Identify Yourself!

Share your in-game experiences playing PR:BF2.
Spriteman
Posts: 7
Joined: 2009-04-06 20:26

Identify Yourself!

Post by Spriteman »

It seems that now with the no tag scenario the rules of engagement when you face potential enemy your decision is more important than ever.

Scenario ? You have iron sights weapon and in your effort to regroup with your squad you encounter a potential hostile approaching from the other direction. They have not engaged yes so,

Do you,

a) Dive for cover, Use the local mumble to introduce yourself and see if there is a reply (if in close range).
b) Drop to the floor point, get em in your sights and see what the other player does.
c) Hide, press M for map to check for friendlies first.
d) Judge the other players body language and presume they are hostile approaching from another direction.
e) Wait till the last minute and attempt to identify the soldier by his kit, then open fire.
f) None of the above just shoot and ask questions later, after all you can always say sorry if it was friendly. :o Oooppssss.

I guess this depends on the situation, one or more actions must be taken to avoid a TK, just thought I would ask?
Adept92
Posts: 4
Joined: 2013-07-04 12:39

Re: Identify Yourself!

Post by Adept92 »

Provided that it is a situation where it is difficult to ID a contact, I often refer to the map. I find myself checking the map constantly now. When moving with squad members I pull up the map and just make mental note, for example West and North are clear of friendly infantry.
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Identify Yourself!

Post by Raklodder »

Spriteman wrote:c) Hide, press M for map to check for friendlies first.
I'm sorry, when I do this I usually end up dead, that's why Mumble or rather nametags are important. I say we forget all them issues (no disrespect towards the community or it's developers) and go back to 64-player(s) servers only, there's nothing wrong with admitting ones mistake, sirs, if you have the power and tools to correct it – before it's all too late.
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Identify Yourself!

Post by saXoni »

Raklodder wrote:I'm sorry, when I do this I usually end up dead
Well you're obviously doing it wrong then. I check my map all the time, and I very rarely get killed because of it.
Mauser GDog
Posts: 78
Joined: 2010-06-21 15:25

Re: Identify Yourself!

Post by Mauser GDog »

Raklodder wrote:I'm sorry, when I do this I usually end up dead, that's why Mumble or rather nametags are important. I say we forget all them issues (no disrespect towards the community or it's developers) and go back to 64-player(s) servers only, there's nothing wrong with admitting ones mistake, sirs, if you have the power and tools to correct it ? before it's all too late.
I have to admit, I kind of agree with this. I don't feel 100 player servers have done anything to really improve PR. In fact, I've been considering hosting a dedicated server since 1.0 came out and I think a 64 player server would be very popular...
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Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Identify Yourself!

Post by Raklodder »

saXoni wrote:Well you're obviously doing it wrong then. I check my map all the time, and I very rarely get killed because of it.
If I may, sir, you are the one who obviously misunderstood me, when there's only but 64 name-tags and 50 player(s) on ones team, not all of them show up, which in the end causes confusion, but that's another discussion, sir!
Mauser GDog wrote:I have to admit, I kind of agree with this. I don't feel 100 player servers have done anything to really improve PR. In fact, I've been considering hosting a dedicated server since 1.0 came out and I think a 64 player server would be very popular...
Thanks, that's why being honest with ones feelings is never an court martial offence, at least not in PR.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Identify Yourself!

Post by Spec »

@OP: I'd check the map prior to getting in that situation. If you check the map from time to time, you'll know they either can't be friendlies because there were none in that area before, or it's in a place near a recent friendly position. In that case, they can be either. That's when you use mumble (if close enough), or just dive for cover and check the map again, or, not wanting to risk that, you simply dive for cover and wait. If they run into you, you'll see what they are. If they open fire from afar, you an shoot back. If they don't, they'll be gone and you'll have time to check the map and inform friendlies of the patrol that just walked past you.

Edit: Removed four posts of the 100 vs 64 player debate. Wrong thread.
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saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Identify Yourself!

Post by saXoni »

carmikaze wrote:No it's not.
Yes it is.
carmikaze wrote:Adapt or leave.
I have never ever walked around for an hour without being in contact with the opposite team.
Fighting17
Posts: 32
Joined: 2013-08-05 01:44

Re: Identify Yourself!

Post by Fighting17 »

Raklodder wrote:"there's nothing wrong with admitting ones mistake, sirs, if you have the power and tools to correct it ? before it's all too late."
Isn't this Mod called Project Reality? I think it brings it one step closer to reality and in a good way. This is still a game but the challenges being brought out by the Dev's are great.

And as far as everyone's complaint about 100v servers..... Guess what, every good thing has to go through growing pains. There is no way to "Beta" every issue away with any new feature and 100v servers are the same way. Give it another few months and I bet, between server fixes/upgrades, and code tuning you'll all get to enjoy the 100v servers.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Identify Yourself!

Post by sweedensniiperr »

Alright I can see why you think that 100players didn't improve PR that much. But that's another topic. I could see the removal of name tags be implemented in 64 players as well - so the problem would persist.

While they did remove name tags to make it consistent with 100players, having played it that way for a while now I do not see a single problem.

Just shout in mumble all the time if that helps.
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SilentNoobAssasin
Posts: 62
Joined: 2009-03-13 12:35

Re: Identify Yourself!

Post by SilentNoobAssasin »

back before 1.0 I always used the map to identify possible hostiles when the distance was too far for me to spot weather they were on my team or on enemy team.
"Men should either be treated generously or destroyed, because they take revenge for slight injuries - for heavy ones they cannot." - Niccolo Machiavelli
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Identify Yourself!

