Performing under stress of combat

General discussion of the Project Reality: BF2 modification.
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Performing under stress of combat

Post by QuickLoad »

I noticed that a lot of people freeze up when it's crucial to push, I understand it may seem stupid to run into a hail of bullets and out from your psuedo cover(or concealment). 'think on the fly'

It's really situational so let me just say that it's a big broad statement, but this is less on PR itself(where you go from cover to cover and it's generally one squad versus another squad) and a bit more on PRWW2 or similar scenarios found in PR. Like when everyone's landed on the beach, a lot of people hunker down but I find it counter productive and more productive to instead either run at the wall or seemingly 'waltz' around(standing in the open for several seconds taking fire)-

I find this most efficient with the mentality of "I'm dead already!", and thus leads me into doing 'stupid' decisions such as standing up in the middle of snap-cracks and throwing down a FOB on the beach; or something as simple(and closer to regular, modern PR) as having everyone break contact to make good progress towards an objective instead of being stuck in a firefight for some 15+ minutes(aka bypass & haul ***).

At the same time, this can get you killed and end up having no SL because he was a cocky idiot who decided to try and get things done while crossing his fingers.

So, what's your mindset(s)/tactics on being combat efficient in PR? share your experiences
Last edited by QuickLoad on 2017-11-30 11:04, edited 1 time in total.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

re: Performing under stress of combat

Post by Wicca »

The whole concept of already being dead in PR, and doing stupid shit is relatable. Although I don't relate to this notion that i'm already dead, just that I do stupid shit.
Xact Wicca is The Joker. That is all.
parch
Posts: 108
Joined: 2015-09-22 10:58

re: Performing under stress of combat

Post by parch »

jsut remember it's a vidya gaem
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Murphy
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Re: Performing under stress of combat

Post by Murphy »

These things are all good in retrospect, but recognizing an opportunity when it has presented itself isn't something you can will into happening, you have to be patient and what you're talking about isn't patience...seems more like dumb luck helping you fluke your way to victory.

You can crucify me for saying this but you need to get kills before you can advance, kills are what allows a squad/asset to secure a flag. So focus on destroying your enemy and the rest usually falls into place.
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Lugi
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Joined: 2010-10-15 21:36

Re: Performing under stress of combat

Post by Lugi »

Murphy wrote:You can crucify me for saying this but you need to get kills before you can advance, kills are what allows a squad/asset to secure a flag. So focus on destroying your enemy and the rest usually falls into place.
I dont think anyone playing this game is deluded enough to deny it :lol:
Fuller
Posts: 91
Joined: 2016-03-19 14:10

Re: Performing under stress of combat

Post by Fuller »

There are A LOT of things to consider when you are in combat with your squad.
Things like armour/cas/mortar support, supply, reinforcements, terrain, player skill,momentum,
squad cohesion,map/flag layout,...
If you take all that stuff into consideration you will be very effective in combat.
The good thing is that you can train almost everthing quite easily. Watch replays/br files; fly over the maps with
prbot3 and scan for good fob locations; write down how long it takes to deploy to certain locations with certain assets and so on.
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saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Performing under stress of combat

Post by saXoni »

If you're in a certain situation where pushing through enemy fire is necessary then sure, but don't run around like a retard because you think you're Speirs. You're not already dead, and you should make it your goal not to die.

Kill as much as possible and die as little as possible. People don't seem to give a fuck about dying these days, which is very unfortunate.
assetruler69
Posts: 211
Joined: 2017-04-18 17:50

Re: Performing under stress of combat

Post by assetruler69 »

You got hit hard. You take cover. You fall back. You regroup. You flank.

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MacArthur and Stalin are proud of those who are pushing no matter what.
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: Performing under stress of combat

Post by Lugi »

assetruler69 wrote:You got hit hard. You take cover. You fall back. You regroup. You flank.
Maybe in some other game. In pr as infantry 95% of the time you just get your squad wiped out 1 by 1.
assetruler69
Posts: 211
Joined: 2017-04-18 17:50

Re: Performing under stress of combat

Post by assetruler69 »

Lugi wrote:Maybe in some other game. In pr as infantry 95% of the time you just get your squad wiped out 1 by 1.
It's because you don't fall back. It can be seen really often. Squad gets in a fight which it can't win. They get stuck. They lose any ability to maneuver. They all die.

