPORTANT STICK WITH YOUR SQUAD!

MEDIC: One of the most important kits in the squad. Your job is normally protect your squad and heal your squad mates. Do NOT wander off alone. Depending on your squad leader you can be on a defensive or offensive roles. However you don't take point. Ever. Don't be upset: you are the bloody hero. You can ask your squad leader to change roles if you want. YOU ARE IMPORTANT STICK WITH YOUR SQUAD!

SAW GUNNER (AR): You have one of the most lethal direct-attack guns in the game. You are able to deliver a volumous amount of lead for suppresive or lethal roles. You frequently start ambushes. Your gun makes a lot of noise. You are several times a tide-turner. YOU ARE IMPORTANT STICK WITH YOUR SQUAD!
I believe most people would say that the AR should be ready to engage all the time, and deploy your gun where you would set your bipod on. Ex. Please, do not deploy when standing in the middle of the street because the recoil is lower and that's an exploit. Go prone and then deploy.

Remember that, when deploying your gun, you'll have full deviation so you must wait for some 6 seconds to fire accurately. Always go behind cover (so you can stand to shoot and crouch for cover) and only deploy when defending or if you'll remain stationary for a while.
GRENADIER: Effective against infantry targets at long ranges. Your grenade is useful for long-range shots (up to 300 meters) and shines if you are under some kind of cover: you can bomb your enemy without them being able to hit you back. You have a great deal of lethal and suppressive fire. Feel free to use your grenades under defensive or offensive fire. Your smoke is also great to cover your squad's advance in offensive mode or smoke your squad's way out of there. When retreating, try to launch smoke on your enemy's position, so he can't engage you without being subject to suppressive or effective fire! YOU ARE IMPORTANT STICK WITH YOUR SQUAD!

RIFLEMAN AT: You have a great weapon to take out enemy vehicles and light armors. Use that rocket wisely. However, remember: if you are attacking the enemy in offensive mode (which fire supperiority wins) don't be scared of using your LAT round on the enemy position! Some bunkers are destroyable, so blow your enemies to tid-bits! IF IN DOUBT ask your SL before using your rocket. You can always resupply your rocket from supply crates or ammo bags from riflemen. YOU ARE IMPORTANT STICK WITH YOUR SQUAD!

MARKSMAN: You are able to take out enemies in a one shot-one kill manner at medium to long ranges. Do NOT use your weapon for suppressive fire. Ever. You must always use your gun in an effective manner, otherwise you are useless. YOU ARE IMPORTANT STICK WITH YOUR SQUAD!

RIFLEMAN AP: Your most powerful weapons are your rifle and your claymores. You are issued an M16/M4/G3/AK-101... depending on the faction, and that is still your main weapon. However, you are a great choke-point killer and ambusher, and you may start ambushes against infantry. Your claymores are strong and loud, and quite scary if followed by AR Gunner fire. AP stand for Anti-Personnel (rifleman), keep that in mind. A claymore isn't a "deployable rocket launcher", but you can think of it as a remote-controlled grenade. YOU ARE IMPORTANT STICK WITH YOUR SQUAD! (And remember where you put those claymores and where you point them to, worst thing you can do is pointing it to the wrong direction...). Remember, claymores are directional!


NOTE: YOU CAN pass over a grenade trap (or trip flare) when you are PRONE!


6. VOIP: What you say really makes a difference.

6.1 Radio Discipline - VOIP (Voice Over IP) is a feature which allows you to speak to the other members of your squad. This means you can call out contacts, ask questions, answer them, and sometimes sing. I mean, normal conversations. When you are on a long road-trip, fell free to talk about things, most SLs are okay with that. But when someone says "CONTACT!" or "MINE!" stop talking. Or when someone asks you to stop, stop too. Also, do NOT speak on VOIP when you are trying to remain silent or listen to the enemy footsteps. It bothers.

6.2 Calling-out Contacts - As a general rule, when you call out contacts, do the following:

6.2.1 "Enemy Spotted!" -> The enemy has NOT seen you, or is NOT shooting at you. DON'T SHOOT BACK UNLESS YOUR SL TELLS YOU TO! Remember, settle your deviation and THEN fire.

6.2.2 "CONTACT!" -> Normally followed by hitting the dirt or running for cover: It's when the enemy is shooting at you.

When you call-out enemies, make sure you state the heading (look at the compass on the bottom of the HUD), relative distance (close, far, very far, extremely far), and if he has seen you or not.

Example: "Enemy Spotted! 285, very far! He hasn't seen us". Or "CONTACT! Enemy (SAW gunner, Riflemen, etc.) TO THE NORTH, around 15! Far!"


Mumble: Now integrated with PR 0.9, make sure you download it, start it, join a server and connect to the respective team (compare the SLs on your team with the SLs on the Mumble Server at the Squad Leader Channel). Mumble allows you to talk to nearby friendly ("blue guys") or enemy units and inter-squad Communication (which is only used by the Squad-Leader, also known as "Force-Centering").

Mumble Information: Mumble Program


Well, again, welcome to Project Reality! This is a very long read, I agree, and I am not forcing you to read this. However I am sure you will learn from this.

