[QRF] CombinedArms | Hardcore
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: [QRF] CombinedArms | Hardcore
Had not the chance to see the new Fob changes on QRF yet, but sounds interesting but iam afraid that it will not work that well. If you have a bad pilot your whole team gets stucked in the main. On Maps were you have to attack from the carrier it can be even harder. But its a really interestering change, so can anyone post their expierence with the new change?
[KSK]
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3ti65
- Posts: 242
- Joined: 2011-02-10 15:11
Re: [QRF] CombinedArms | Hardcore
I tried it out and it sucked ***. It's funny until you die the second time.
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rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: [QRF] CombinedArms | Hardcore
I tried this and it's cool. Without FOB spawn your transport truck becoming 9th squadmember, and if you killed squad - that mean you killed them, and they won't be back in 1 minute from FOB when you trying to revive fallen people.
Ofc, such changes too radical for random public teams, useful only for events IMO.
Ofc, such changes too radical for random public teams, useful only for events IMO.

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: [QRF] CombinedArms | Hardcore
Hello Everyone,
firstly I must apologise for the bad communication and preparation time for the changes.
There were many disgruntlement's and many didn't know exactly what was going on.
To get the latest changes visit: http://www.qrf-clan.de/changes.html
The map decision was also not the best choice. Sorry for that.
Its not surprising that these new changes did some upsets. Its clear that a round dont play well when all Assets are used careless and dont used in there proper way, to support the whole team for example transportation and fire Support.
But in our mind this should be the price that a team must pay for mindless an careless usage of assets.
And both sides will pay for it.
So every unit will count, mindless attacks can work but when not they will be punished even more.
This changes can also create new opportunitys of gameplay, for example: ambushes, transportation protection, more teamwork, more tactics ...
We know that this changes need a knowledge and learning process that every player must go through.
To understand that teamwork and cooperation is a necessary factor to win the fight.
We also know, that achieving this goal will be a hard way to go and there will be people who dont like it.
But we will go this way and we support those who want to go a step further.
There are many other really good teamworking clans and community's out there and we hope they support us in our effort to explore new grounds of PR gameplay.
This changes are not fixed, we hope you, the community of PR, support us in our effort and give us as much feedback as you can in a constructive way. We will hear every voice.
To support players that participate in our effort and GamingDays, we will provide temporarily [QRF] supporting personnel on both sides.
This personnel will support the coordination between the Squads and organise the basic transportation logistics.
So everyone is welcome, to join us and see how it will work out.
Basic teamwork attitude and knowledge is of course mandatory.
Thanks, see you on the Battlefield
[QRF] Clanleader
ChallengerCC
firstly I must apologise for the bad communication and preparation time for the changes.
There were many disgruntlement's and many didn't know exactly what was going on.
To get the latest changes visit: http://www.qrf-clan.de/changes.html
The map decision was also not the best choice. Sorry for that.
Its not surprising that these new changes did some upsets. Its clear that a round dont play well when all Assets are used careless and dont used in there proper way, to support the whole team for example transportation and fire Support.
But in our mind this should be the price that a team must pay for mindless an careless usage of assets.
And both sides will pay for it.
So every unit will count, mindless attacks can work but when not they will be punished even more.
This changes can also create new opportunitys of gameplay, for example: ambushes, transportation protection, more teamwork, more tactics ...
We know that this changes need a knowledge and learning process that every player must go through.
To understand that teamwork and cooperation is a necessary factor to win the fight.
We also know, that achieving this goal will be a hard way to go and there will be people who dont like it.
But we will go this way and we support those who want to go a step further.
There are many other really good teamworking clans and community's out there and we hope they support us in our effort to explore new grounds of PR gameplay.
This changes are not fixed, we hope you, the community of PR, support us in our effort and give us as much feedback as you can in a constructive way. We will hear every voice.
To support players that participate in our effort and GamingDays, we will provide temporarily [QRF] supporting personnel on both sides.
This personnel will support the coordination between the Squads and organise the basic transportation logistics.
So everyone is welcome, to join us and see how it will work out.
Basic teamwork attitude and knowledge is of course mandatory.
Thanks, see you on the Battlefield
[QRF] Clanleader
ChallengerCC
Last edited by ChallengerCC on 2013-10-21 12:35, edited 13 times in total.
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sirfstar
- Posts: 255
- Joined: 2011-09-01 07:18
Re: [QRF] CombinedArms | Hardcore
Just played muttrah with non-spawnable fobs and all I can say i'ts bad map choice. No one actually was interested in transporting people with trucks, while as we all know there is a line of pilots and 10 nice boats for blufor.
