Best starter tips for new PR players?

General discussion of the Project Reality: BF2 modification.
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Catmouse
Posts: 94
Joined: 2023-05-10 13:39
Location: H8kp1

Re: Best starter tips for new PR players?

Post by Catmouse »

Before you get flooded by page long posts, I will give you my hint I wish I knew when started playing:

#1: The experience and growth as a player - having fun in taking on challanges, winning, and failing - is directly tied to the quality of players you expose yourself to, especially the squad leader. Choose wisely, and be ready to say no ("You are anti-social..., I play with other people"), communicate honestly ("I am a newbie. I tried but I messed up.") and act constructively.
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ProPilotMan1000*6yoRbxUsr
Posts: 4
Joined: 2025-09-22 03:41

Re: Best starter tips for new PR players?

Post by ProPilotMan1000*6yoRbxUsr »

There is one feature which I think is helpful.
I'm assuming you have played other fps games; unless this is the first time you have opened Project Reality or are still unsure.

You should try Co-Operative > Create Local > Choose a Map > Check those setting at the top Right of the 'box' (e.g. bot count) and Play a game against bots.

You want to see the differences in all the important aspects like movement, Healing/Damage, Weapons Pros and Cons, Change in pace (if your use to fast paced fps'), Different Kits (kits = loadout) and everything else you think of when playing a fps. :2gunsfiri :camper:

(above tips/replies are good for multiplayer ↑) :thumbsup:
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: Best starter tips for new PR players?

Post by Grump/Gump.45 »

So many skills can be practiced and simulated here, individual and teamworkk coordination skills. YOU BETTER THINK. Close quarters combat, combined arms terrain and view distance control suppression sweeps.

I teach maximim firepower, safety and many other skills I learn or realize to bring here.

https://www.youtube.com/watch?v=XWiY-aN4HKQ


https://www.youtube.com/watch?v=xwxvK5Bd0Hk&t=27s


https://www.youtube.com/watch?v=1yAVfqOmwoU&t=223s


-Climb trees with rope for kills by laying on a branch (Certain trees only)

-Play dead for kills, Drop kit, lay down, hands up, hands are on head, hide hands on head inside body/crate/wall etc.

-Pre-fire and bail away in CQC. Kill, run, outpace, listen for footsteps, turn the radio down and wait. Commo rose bait

-In your squad, 1 man per piece of cover, move cover to cover, in view of each other to save each other, 1 man hit per TOW/tank shell/RPG/mortar/grenade spread formation. Scan aggressively.

-Teamwork is within an 8 man squad then ideally coordinated between all other squads. Assets compliment and protect each other, like AA vehicle follows tank, if there is no AA vehicle then you set up super FOBs emplacements

-Maximum assets, firepower and security 6 FOB spawns share 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + Tanks + APC + IFV + logistics supply/repair station + AA vehicles + jeeps + trans heli + trans trucks + CAS + UAV

-Your teams strongest flag is ALWAYS your last flag with maximum assets, many benefits to it from start of the round with whole team defending
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BENEFITS OF LAST FLAG STRATEGY MAXIMUM ASSETS FROM START OF ROUND WITH WHOLE TEAM

:Its true combined arms warfare promoting and teaching teamwork plus allowing practice of all other skills. Makes better players. Showcases maximum firepower to teach players mutual support teamwork. How to be there for and in view of each other.

Since people think they can kill wandering into the unknown, they can get those same kills defending with unlimited ammo.

:You have time to build 3 super FOBs of 400 meter wide lines each, 1 squad per super FOB surrounding the last flag

:4th mortar FOB then 2 back up FOBS on DOD line plus mainbase with vehicles gives 7 spawn points, plus any commander or your squad leader rally that is permanent within 100 meters of FOB gives up to 9 spawn places

:UAV defending last flag uses less fuel than enemy commander UAV that has to cross the map

:You have repairs and RTB main base, supplies and everything close short safe distance travel to main, while enemy has to cross whole map to attack and repair

:You get supplies faster with shorter chopper travel distance leading to safer drops

:1 man digs each emplacement gets everything done within 1 minute of digging with everyone safely spread, super FOB done in 4 minutes or less drill race

:you suppress and scan, double sweep the view distance until you see or hear any signs of enemy. If you see enemy drop a crate you suppress the area, if enemy throws smoke suppress, if enemy makes gunshot noise suppress and sweep. Launch explosives in to the area.

