100p squads

General discussion of the Project Reality: BF2 modification.
sirfstar
Posts: 255
Joined: 2011-09-01 07:18

Re: 100p squads

Post by sirfstar »

How about 8 seats in transport for 8-man squad to keep everyone together? Hardcoded huh?
How about closed clan-squads less than 8 and not enough squad-slots for someone else?
How about at least support of query-request to display all the 100 players?
Worst "improvement" from my pov.
cro-wd40
Posts: 9
Joined: 2009-06-16 17:20

Re: 100p squads

Post by cro-wd40 »

PLODDITHANLEY wrote: Armour all together should be Ok except APC's and tanks shouldn't have the same role although they frequently do. Many players in my experience haven't got that sweet spot to hear mumble in moving vehicles that is vital to use mumble local in a big armour squad.

lowering the effects volume of the game to 30% solves that, it is still possible to hear the game and the person on mumble. If they don't know that, they shouldn't be manning a vehicle
Unhealed
Posts: 365
Joined: 2012-09-15 16:33

Re: 100p squads

Post by Unhealed »

carmikaze wrote:Well, i could imagine some epic skirmish battles with 100p. Brutal firefights with enemies everywhere. Simply war.
More like nade spam and other stupid shit everywhere. :-) I still can't forget those shitty COD4 64 players servers.
K_Rivers
Posts: 946
Joined: 2011-01-14 14:05

Post by K_Rivers »

[R-CON]Wicca wrote:I didnt have any problem leading 8 man squads. You dont need an NCO if your a good SL. :P

I do look forward to the problems with the asset squads.
What do you know
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Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: 100p squads

Post by Raklodder »

I think the current* 100p maps/ servers are more than sufficient! :D
slappymcnutface
Posts: 25
Joined: 2011-08-07 17:52

Re: 100p squads

Post by slappymcnutface »

50 players per team / 9 squads = ~5.5 players per squad.
This means as long as squads average 5 squaddies per squad there should be no problem.
Also considering players who do infantry tend to gravitate towards more full squads, there should always be at least 1 or more 8 man infantry squads.

The only issue here will be if we have 1 or more "XxsniperR3conxX" squads with 2 men.
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: 100p squads

Post by Cassius »

Conman51 wrote:Hopefully its a server admin choice, because personally i think anything over 90p on PR sized maps (besides The Falkands and Normandy) is really shit.
I dont see why. I have been part of a 12 men squad on an 128 p server where the squadleader was able to turn it into 2 6 men squads, coordinate them and direct cas too. Worked really well. Of course thats only possible with players whom want to play PR and not just d*ck around to kill time.

There are games better suited than PR to d+ck around and kill time.

Bottom line if players arent up for it, or the SL isnt, it does not matter whether the squad is 3 or 12 players.
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 100p squads

Post by Wicca »

Cassius wrote:I dont see why. I have been part of a 12 men squad on an 128 p server where the squadleader was able to turn it into 2 6 men squads, coordinate them and direct cas too. Worked really well. Of course thats only possible with players whom want to play PR and not just d*ck around to kill time.

There are games better suited than PR to d+ck around and kill time.

Bottom line if players arent up for it, or the SL isnt, it does not matter whether the squad is 3 or 12 players.

This. Well put.

I have had my different experiences of squads over the years. Kicking the bad apples out early usually does the trick.

But hey, sometimes you cant pick who your fighting with, and u are stuck with what you have. Sometimes for the worst. ;)
Xact Wicca is The Joker. That is all.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 100p squads

Post by KingKong.CCCP »

One thing to add...

I remember leading 20 people squad on Muttrah City. Yes, I know it sounds crazy.
But it turned up to be pretty simple and efficient. As soon as we got to the "front line" (128p thing) people spread out by themselves. You don't need to say it. Everyone is looking for a good shooting position, and trying to get a good angle on the enemies.
After all, that is what new guys want. To be close to the enemies, and shoot at them, get some kills. Few tried zerg rushing forward, but on the big server, you learn fast not to do that (multiple bad guys shoot you within seconds). 15mins later, everyone was quiet. You can only hear few "medic" and "ammo" calls, but the whole 20p squad was doing fine, communicating only to the people next to them.
Sure, there were some "spec ops" squads doing their ninja things, but the majority of players looked satisfied being a grunt in the first lines.

All you have to do is to point to certain important thing, when it's time to move, pull back before mortars/jdam, get in a transport, etc. Also, I didn't really worry too much about talking to an individual person. If I wanted few guys from the left flank to move right, I walked over there and using local mumble told them to move. As the squad (platoon) is spread more than 100m, usually 4-6 guys hear you and move.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: 100p squads

Post by Heavy Death »

Moar mechanised squads, less assetwhoring and everything will work out just fine.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: 100p squads

Post by cyberzomby »

I noticed today (not SL'ing) that I guess one thing to look out for is better use of com's in an 8 player squad. We where constantly jabbing over radio instead of local mumble. Which was demanding for the SL :P
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