Like... this is one of the ye olde tips from loading screen: "Call retreats early" or something like that. This is has to be the first verse in the squadleader bible.
Last edited by assetruler69 on 2017-12-11 07:17, edited 1 time in total.
Murphy
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Re: Performing under stress of combat

Post by Murphy »

It's more difficult to tell someone to respawn when you're in voice comms with them and literally 10 meters away. I know most medics will think "fuck it" and go for the revive even though the outcome will be 2 dead soldiers instead of one. It's not easy to keep a pub squad together, and with the trend of spawning and running back to the fight being prevalent it's almost impossible to call a coordinated retreat and still manage to actually regroup your squad for a counter-attack that might make a difference.
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assetruler69
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Re: Performing under stress of combat

Post by assetruler69 »

Murphy wrote:It's more difficult to tell someone to respawn when you're in voice comms with them and literally 10 meters away. I know most medics will think "fuck it" and go for the revive even though the outcome will be 2 dead soldiers instead of one. It's not easy to keep a pub squad together, and with the trend of spawning and running back to the fight being prevalent it's almost impossible to call a coordinated retreat and still manage to actually regroup your squad for a counter-attack that might make a difference.
IMHO SL should always be behind his squad with two guys ready to run away ASAP if something goes wrong in order to "regroup"(set a rally point). What I try to do is to split squad in to pieces first one consist of me and two guys(medic and MG) and the other one is consists out of all what is left(le deplorables) who will attack and die all the time under cover of the first squad. This tacticool setup has its flaws and not that exciting for those who stay in the back but allows you to stay alive and to be able to regroup if you want.
JohnnyPissoff
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Joined: 2006-07-26 14:06

Re: Performing under stress of combat

Post by JohnnyPissoff »

Two or more squads should always act together as a platoon. Maybe this can be implemented in the future?
saXoni
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Joined: 2010-10-17 21:20

Re: Performing under stress of combat

Post by saXoni »

assetruler69 wrote:IMHO SL should always be behind his squad with two guys ready to run away ASAP if something goes wrong in order to "regroup"(set a rally point). What I try to do is to split squad in to pieces first one consist of me and two guys(medic and MG) and the other one is consists out of all what is left(le deplorables) who will attack and die all the time under cover of the first squad. This tacticool setup has its flaws and not that exciting for those who stay in the back but allows you to stay alive and to be able to regroup if you want.
Why don't you push with your whole squad instead, and aim for minimal deaths? With your setup you expect half of your squad to die and respawn over and over.
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: Performing under stress of combat

Post by L4gi »

assetruler69 wrote:IMHO SL should always be behind his squad with two guys ready to run away ASAP if something goes wrong in order to "regroup"(set a rally point). What I try to do is to split squad in to pieces first one consist of me and two guys(medic and MG) and the other one is consists out of all what is left(le deplorables) who will attack and die all the time under cover of the first squad. This tacticool setup has its flaws and not that exciting for those who stay in the back but allows you to stay alive and to be able to regroup if you want.
Fuck that, im always first in as SL, then I shout at everyone else to move and revive me if I get shot. You lead from the front so you know whats going on and can make the right decision. Every member in the squad needs to contribute with kills, including SL and medic.
Chuva_RD
PR:BF2 Contributor
Posts: 300
Joined: 2013-03-30 18:51

Re: Performing under stress of combat

Post by Chuva_RD »

QuickLoad wrote:I find this most efficient with the mentality of "I'm dead already!
This doesn't ease the thrill.
QuickLoad wrote:this can get you killed and end up having no SL because he was a cocky idiot who decided to try and get things done while crossing his fingers.
Crossing fingers is very important. Best way to help the team sometimes.
QuickLoad wrote:So, what's your mindset(s)/tactics on being combat efficient in PR? share your experiences
For SL gameplay the only tactic is to try to keep it on the appropriate level with the simplest approach (not a tactic, approach to gameplay). The framework of organizational structure should be familiar for people, then they won't spend time for decisions and comms. Squad's actions, in general, should be aimed at decreasing freedom of an opponent team: fewer fobs, less safe area. He will resist, you will have an opportunity to farm kills.