:Infantry at the FOBs can hear approaching enemy armor direction plus UAV support. Ears up, eyes up. Scanning aggressively. Calling for cease fire

:Call for sudden whole team ceasefire to hear enemy armor every 60 seconds until enemy fires a shot or randomly start up firing again. Suddenly going silent as a team shows coordination and trolls the enemy like "They all stopped shooting". Then you start up again.

:Enemy is going to run into 3 TOW + 3 AA + 6 HMG + APC + IFV + Tanks + jeeps + logistics supply/repair + CAS + UAV as their armor spawns, you will have FOB emplacement support/bait while the enemy won't

:Infantry at the FOBs can hear approaching enemy armor direction plus UAV support. Ears up, eyes up. Scanning aggressively. Calling for cease fire

:Call for sudden whole team ceasefire to hear for enemy armor every 60 seconds until enemy fires a shot or randomly start up firing again. Suddenly going silent as a team shows coordination and trolls the enemy like "They all stopped shooting". Then you start up again, they will notice.

:Enemy will be outnumbered and outgunned, enemy cannot set up any FOB assets in view of your established FOB assets

:AA emplacements can be used as rocket artillery until 1 minute before CAS is spawned, 3 AA emplacements

:All this suppression looks and sounds cool, especially if a Shilka quad 20mm cannon is assisting

:This trolls the enemy when you never show up to any other flag, they think they will win until they hear about, hear then see the mess of 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + Tanks + APCs + IFVs

:1 man per FOB emplacement makes too many targets firing back for enemy

:The TRUE MAXIMUM is 3 TOW + 3 AA + 6 HMG + 2 mortars + 30 foxholes + Tank + APC + IFV + jeeps + logistics supply/repair + trans trucks + trans heli + CAS + UAV + Kits of 1 HAT + 2 AA kits + 2 combat engineers + 3 machine gunners + 4 LAT + 4 AR

:Limited number of crates available before 1st gets destroyed or removed, but enough for each TOW to maintain 2 big crates (30 shots), 6 big crates total for mortars, Crates spread to not lose them all to explosion in one spot.

:To not hit maximum large crate limit you can use transport trucks to do short quick runs to main base to further increase ammo capacity, dropped crates into foxholes

:This will balance and teach a bad team, make better players

This kind of firepower and coordination, but at your last flag defensively with your whole team

https://www.youtube.com/watch?v=o2-BFJEO-EU


This but bigger, whole team defense from round start

https://www.youtube.com/watch?v=8FJcFGJsnYg&t=5s


--------------------------------------------------------------------------------------------------------
YOU MIGHT THINK FOXHOLES ARE USELESS but here is a list of the many secret uses of foxholes

Re-Cap

-Spaces super FOB assets

- Widen FOB

-Give cover where none is next to FOB assets

-Baits enemy fire and attention

-Extra target for enemy scanning/target discernment

-TOW background backdrop to hide its weapon outline, making it slightly harder to see

-Shield crates

-Shield mortar

-Act as empty decoy for FOB emplacements

-Maximize from build edge to build edge perimeter.

-Overwhelms enemy visual targeting choices

-Vehicle shield

-Crate in the foxhole for safe re-arming

-Cover can be used within the foxhole

-outside the foxhole as a shield from enemy to move your body out of enemy angle

-Protects you from mortars, lay down, if you see explosion shrapnel hits you, hug wall away from foxhole entrance, immediatly repair foxhole as mortars come in.

-1 man per foxhole spreads, divides enemy fire and attention, they can't shoot at all of you

-You can play peek a boo with the enemy

-You can put claymores from rifleman AP kit on the foxhole firing ports or outside foxhole line to clear 40 meters on 60 degree wide arc.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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bad_nade
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Re: Best starter tips for new PR players?

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