Thank you, and good luck!

"*Worth Reading*"
Nick_Gunar wrote:Smuke's "Marine" Infantry tactics guide

jbgeezer's guide of basic squad movement

Heavy good squad leading guide :

Uniform26's Comprehensive Squad Leader's guide - SOP: Squad Configurations and Tactics (worth reading, covers various types of squads, including mechanized and air assault squads).


Again, It seems a bit redundant because mostly everything has been said in theory. Also, I prefer to read the comments (agree/disagree) to see the practical side of this theory (it is good, i'll do this way - it is bad, i'll do that way...).
Nick_Gunar wrote:General threads tips :

sfscriv's Transitional Guide: From vBF2 (Vanilla, un-modded version) to PR

Ace42's "Beginner's Guide" to Winning

[R-DEV]Masaq's Infantry Tips

gazzthompson's Basic Guide to Cover (Easy, Simple and Fundamental!)

Cassiu's Infantry Guide

SSG Jay's Basic Tactics of an Infantryman

USA-Forever932's "Victory Squads" layout While this is most useful for a Squad Leader setting up his Squad Member's kits, it is still quite a good read if your SL doesn't assign you any kit - but ask him before requesting any kit! I cannot stress this enough.

pwn3ge106's Basic Formations Guide (Note observation on topic 1.Formations).

That's only for basic infantry tactics lol (no specific kit). It is heavy litterature, I know but when I started PR, I read all these tutorials and It helped me a lot.

Countless pages for tips in "Project Reality Forums > Project Reality Mod Forums > PR Tales from the Front > PR In-Game Tactics and Strategies", but you have to dig them up :mrgreen:
Project Reality Tactics & Strategies Forums Section



Feel free to contact me via Private Messaging or:
XFire: goguapsy
EMail: [email protected]

Good luck!
GoGuapsy.


(Constructive Feedback welcome! Please comment (and rate the guide for me to get an idea on the quality of this) and I will evaluate and include your feedback into the guide. This is just a basic writing of it, perhaps it can become an integral part of the manual in the future!)

COMING SOON: How to be a PR Squad Leader. A guide.
Last edited by goguapsy on 2010-10-13 19:56, edited 42 times in total.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: How to be a PR Squad Member. A guide.

Post by Acemantura »

Ummm, Cheers.

To whomever reads this guide: dont hesistate to remember and regurgitate this information in-game.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: How to be a PR Squad Member. A guide.

Post by goguapsy »

acemantura wrote:Ummm, Cheers.

To whomever reads this guide: dont hesistate to remember and regurgitate this information in-game.
Thanks I guess...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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503
Posts: 679
Joined: 2008-08-30 02:53

Re: How to be a PR Squad Member. A guide.

Post by 503 »

goguapsy wrote:follow your SLs orders
That's all you need :p



What a lengthy post for a squad member guide. A lot of this stuff is what a SL should know. Such as formations. But I guess it would make it more effective for squad members to know this too.
galeknight1
Posts: 252
Joined: 2009-08-15 22:33

Re: How to be a PR Squad Member. A guide.

Post by galeknight1 »

Great guide, if everyone that plays PR actually read this it would make a SL's life a whole lot easier ;)

EDIT: You should have something in there about when not using a formation, just remember to keep as close to the squad as possible without being too close. (e.g able to be taken out by 1 AR or grenade).
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: How to be a PR Squad Member. A guide.

Post by Wicca »

This is very close to what they do in real life, and also what we have in the tournament.


Well done! Maybe you could spice up ur text with some explanatory pictures?

Otherwise wonderfull guide!
Xact Wicca is The Joker. That is all.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: How to be a PR Squad Member. A guide.

Post by maarit »

a quite good things in here.
i hope that they will add more supresseffect to the game,cos its not that effective as it should be.(cos there no fear of dying)
when you are fallbackin and some gives supress fire,its just telling enemy automatic rifleman approximate position of your squad.enemy has easy job just start to fire on back your direction and maybe get some lucky kills.
i think that supress fire should count also that fear in the effect.
so more blurry,maybe some black screens(closing eyes).

but good guide.
Nick_Gunar
Posts: 215
Joined: 2009-10-20 07:54

Re: How to be a PR Squad Member. A guide.

Post by Nick_Gunar »

That's heavy !

This guide coupling with the others in the PR In-Game Tactics and Strategies are all you need.
The best victory is when the opponent surrenders of its own accord before there are any actual hostilities... It is best to win without fighting.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: How to be a PR Squad Member. A guide.

Post by goguapsy »

Wicca wrote:This is very close to what they do in real life, and also what we have in the tournament.


Well done! Maybe you could spice up ur text with some explanatory pictures?

Otherwise wonderfull guide!
Will do, I just had a hard time getting BR files, now that I know how to get them I will make some more formations with my squad just to show that.


Observation added to 4.3 - Ambush.


@503 - If I make a SL guide it will focus more on advantages/disadvantages of each kit, formation, that stuff. In this guide I tried to focus more "This is HOW you do it" while my SL guide will focus more on "This is WHY you do it". Of course, if some squad members want to lead the Squad Leader guide, might have more information to use for/against your squad leader!