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Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
Re: [QRF] CombinedArms | Hardcore
Hey sirf, thanks for your feedback.
as far as I know the MEC team had two APCs that were constantly transporting people back and forth. Just ask your SL to organize transport for you and you will be picked up (or write in chat). We can't do more than offering transport, if you don't take it there is not much we can do about. Transport was offline some time due to a HAT attacking the supply routes. Same is for Heli trans on the US-team. It happens.
The round was pretty nice overall, we hope we can try everything with some more people, especially to test out how overstretched supply lines work out for each team.
Be also advised that all changes are subject to change. We will propably make some more adjustements regarding rally points (and other stuff). Rally points are being more important now with the SL being an important asset to rally up the squad members when there is no other spawn nearby.
Any further feedback is much appreciated
as far as I know the MEC team had two APCs that were constantly transporting people back and forth. Just ask your SL to organize transport for you and you will be picked up (or write in chat). We can't do more than offering transport, if you don't take it there is not much we can do about. Transport was offline some time due to a HAT attacking the supply routes. Same is for Heli trans on the US-team. It happens.
The round was pretty nice overall, we hope we can try everything with some more people, especially to test out how overstretched supply lines work out for each team.
Be also advised that all changes are subject to change. We will propably make some more adjustements regarding rally points (and other stuff). Rally points are being more important now with the SL being an important asset to rally up the squad members when there is no other spawn nearby.
Any further feedback is much appreciated

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sirfstar
- Posts: 255
- Joined: 2011-09-01 07:18
Re: [QRF] CombinedArms | Hardcore
Well we didn't die so much to ask for transport, but i've seen some squads actually walking through the city
APCs driving back and forth is too slow anyway, compared to the boats/helis waiting at main so USMC had some advantage.
//but anyway it's ok with non-spawnable fobs overall
//but anyway it's ok with non-spawnable fobs overall
Last edited by sirfstar on 2013-10-22 22:38, edited 1 time in total.
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: [QRF] CombinedArms | Hardcore
Had good games the last 2 times, we will test a bigger map with much more trans possibilites today. As Challenger said, we will give the enemy team some [QRF] guys who will help out and establish proper logistics and transport. Everyone is welcome and we hope to get as much support as possible from you guys, even though the enemy team had a little trouble to keep up their logistics the first time. But as said we will make sure that this won't happen again and warn/kick logistic-waster and support it with our own members. We would really like to test this out with a full server so we can get a little more action going on and stress test this concept.
See you tonight.
See you tonight.
Last edited by Spook on 2013-10-27 13:13, edited 2 times in total.
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: [QRF] CombinedArms | Hardcore
A nice excerpt from our maneuver debriefing board:
There you can see, how assets, map objects and tactics are getting used to prevent the enemy team to get support to the frontline. (e.g. repair bridges)

There you can see, how assets, map objects and tactics are getting used to prevent the enemy team to get support to the frontline. (e.g. repair bridges)
(Nate as Commander)
...
Your mortars hitting Settlement were very good. I always expected you to attack settlement after the barrage, but it never happened. The bridges got destroyed by mortars thought, which increased the travel time of our tank - In return, the tank had a FOB + Logi south of the flag where it could be repaired.
...
...
3dAC deployed north of the Bridge and I sent KSK south to engange [QRF]Alpha\'s Fireteam 1, which had three guys on the roof which really were a pain in the ***. In the end, you were engaged by tank, infantry and sniper and held out a pretty long time. - Good work on your part!
...
(SL ChallengerCC)
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I was the Alpha leader, we had resupplied our FT2 two times by air and rally point, we also set up a covering fireposition with our FT1. So that the enemy cant flank them.
...
I hope next sunday we will get a full server with you guys and a/some nice hardcore teamwork round/s.Conclusion:
Map Selection was excellent, Spook. The new changes were no problem at all, thanks to a good transport pilot it worked like a clockwork.. I never saw your chopper (which is probably good). Only once someone built a FOB and thought there will be a spawn point. Sadly, the server was not at it\'s full player count, so we couldn\'t test the full capacity of the transports.
...
Last edited by ChallengerCC on 2013-10-29 11:47, edited 13 times in total.
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ghostfool84
- Posts: 503
- Joined: 2009-10-17 11:38
Re: [QRF] CombinedArms | Hardcore
So small Feedback from my point of view:
We played as Infantry Squad along with 3dac and WGP on IDF Side, Map was Beirut and we played against QRF. One QRF Member joined our side to organize transport and worked as commander. The teamplay factor was really good, there was no Squad that was derping around somewhere, it seemed that everyone got a task. Transport to the front was working, if truck or BH, it was no problem to get out of the Mainbase. Commander did a very well job and we got alot of intel through the UAV. I really enjoyed this round, but i dont know exactly why.
