Carrying bad teams to victory, please advise

General discussion of the Project Reality: BF2 modification.
Archosaurus
Posts: 258
Joined: 2011-10-09 11:32

Carrying bad teams to victory, please advise

Post by Archosaurus »

Hello.

I consider myself a fairly competent SL. My squaddies listen to what I say most of the time, I manage to get cohesion happening and we respond to contact well. Often we're best squad and I get compliments on my work.

I've run into a new problem, especially after 1.3. Very bad teams, resulting in a hugely lopsided balance.

3 matches in a row now, my team decided to mostly ignore the capppable flags, advance in an illogical order and then get stuck at un-cappable flags while the rest of the team gets steamrolled and the enemy pushes our **** in.

I tried everything from mostly defending (When forced to, cause whole team was pushed back) and going behind enemy lines to disrupt the enemy so perhaps our team could assault.
I tried directly assaulting, but we just got hammered from all sides, including friendly fire from behind.

Any attempts to communicate resulted in silence, and there was always one or two SL's shouting illogical orders and badmouthing my squad when we make a move.
It seems our team's strategy was "Hold out in a vulnerable position and die."

What does one do in a situation like this?
We even had a commander one match, but the squads completely ignored anything he said or put down on the map apparently.

Is there a special strategy that could result in one squad perhaps at least clearing up the front enough so that the team could move in and cap?

This applies to AAS.

Thanks.
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: Carrying bad teams to victory, please advise

Post by ghostfool84 »

On NEW Server we have rules that you have to follow commander orders (except they are completly nonsense of course). Report players if they dont do that. Same for Squadleaders who dont communicate.

Best way to support a stupid team is to lead them via FOBs. If there is someone who defends the flag, try to build Fobs on positions where they are needed and make sure there are no useless fobs (like sniperfob on muttrah, hillfobs on kashan). So the people spawn atleast near an actual objective.

But if you have only "bad" squads that dont care about objectives, have no transport and armor that only care about themself its hard to turn that into an victory. Then the best is to get the teams mixed up, so that there are a few people you can work with.
[KSK]
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: Carrying bad teams to victory, please advise

Post by L4gi »

The special strategy is called rushing and/or getting gud.
Archosaurus
Posts: 258
Joined: 2011-10-09 11:32

Re: Carrying bad teams to victory, please advise

Post by Archosaurus »

So rush 1 squad vs 5 squads or so?

We're already always top squad in matches like this with a huge K/D ratio and tons of points, so I don't think we can git any more gud.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Carrying bad teams to victory, please advise

Post by sweedensniiperr »

It's just luck if you are in a balanced round or not. Building fobs is one of those things that can never go wrong in those situations.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Carrying bad teams to victory, please advise

Post by ComradeHX »

It's not that difficult.

Need a lot of force multipliers. HAT, Mortars, ATGM, stationary AND handheld AA...etc.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Carrying bad teams to victory, please advise

Post by matty1053 »

ComradeHX wrote:It's not that difficult.

Need a lot of force multipliers. HAT, Mortars, ATGM, stationary AND handheld AA...etc.
No way in hell would a bad team want to sit and do nothing. Nor' would they use the assets properly aas well as kits. TBH, it's very hard to especially in 1.3. In previous versions it seemed like you could have... but no way you can in 1.3 unless you are a very powerful person (Admin).


Then, admins don't usually mix teams up... as they sometimes get cocky since their best friend is on the team and they are winning not losing. IMO steamrolling a team is boring, boring, boring, boring. Close games are the best. As, one little ticket out of 800 could cost you that game.

Seriously though, in this case it's an admin that really didn't know what he/she was doing. Most servers have teamspeak servers you can hop in... you could ask them to mix teams up if a steamroll occurs 2 or more rounds in a row.
Also, you should report squads that don't communicate at all. And ones that bad-mouth you.
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Archosaurus
Posts: 258
Joined: 2011-10-09 11:32

Re: Carrying bad teams to victory, please advise

Post by Archosaurus »

Perhaps it's possible to indeed git gud and form an uber-squad with as much HAT and LAT as possible, which builds emplacements.

It's 1 HAT per team, but how many LAT is allowed per squad?
Murkey
Posts: 529
Joined: 2010-02-16 19:33

Re: Carrying bad teams to victory, please advise

Post by Murkey »

1 LAT per squad, but with no delay for it re-entering the kit pool.

Ghostfool is pretty much spot on. Join a server where they at least make an attempt to have teamwork and balance. If your team is getting steam rolled then FOBs, trans and manning things like mortars might help.
Defending a flag or decent area is also a good idea as you suggest.

Be sure to keep talking to the other squads. They might get the idea eventually :p

Cheers, Murkey.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Carrying bad teams to victory, please advise

Post by mat552 »

In the situation you described there are only two options. Lose or quit.

PR simply exacerbates a classic team based problem that has existed as long as there have been teams (it does this by obscenely punishing small mistakes and generally doing its best to make sure that teams that fall behind stay behind with very lengthy vehicle spawn times, flag based ticket penalties, kit pool systems, etc). Imbalances in skill are an inherent result of people being different. It's up to the play administrators in any game, digital or otherwise, to make sure balance is maintained if that is the goal. Players on the winning side will pretty much categorically refuse to take part in making themselves worse. If the admins on a given server are having too much fun stacking the winning team to consider having a fair fight (eg most of them most of the time), just cash out. Check back in after a few hours of player cycling, you might even get lucky and have the server crash which is your best bet to see things shaken up.

If there is a way to whip an underperforming, noncommunicating team into shape without the proverbial guns of the admins backing you up I've never seen it reliably demonstrated since I started playing online multiplayer video games.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Archosaurus
Posts: 258
Joined: 2011-10-09 11:32

Re: Carrying bad teams to victory, please advise

Post by Archosaurus »

It seems it's impossible.