If you mad as a hatter read works of J. Boyd and about decision making.

To get experience is the shortest way to be most efficient. PR does not offer many ways to get it, however. Old clans have a lot of experience, but they mature enough to make team win without communicating with plebs. The tournament carries good gameplay culture, but only for a limited number of persons and partially for same people. Interesting events like PRTA one-lifers offer very specific gameplay in which goals differ from common PR.

Participation in clanwars and organized events will make you efficient, but the most valuable is to get fun from it. However, making events are on self-service, they grow from 16vs 16 or skirmishes that no one even plays nowadays. Or you might find cyberwarrior like viirus and become his friend, he will spray you with combat effectiveness.
Last edited by Chuva_RD on 2018-01-01 20:51, edited 2 times in total.
viirusiiseli
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Re: Performing under stress of combat

Post by viirusiiseli »

ITT:

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assetruler69
Posts: 211
Joined: 2017-04-18 17:50

Re: Performing under stress of combat

Post by assetruler69 »

saXoni wrote:Why don't you push with your whole squad instead, and aim for minimal deaths? With your setup you expect half of your squad to die and respawn over and over.
Stalin's favorite tactics and it also gives you intel about where're the enemies.

It's better to have half of your squad dead than whole your squad cut down and if vanguad gets hit hard you still can fallback, you still can regroup and wait for a counter attack which you can handle easily.

If you all are caught in the fight you can't handle you're all dead, there's no retreat option provided. That means that everything you were able to achieve prior to that will be probably lost. This is especially bad for offensive maneuvers when you operate far from "frontline" and can't be back up fast enough. You have to hold your ground.
L4gi wrote:Fuck that, im always first in as SL, then I shout at everyone else to move and revive me if I get shot. You lead from the front so you know whats going on and can make the right decision. Every member in the squad needs to contribute with kills, including SL and medic.
Firepower this is what matters. If you have firepower you can succeed if you don't you will fail. Medic running around throwing smoke grenades trying to get SL back up from the middle of the road adds nothing to a squad firepower. Having two fireteams gives you ability to support assault kamikadzes and provide cover for their movements. Running around all together mindlessly makes you vulnerable.
JohnnyPissoff
Posts: 1358
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Re: Performing under stress of combat

Post by JohnnyPissoff »

Battlefield stress for the most part is due to individual soldiers having to make decisions under fire.

Most gamers use primitive tactics while under fire. Firing at random targets. All this amounts to, all things being equal, is a 50/50 attrition rate. RL squads use "fire control". Which negates any single soldier from stressing as well as spending valuable seconds by having to make decisions.

Here's how FC works; SL orders squad fire left field/sweep right (or fire right/middle field depending on conditions/city scape etc.). He/she as well orders support (SAW) suppress right field. SL spots and fires independently. And I might add SL remains in a quasi protected zone. This is why they use a "point man" to relay intel when on the move. And he's always on the point position in a firefight as well.

By positively eliminating enemies one by one in rapid succession this adds to a positive attrition rate. And yeah...it's all about trust but that's where indoctrination and training come to play.

BTW, this is also a well perfected Naval and Armored tactic.
Chuva_RD
PR:BF2 Contributor
Posts: 300
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Re: Performing under stress of combat

Post by Chuva_RD »

JohnnyPissoff wrote:...
The idea of fire control only makes needless restrictions interfering to do what one should. People do not get stressed while shooting, but they will for sure because of such complexity.

And just imagine SAW suppressing right field: he noticeable and looks noobish. Might be used as a bait, however, he looks like easy kill.
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