Was it really because you couldnt spawn on FOBs? Our Squad only get killed once in the beginning of the round, BH was busy at this time, so we simply took a transtruck to get to the FOB that was set up to defend the bridge. HMG was covering while we crossed the bridge and managed to shot down a BRDM. We set up a second FOB in the city, but it was not really useful. After that point we had some fights in the city and from time to time a squadmember was not reviable, so BH got something to do. While we were defending a L shape building in eastcity, enemys attacked almost all the time, and that without FOBs or Permrallyes...of course the Russian Flag was not far away but they managed to attack really fast. Finally we capped the flag and the other squads moved forward to attack and cap the last russian flag.
What i want to say is, the whole FOB spawn didnt make the difference for our squad. As you pointed out, it offers new tactical ways to deny enemy movements, but i dont think it will work good in teams that a not strictly organized. So its nice for an event or QRF Sundays but not for public gameplay. Even in a good team you have some people that dont take it that serious, or commander changes or your king-of-road transtruck driver leaves...the impact of the team can be devastating if it happens at the wrong time.
The question is where do you want to go? From my point of view even for teamplay events FOBs need more advantage than just the few assets you can build, maybe one addional HMG, more wires/foxholes, better survive chances against mortars, so that is it really some kind of base.
I prefer the hc FOB system with less, but spawnable FOBs over the new hc system. I like other changes like increased ticket value of vehicles and the rallye adjustments, but about the FOB changes and the reduced amount of players iam not that sure about this.
I think what really makes a difference is the amount of teamplay, sure you can force it with certain restrictions but if you have a bad team, it stays a bad team, they only will lose or leave faster, but i think in the end that was what i really enjoyed this evening.
We played as Infantry Squad along with 3dac and WGP on IDF Side, Map was Beirut and we played against QRF. One QRF Member joined our side to organize transport and worked as commander. The teamplay factor was really good, there was no Squad that was derping around somewhere, it seemed that everyone got a task. Transport to the front was working, if truck or BH, it was no problem to get out of the Mainbase. Commander did a very well job and we got alot of intel through the UAV. I really enjoyed this round, but i dont know exactly why.
Was it really because you couldnt spawn on FOBs? Our Squad only get killed once in the beginning of the round, BH was busy at this time, so we simply took a transtruck to get to the FOB that was set up to defend the bridge. HMG was covering while we crossed the bridge and managed to shot down a BRDM. We set up a second FOB in the city, but it was not really useful. After that point we had some fights in the city and from time to time a squadmember was not reviable, so BH got something to do. While we were defending a L shape building in eastcity, enemys attacked almost all the time, and that without FOBs or Permrallyes...of course the Russian Flag was not far away but they managed to attack really fast. Finally we capped the flag and the other squads moved forward to attack and cap the last russian flag.
What i want to say is, the whole FOB spawn didnt make the difference for our squad. As you pointed out, it offers new tactical ways to deny enemy movements, but i dont think it will work good in teams that a not strictly organized. So its nice for an event or QRF Sundays but not for public gameplay. Even in a good team you have some people that dont take it that serious, or commander changes or your king-of-road transtruck driver leaves...the impact of the team can be devastating if it happens at the wrong time.
The question is where do you want to go? From my point of view even for teamplay events FOBs need more advantage than just the few assets you can build, maybe one addional HMG, more wires/foxholes, better survive chances against mortars, so that is it really some kind of base.
I prefer the hc FOB system with less, but spawnable FOBs over the new hc system. I like other changes like increased ticket value of vehicles and the rallye adjustments, but about the FOB changes and the reduced amount of players iam not that sure about this.
I think what really makes a difference is the amount of teamplay, sure you can force it with certain restrictions but if you have a bad team, it stays a bad team, they only will lose or leave faster, but i think in the end that was what i really enjoyed this evening.
[KSK]
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: [QRF] CombinedArms | Hardcore
We changed the amount of needed squad members for setting a rally point, from 2 to 1.
Its now easier to place a rally and a successful retreat will be rewarded with a fresh new Squad.
For the complete changelog please visited:
Quick Reaction Force Changes
Its now easier to place a rally and a successful retreat will be rewarded with a fresh new Squad.
For the complete changelog please visited:
Quick Reaction Force Changes
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: [QRF] CombinedArms | Hardcore
Nice rounds last sunday. Joined late on wanda but it was nice to see squads getting repositioned all over the map instead of them respawning everywhere.
