QRF (Quick reaction force) function

General discussion of the Project Reality: BF2 modification.
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bahiakof
Posts: 169
Joined: 2008-04-22 22:10

QRF (Quick reaction force) function

Post by bahiakof »

Does the QRF (Quick reaction force) function work in Project Reality?

On the servers I play, I do not see squads exercising the QRF function.
Do you think the "GIVE UP" tool, which is de-stimulating the rescue function / QRF?
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Heavy Death
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Joined: 2012-10-21 10:51

Re: QRF (Quick reaction force) function

Post by Heavy Death »

My squads often work kinda like QRF, highly mobile, always push to where personell is needed. If you think QRF like waiting in main and going on rescue missions... Not useful in fast paced public play, however in onelife events it's more prone to happen.
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: QRF (Quick reaction force) function

Post by bahiakof »

Heavy Death wrote:My squads often work kinda like QRF, highly mobile, always push to where personell is needed. If you think QRF like waiting in main and going on rescue missions... Not useful in fast paced public play, however in onelife events it's more prone to happen.
In One-life mode, the "GIVE UP" tool is not used because it takes you out of the event, so there is a need for a QRF squad in this mode.

And this only helps in the thesis in which the culprit for not having a QRF squad (parked or active) on public servers, is even because of the use of the "Give Up" tool.
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: QRF (Quick reaction force) function

Post by rPoXoTauJIo »

Every infantry squad either QRF or dead.
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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.
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: QRF (Quick reaction force) function

Post by bahiakof »

This would "feed" the QRF on the PR servers :mrgreen:
Despite being a "HARDCORE MODE" ;)

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LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: QRF (Quick reaction force) function

Post by LiamNL »

Removing the give up button just makes things tedious. Example, entire squad got wiped out miles from other squads. You'd just be wasting time lying on the ground instead of waiting for the spawn to be available as quick as possible. Sure it penalizes people for getting shot, but it's just tedious to have to wait 5 minutes every times to bleed out.
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: QRF (Quick reaction force) function

Post by bahiakof »

LiamNL wrote:Removing the give up button just makes things tedious. Example, entire squad got wiped out miles from other squads. You'd just be wasting time lying on the ground instead of waiting for the spawn to be available as quick as possible. Sure it penalizes people for getting shot, but it's just tedious to have to wait 5 minutes every times to bleed out.
In fact, the "Project Reality" combat medic is there to avoid this, or not? Another point, by removing the "Give Up" button, makes players afraid to die. And so, all movement will be done with caution, and the LONEWOLFs will remain out of combat for longer without disturbing the team with the waste of tickets due to abuse of the "Give Up" button.

It would be cool if Project reality had a HARCORE game mode as an option for more organized players.
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Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: QRF (Quick reaction force) function

Post by Heavy Death »

That would actually be epic. The squad would be out of the fight for 5 minutes instead of fast respawn and meatgrinder.
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: QRF (Quick reaction force) function

Post by bahiakof »

Heavy Death wrote:That would actually be epic. The squad would be out of the fight for 5 minutes instead of fast respawn and meatgrinder.
Like I said, it's just a HARDCORE game mode, and it does not modify AAS mode.
I like the idea of having a reason to make you afraid to die. And also, motivate the QRF squad job as an important squad.
In AAS mode, because of "Give Up", a QRF squad is unnecessary.
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Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: QRF (Quick reaction force) function

Post by Cavazos »

In AAS, say you are a 3rd infantry squad; the 1st is defending your objective while the 2nd is moving to the enemy's objective. As the 3rd infantry squad you have four options:

1. Reinforce your objective for defending. Useful for when you have a majority of objectives.
2. Reinforce the attacking squad to increase chance of successfully capping the enemy objective
3. Move to the next enemy objective in anticipation that your attacking squad will cap and your squad will be on standby to cap the next. A risky but very powerful move if all goes to plan.

What's the fourth? Deciding to holding somewhere in the middle of these three options and waiting for more information to determine the course of action that will have the highest impact on the game.

In military terms, this is called letting the situation develop. You act as a QRF ready to move out but in practice, you never have a designated QRF. You only become a QRF if you are in a good area that can quickly deploy to three areas but you need more information to determine how your team is doing and where you are needed.

Sometimes you just go with it and know when your team is doing good and where you are needed. It is an instinct developed from experience and that means there is no need to wait for more info. Speed and action are just as important.