@galeknight1 - added

@maarit - same here!

@Nick_Gunar - perhaps you can fill me up with some links to good guides/strategies (for squad members and squad leaders) and I'll add to the guide as "must read" threads or something like that.
Last edited by goguapsy on 2009-12-13 15:44, edited 1 time in total.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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TheWhaleHunter
Posts: 47
Joined: 2008-11-14 16:10

Re: How to be a PR Squad Member. A guide.

Post by TheWhaleHunter »

Good guide. :) Hopefully thus will help some people to start playing better in squads.
BoarK
Posts: 24
Joined: 2009-10-21 04:53

Re: How to be a PR Squad Member. A guide.

Post by BoarK »

Why can't we have a guide like this right in the game? Break it into parts and have it displayed more prominently during map loading screens? By this I mean that the guide snippets should cover at least 40% of the loading screen and include illustrations. We don't need to look at the same background image of the map every time it loads. I find that the hints that are currently there to be very helpful so why not extend it to a more in depth guide? I am certain that we will benefit from a more informed community and thus better matches for all of us.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: How to be a PR Squad Member. A guide.

Post by goguapsy »

BoarK wrote:Why can't we have a guide like this right in the game? Break it into parts and have it displayed more prominently during map loading screens? By this I mean that the guide snippets should cover at least 40% of the loading screen and include illustrations. We don't need to look at the same background image of the map every time it loads. I find that the hints that are currently there to be very helpful so why not extend it to a more in depth guide? I am certain that we will benefit from a more informed community and thus better matches for all of us.
I actually agree. It doesn't have to be my guide ( :P ) but it would be interesting to have new things to read everytime you change maps rather than those endlessly repeating tips at the bottom of the screen. If you play PR for 5 days you've already memorized all the tips that show up :)

TheWhaleHunter wrote:Good guide. :) Hopefully thus will help some people to start playing better in squads.
That's my plan! I'm just tired of having to explain each thing to each new person I meet you know? Especially because most maps (such as Jabal al Burj) is all about rushing to the flag, kill kill kill, rush, call CAS, kill kill kill... instead of tactics you know? In some maps, even the beta version still doesn't make the game more tactical. It helps, but for example in Jabal is all about rush rush make FOB rush kill rush...


I think that the maps that are the most tactical and the best tactics could be employed are in Russian maps, or maps like Qwai River and EJOD perhaps...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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crazyivan
Posts: 44
Joined: 2009-11-16 19:21

Re: How to be a PR Squad Member. A guide.

Post by crazyivan »

BoarK wrote:Why can't we have a guide like this right in the game? Break it into parts and have it displayed more prominently during map loading screens? By this I mean that the guide snippets should cover at least 40% of the loading screen and include illustrations. We don't need to look at the same background image of the map every time it loads. I find that the hints that are currently there to be very helpful so why not extend it to a more in depth guide? I am certain that we will benefit from a more informed community and thus better matches for all of us.
Second this for sure! Great idea, can take ages to load so a lot of info could be displayed, im sure it would really help.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: How to be a PR Squad Member. A guide.

Post by goguapsy »

Soo... you guys think I should Perhaps put a suggestion for this?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Re: How to be a PR Squad Member. A guide.

Post by Bonsai »

Great guide.

Missing few words on communications/VOIP...
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
crazyivan
Posts: 44
Joined: 2009-11-16 19:21

Re: How to be a PR Squad Member. A guide.

Post by crazyivan »

goguapsy wrote:Soo... you guys think I should Perhaps put a suggestion for this?
yer for sure, i like the way this general discussion blog will now branch out into suggestions- sign of a good thread!
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: How to be a PR Squad Member. A guide.

Post by goguapsy »

crazyivan wrote:yer for sure, i like the way this general discussion blog will now branch out into suggestions- sign of a good thread!
I'm gonna put this on, later, but I'll need some suporters :)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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BoarK
Posts: 24
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Re: How to be a PR Squad Member. A guide.

Post by BoarK »

goguapsy,

I think the first step is to get one of the devs to verify if it is even possible and not hard-coded. If it is hard-coded then maybe think about putting the guide in one of the menu items. It's best to put under Deployment but makes more sense under Training where the placement is less optimal. Right now there are some useful links under Barracks but who would look there?
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: How to be a PR Squad Member. A guide.

Post by rampo »

BoarK wrote:goguapsy,

I think the first step is to get one of the devs to verify if it is even possible and not hard-coded. If it is hard-coded then maybe think about putting the guide in one of the menu items. It's best to put under Deployment but makes more sense under Training where the placement is less optimal. Right now there are some useful links under Barracks but who would look there?
Dont think the place where the option would be makes much sense, anyways the whole guide in the menu sounds quite heavy...
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Paine
Posts: 31
Joined: 2009-02-17 06:53

Re: How to be a PR Squad Member. A guide.

Post by Paine »

A good read for any PR player.

It could use a filter for effectiveness though; for instance squad formations rarely are worth the effort.
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