Black gold wasnt so great, but that was mainly due to bugged ticket bleed on the map. Overall i wasnt suprised by the outcome, im used to QRF losing by now
Regarding the changes i would like to see more FOBs. You cant spawn on them anymore so why not increase it so you can build more stuff. This might bring players to actually use FOBs and their deployables to defend an area instead of having it far away as spawnpoint.
Black gold wasnt so great, but that was mainly due to bugged ticket bleed on the map. Overall i wasnt suprised by the outcome, im used to QRF losing by now
Regarding the changes i would like to see more FOBs. You cant spawn on them anymore so why not increase it so you can build more stuff. This might bring players to actually use FOBs and their deployables to defend an area instead of having it far away as spawnpoint.

Mineral: TIL that Wire-guided missiles actually use wire
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: [QRF] CombinedArms | Hardcore
A good point, we will consider this, with the next change.Mats391 wrote:Nice rounds last sunday. Joined late on wanda but it was nice to see squads getting repositioned all over the map instead of them respawning everywhere.
Black gold wasnt so great, but that was mainly due to bugged ticket bleed on the map. Overall i wasnt suprised by the outcome, im used to QRF losing by now
Regarding the changes i would like to see more FOBs. You cant spawn on them anymore so why not increase it so you can build more stuff. This might bring players to actually use FOBs and their deployables to defend an area instead of having it far away as spawnpoint.
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Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
Re: [QRF] CombinedArms | Hardcore
Hello gents,
The powerful combination of unlimited UAV availability and constant lase for CAS has been removed.
It is now harder to spot stuff and the lazes must come from the ground (RECON squads have a purpose again!).
This way, the commander can concentrate on leading the troops and will still have more fun than in the old version because he can constantly spot stuff with the UAV, without it being too powerful. Every faction uses the black/white Version of the UAV with 2 levels of zoom from now on.
Read all the changes here:
Quick Reaction Force
Join on Sunday to see how the new changes play out!
The powerful combination of unlimited UAV availability and constant lase for CAS has been removed.
It is now harder to spot stuff and the lazes must come from the ground (RECON squads have a purpose again!).
This way, the commander can concentrate on leading the troops and will still have more fun than in the old version because he can constantly spot stuff with the UAV, without it being too powerful. Every faction uses the black/white Version of the UAV with 2 levels of zoom from now on.
Read all the changes here:
Quick Reaction Force
Join on Sunday to see how the new changes play out!

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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: [QRF] CombinedArms | Hardcore
That's a great change!
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: [QRF] CombinedArms | Hardcore
nvm pls dl
Last edited by Spook on 2013-12-01 18:51, edited 1 time in total.
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=MeRk= BluFFeR
- Posts: 508
- Joined: 2010-03-21 09:48
Re: [QRF] CombinedArms | Hardcore
You know what guys, I have been reading the change log throughout and I really do think your onto something here, example- fobs, black and white UAV for all.
Are all major parts in the game and I have got to admit you hit it on the nose changing these not to mention the others in order to get the gameplay more teamwork orinentated.
Keep it up fellas this is very interesting
Are all major parts in the game and I have got to admit you hit it on the nose changing these not to mention the others in order to get the gameplay more teamwork orinentated.
Keep it up fellas this is very interesting
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: [QRF] CombinedArms | Hardcore
i keep waiting and looking to see if the server has anyone playing in it.....cant wait to try it out, hopefully tomorrow
in-game name : Anderson2981
steam : Anderson2981
steam : Anderson2981
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Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
Re: [QRF] CombinedArms | Hardcore
Thank you guys!
Join sundays, 19:00+ PRT. That is the weekly event.
Join sundays, 19:00+ PRT. That is the weekly event.

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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: [QRF] CombinedArms | Hardcore
According to multiple wishes, we make our FOB/rallypoint changes more public friendly. So that small groups of players and not perfect organised teams have a better chance to resupply there lines. We changed it as followed:
Rallys are now supported permanently in a range of 15m near a FOB. (You can still place them everywhere but they expire after 90 sec.)
Read the changes in detail here:
http://www.qrf-clan.de/changes.html
Cu on the battlefield
Rallys are now supported permanently in a range of 15m near a FOB. (You can still place them everywhere but they expire after 90 sec.)
Read the changes in detail here:
http://www.qrf-clan.de/changes.html
Cu on the battlefield
Last edited by ChallengerCC on 2013-12-15 12:31, edited 1 time in total.