Practically you never have a QRF, but there are times when you need to wait, weigh your options, and determine where your squad is needed most.
bahiakof
Posts: 169
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Re: QRF (Quick reaction force) function

Post by bahiakof »

'[TP wrote:Cavazos;2165697']In AAS, say you are a 3rd infantry squad; the 1st is defending your objective while the 2nd is moving to the enemy's objective. As the 3rd infantry squad you have four options:

1. Reinforce your objective for defending. Useful for when you have a majority of objectives.
2. Reinforce the attacking squad to increase chance of successfully capping the enemy objective
3. Move to the next enemy objective in anticipation that your attacking squad will cap and your squad will be on standby to cap the next. A risky but very powerful move if all goes to plan.

What's the fourth? Deciding to holding somewhere in the middle of these three options and waiting for more information to determine the course of action that will have the highest impact on the game.

In military terms, this is called letting the situation develop. You act as a QRF ready to move out but in practice, you never have a designated QRF. You only become a QRF if you are in a good area that can quickly deploy to three areas but you need more information to determine how your team is doing and where you are needed.

Sometimes you just go with it and know when your team is doing good and where you are needed. It is an instinct developed from experience and that means there is no need to wait for more info. Speed and action are just as important.

Practically you never have a QRF, but there are times when you need to wait, weigh your options, and determine where your squad is needed most.
In practice, in AAS mode (with GIVE UP option), the QRF squad works as you have posted it, being a squad in the field that comes last, if the other squads fail their mission to capture a flag. Not a rescue / reinforcement squadron, but just one more infantry squad that comes after the other attack squads.
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fecht_niko
Posts: 347
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Re: QRF (Quick reaction force) function

Post by fecht_niko »

The medic should be able to make complicated surgery that take 30min or more, this would make the game more realistic. There is a reason its called Project REALITY!
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: QRF (Quick reaction force) function

Post by QuickLoad »

fecht_niko wrote:The medic should be able to make complicated surgery that take 30min or more, this would make the game more realistic. There is a reason its called Project REALITY!
hahahaha



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QRF is useful on maps like Bamyan.

USMC inf squads 3, 6, 7 will go to their designated checkpoints, meanwhile trans is at main.
CAS is building a fob somewhere inbetween the left and middle checkpoint.

USMC Inf squad 2 meanwhile takes 2-3 humvees from main and buildings a fob 3 grids south of ANY possible contacts. 2 waits until someone is in contact, and then moves in because they can be to any of the 3 checkpoints in less than 30 seconds.

however, if we remove the give up function...
the right checkpoint falls, squad 7 holds it with their life and all die, they are out of action for 5 minutes.

motorized inf 2 moves in to right checkpoint, they remove the threat but are hit by nearby SPG and RPG element, they are all dead. their respawn is 5 minutes, 7's respawn is 3:30.

inf squads 3 and 6 are in contact, they can't assist.
enemy captures point with no opposition. and are free to do anything for around 6 minutes, by then 7 will return either by ground or air.

well, tough luck because USMC just lost the entire right flank.
im not sure where I was going with this, but I think my point was that removing the give up function is unnessescary. game is fine as it is, it's not like removing giveup would be enhancing it to the entire community.

edit: ok I think I see what you're saying - feel free to correct me,
but you are saying "squads give up instead of waiting for another squad to come and assist them in the revival of their squad"

heres the thing, PR is on self-discipline / squad discipline, that's how the game runs and that's how it always has ran.
a squad leader is 100% free to wait and ask for another squad to help in revival and tell his own squad to hold spawn.
if there are no nearby elements, then why the heck wouldn't he give up?

same case where CAS was out fighting and theres 1 minute until their helicopter spawns, they were doing some specops stuff and then they die. no nearby medics so they have to wait 5 minutes for no reason.(applies to any squad not near other friendly squads)

removing a feature because of bad-teamwork units, and lonewolfs is not a good idea.
Last edited by QuickLoad on 2017-06-02 07:15, edited 1 time in total.
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: QRF (Quick reaction force) function

Post by bahiakof »

fecht_niko wrote:The medic should be able to make complicated surgery that take 30min or more, this would make the game more realistic. There is a reason its called Project REALITY!
Hahaha ... Irony.
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In fact, the real focus in this mod, is not REALITY, and yes, something no other FPS game has, which is teamwork in an organized way within the squads. The only thing left to happen in Project Reality to be perfect is the work between squads.
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bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: QRF (Quick reaction force) function

Post by bahiakof »