On any round where the team is not mentally handicapped, my squad excels. Very consistent best squad with best player from our squad.

That situation only changes if the team is so bad that it's up to chance who gets anything done as you can't move without dying immediately, or if our team is so good that there's another, or more, squads out there who just kick the living **** out of the enemy team.

Just to clarify, the situation I'm talking about is a situation where a trans helo literally cannot land anywhere near the 1st flag from the base without taking LAT, UGL and sniper fire. In the rounds I was in, you'd be hard pressed to move 100m as infantry, let alone in a vehicle, as there was armor everywhere.

One match, the enemy Challenger II's didn't even go down once. It seems these are just exceptionally bad strokes of luck.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Carrying bad teams to victory, please advise

Post by mat552 »

If you play with a consistent squad then there is one thing you can try. After you've determined your team should be legally classified as special needs, you can split your wunderwaffen and have each of your excelling squadmates lead a useful squad of their own.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Carrying bad teams to victory, please advise

Post by ComradeHX »

matty1053 wrote:No way in hell would a bad team want to sit and do nothing. Nor' would they use the assets properly aas well as kits. TBH, it's very hard to especially in 1.3. In previous versions it seemed like you could have... but no way you can in 1.3 unless you are a very powerful person (Admin).

That is indeed the problem.

They try to do something, they take limited assets(such as HAT and APC) and they WASTE them.



With proper assets for just one squad, it's not difficult to carry the team with one squad.
Unless your squad sucks too, in which case it's time to take a break from PR.

It's not always possible to bring a shitty team to victory.

But sometimes, just getting that one fob with HMG, ATGM, AA, Mortar...etc. set up properly will make all the difference.
And you only need one squad to use all of those things + HAT and handheld AA. Try MEC FOB in A12 on Muttrah with mortar and AA, with HAT, marksman, mg, and medic on the ridge. It works unless team is so bad that it never capped beyond south city.

Or get some good APC like BMP-2M and BMP-3; kill everything on enemy team.Image
Just played this round on HOG or something.
Tank sqd was mostly shooting enemy infantry, infantry squads only capped flags.
My squad killed both of enemy tanks within first 10 minutes, and that british fast chopper, and many scimitars/warriors, squads of enemy infantry, enemy logi, chinook, and I even set up both APCs behind hill and used AA kit to kill Apache when it tried to hit us. Then we went back and killed enemy tank again, then the scimitar behind it, which was the last kill that ended the game.

Best way is to grab all the useful things first.
Last edited by ComradeHX on 2015-06-30 18:10, edited 4 times in total.
MertSahin
Posts: 229
Joined: 2011-12-02 22:47

Re: Carrying bad teams to victory, please advise

Post by MertSahin »

one good way to help your team is send 6 man of your squad to cap the first flag,
while they cap flags, build 2 defensive fobs so people are forced to spawn defensive ( remember this is situational when u have a bad team that dont build and dont get on flags )

after u have build 2 fobs u shut be able to succesfully defend or attack and let others spawn on your defensive fob.

another option is, if u have a good friend that is able to squadlead aswell, try working together with your mate as squadleader u shut be more effective
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StevePl4y5
Posts: 385
Joined: 2014-02-02 14:33

Re: Carrying bad teams to victory, please advise

Post by StevePl4y5 »

sweedensniiperr wrote:It's just luck if you are in a balanced round or not. Building fobs is one of those things that can never go wrong in those situations.
Except when you're building backup FOBs behind friendly lines and you get sneaked up on by an enemy tank, and your team refuses to help.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Carrying bad teams to victory, please advise

Post by matty1053 »

ComradeHX wrote:-snip-
Got that right!!! Honestly, it's sad if your APC squad has more points than infantry squads. (No way in hell am I Saying your a bad APC player... as when I see you in games your a great player). If there is one thing I really dislike, is when people claim they know how to operate assets good... and they are in a clan together (won't let anyone join other then the clan members) and they waste them or are pure retards with them. To be honest.... It'll be another month or 2 till the moronic squad leaders fizzle out. I played a round just about an hour ago... 3 Squads did the SAME STUPID TACTIC, I wouldn't call it a tactic at all. They kept running and dying into the same enemy tank. Literally the tank was sitting on a hill looking over the objective and all of the squads combined had like... 43 deaths just from the tank alone. I really don't know what's worse... Squad leaders that have zero clue what they are doing and lose a game... or people that waste assets that claim they are good at them.

It is possible to carry a horrible team to victory... but it's hard. Especially if you have a stacked team for like 3 rounds straight and admins do not do **** about it. Since usually the admins are on the team steamrolling everyone.
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sweedensniiperr
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Re: Carrying bad teams to victory, please advise

Post by sweedensniiperr »

How.the hell.is a fob behind enemy lines called a backup fob
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Carrying bad teams to victory, please advise

Post by Rudd »

Sometimes...you just have a bad team. If you're efforts are in vain then ask the admins for a scramble next round.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Carrying bad teams to victory, please advise

Post by matty1053 »

sweedensniiperr wrote:How.the hell.is a fob behind enemy lines called a backup fob
He said behind friendly lines
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CR8Z
Posts: 413
Joined: 2008-08-30 06:27

Re: Carrying bad teams to victory, please advise

Post by CR8Z »

As long as you and your squad are having fun, then you're doing it right. If you're on a bad team, you just get to play more maps.

Try not to take it personal or get to competitive about it. Just have fun, and things will come around.

Or, quit and play some inferior game. Or watch good games on YouTube.
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