Post by saXoni »

SilentNoobAssasin wrote:back before 1.0 I always used the map to identify possible hostiles when the distance was too far for me to spot weather they were on my team or on enemy team.
Are you not using that technique anymore? I still do that, and it still works like a charm.
Orford
Posts: 856
Joined: 2009-06-17 15:41

Re: Identify Yourself!

Post by Orford »

To put it simply, none of the above. If the player hasnt seen me I would try to keep eyes on him and determin if it is friend or foe. If I feel that the time needed to do this and the amount of available cover and fall back options is limited I will fall back. Especially if I cannot tell if that player is alone or in a squad.

If im fully cut off from friendlys and still cannot fully ID the player, I will engage the player on my terms using the BF2 player mentality scale. Which is, if some thing goes bang, some one made it go bang, so there is some one to kill, so lets run like fuck into the danger zone and kill whoever made the bang.

I normally throw a nade into a building or ally (killzone) or fire my gun in the air and fall back. When the player comes to see what he can kill that gives me enough time to ID him. Or at the very least I know where he is so I know where not to be. Giving me time to get away..

To fully reply to your question I'd say A and cC Never trust any one who holds a gun and you dont know them and they dont know you.
Last edited by Orford on 2013-08-13 14:15, edited 1 time in total.
SilentNoobAssasin
Posts: 62
Joined: 2009-03-13 12:35

Re: Identify Yourself!

Post by SilentNoobAssasin »

saXoni wrote:Are you not using that technique anymore? I still do that, and it still works like a charm.
Nah, I just haven't played 1.0... some sort of bug that doesn't want to let it start up.
"Men should either be treated generously or destroyed, because they take revenge for slight injuries - for heavy ones they cannot." - Niccolo Machiavelli
Raklodder
Posts: 940
Joined: 2013-04-22 08:36

Re: Identify Yourself!

Post by Raklodder »

Fighting17 wrote:Isn't this Mod called Project Reality? I think it brings it one step closer to reality and in a good way. This is still a game but the challenges being brought out by the Dev's are great.

And as far as everyone's complaint about 100v servers..... Guess what, every good thing has to go through growing pains. There is no way to "Beta" every issue away with any new feature and 100v servers are the same way. Give it another few months and I bet, between server fixes/upgrades, and code tuning you'll all get to enjoy the 100v servers.
Then you have no issues, if I where to explain to you, that Project Reality will forever remain a computer game?
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: Identify Yourself!

Post by Gracler »

Oh no not the realty vs game discussing....let's not go there again :D .

The fact that often players are not 100% sure if the guy nearby is friend or foe creates some interesting behavior. Being 110% sure if there is friendly in an area creates that frag-fest fire-at-will behavior that I really don't like. You will see tanks hesitate much more these days instead of firing everything they got on an enemy flag for example.

I often run for cover if I see someone in the corner of my eye and I'm not sure he is friendly.
It probably makes me look like a retard but better than getting a tk :D
crokojot
Posts: 122
Joined: 2008-01-05 00:10

Re: Identify Yourself!

Post by crokojot »

*NwA*Orford wrote:To put it simply, none of the above. If the player hasnt seen me I would try to keep eyes on him and determin if it is friend or foe. If I feel that the time needed to do this and the amount of available cover and fall back options is limited I will fall back. Especially if I cannot tell if that player is alone or in a squad.


You said everything and that is how you need to act on field. If some1 looking at me then hiding or pointing gun...i would probably kill him and sometimes happens that is friendly but when you shoot at friendly in 99% cases happens one shoot-kill. Things like that can happen on real battlefield but one thing cannot happen-people who are not speaking. If there is PR Wild wild west or something like that-non mumblers can be indians and they can communicate via smoke signals...there is no1 thing that can make me mad like few non mumblers,there is no help from them and if they get killed they calling medic via in game sounds...another thing is that there is a people that using mumble and if you call medic 1 thing that they can said is "ok,i heard you...wait for medic..we will try".... use mumble,that is purpose of that program.
Last edited by crokojot on 2013-08-13 16:05, edited 1 time in total.
Jackson[501stIR]
Posts: 29
Joined: 2009-06-13 17:53

Re: Identify Yourself!

Post by Jackson[501stIR] »

crokojot wrote:You said everything and that is how you need to act on field. If some1 looking at me then hiding or pointing gun...i would probably kill him and sometimes happens that is friendly but when you shoot at friendly in 99% cases happens one shoot-kill. Things like that can happen on real battlefield but one thing cannot happen-people who are not speaking. If there is PR Wild wild west or something like that-non mumblers can be indians and they can communicate via smoke signals...there is no1 thing that can make me mad like few non mumblers,there is no help from them and if they get killed they calling medic via in game sounds...another thing is that there is a people that using mumble and if you call medic 1 thing that they can said is "ok,i heard you...wait for medic..we will try".... use mumble,that is purpose of that program.
Most of the time I'll shoot them once, and if I don't get the cease fire warning I let the other 29 go. :mrgreen:
SilentNoobAssasin
Posts: 62
Joined: 2009-03-13 12:35

Re: Identify Yourself!

Post by SilentNoobAssasin »

'Jackson[501stIR wrote:;1935414']Most of the time I'll shoot them once, and if I don't get the cease fire warning I let the other 29 go. :mrgreen:
yeaaaaaahh, not good idea... I've seen that happen before, after we took over an objective, my squad spotted another friendly squad, and couldn't make out if they were enemy or not because of the distance, so they fired a shot, and we received a MG barrage, which launched us into a 3-4 minute long firefight until the first casualties started to drop and we realised we were on the same team...
Last edited by SilentNoobAssasin on 2013-08-14 10:38, edited 1 time in total.
"Men should either be treated generously or destroyed, because they take revenge for slight injuries - for heavy ones they cannot." - Niccolo Machiavelli
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