QuickLoad wrote: ok I think I see what you're saying - feel free to correct me,
but you are saying "squads give up instead of waiting for another squad to come and assist them in the revival of their squad"

heres the thing, PR is on self-discipline / squad discipline, that's how the game runs and that's how it always has ran.
a squad leader is 100% free to wait and ask for another squad to help in revival and tell his own squad to hold spawn.
if there are no nearby elements, then why the heck wouldn't he give up?

same case where CAS was out fighting and theres 1 minute until their helicopter spawns, they were doing some specops stuff and then they die. no nearby medics so they have to wait 5 minutes for no reason.(applies to any squad not near other friendly squads)

removing a feature because of bad-teamwork units, and lonewolfs is not a good idea.
I think you are confused because there is a difference between "DEAD" and "WOUNDED".

Wounded status: is when you were seriously injured and fell, being able to call a medic to help you for up to 5 minutes.

Dead status (black screen): If you stay more than 5 minutes in "wounded status", you die (dead status). You also enter "dead status" when you are neutralized when you are operating an asset, or if you are hit directly by an ATGM, or when you are helped by the medic, and you are neutralized within two minutes, you get "dead status".
When you are dead (dead status), you will be back in the game in 15 to 30 seconds.

Operators of APC, TANK, CAS, TOW, AA, MORTAR are not affected by the withdrawal of GIVE UP, as they always go this in dead status. Only the infantry are affected, or rather, who will really be affected are the Lonewolfs and disorganized infantry squads. We should make that clear!
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QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: QRF (Quick reaction force) function

Post by QuickLoad »

bahiakof wrote:I think you are confused because there is a difference between "DEAD" and "WOUNDED".

Wounded status: is when you were seriously injured and fell, being able to call a medic to help you for up to 5 minutes.

Dead status (black screen): If you stay more than 5 minutes in "wounded status", you die (dead status). You also enter "dead status" when you are neutralized when you are operating an asset, or if you are hit directly by an ATGM, or when you are helped by the medic, and you are neutralized within two minutes, you get "dead status".
When you are dead (dead status), you will be back in the game in 15 to 30 seconds.

Operators of APC, TANK, CAS, TOW, AA, MORTAR are not affected by the withdrawal of GIVE UP, as they always go this in dead status. Only the infantry are affected, or rather, who will really be affected are the Lonewolfs and disorganized infantry squads. We should make that clear!
I get your point, but what about the organized infantry squads behind enemy lines? If they go down there's not going to be anyone nearby to help them, so they just go take 5 minutes off for a piss, a soda, and some sandwiches.

Same scenario applies for two organized squads on the frontline, if they both die they don't do anything for 5 entire minutes! that's enough time for a enemy squad to confirm their kills, get a crate from a nearby logi, build a FOB, and neutralize the point.

it just seems a bit overkill for no reason
Rico
Retired PR Developer
Posts: 1345
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Re: QRF (Quick reaction force) function

Post by Rico »

There isn't really a place for a dedicated QRF squad in PR. Like Cavazos said, "let the situation develop" as a squad and react accordingly. At times this may make you become a QRF temporarily, but then the situation will evolve and another squad may react and so on and so on.

QRF sounds fancy and does work in organized events but not your regular PR game.
Jacksonez__
Posts: 1090
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Re: QRF (Quick reaction force) function

Post by Jacksonez__ »

Hardcore game mode: Griefer kills everyone in main
yes
Last edited by Jacksonez__ on 2017-06-03 10:30, edited 1 time in total.
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bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: QRF (Quick reaction force) function

Post by bahiakof »

QuickLoad wrote:I get your point, but what about the organized infantry squads behind enemy lines? If they go down there's not going to be anyone nearby to help them, so they just go take 5 minutes off for a piss, a soda, and some sandwiches.

Same scenario applies for two organized squads on the frontline, if they both die they don't do anything for 5 entire minutes! that's enough time for a enemy squad to confirm their kills, get a crate from a nearby logi, build a FOB, and neutralize the point.

it just seems a bit overkill for no reason
Why did the squads advance behind the enemy lines without preparing a support in case the objective fails? The big problem with Project Reality is the individualism and lack of work among squad leaders. An error of movement of a full squad causes the team a loss of -16 tickets (8x2 = 16), and who will be responsible for it? There should be a stiffer penalty for those who miss out on tickets, as it is not fair that the entire team is harmed by individual players.

I despair, when I press the TAB key, and I see a squad with: K: 05 / D: 30. Honestly, an irresponsible player should be penalized because of the team's defeat.
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