Rush-tactics - Good/bad

General discussion of the Project Reality: BF2 modification.

Is 'the rush' as tactic enhancing the gameplay of PR?

The goal justifies the means.
135
48%
It's dirty. DIRTY!
61
21%
Couldn't care less/no idea what you're on about.
22
8%
Depends entirely on the circumstances
66
23%
 
Total votes: 284

hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Rush-tactics - Good/bad

Post by hx.bjoffe »

Most of you know what i mean. For those who don't, i hope i'm not giving you any ideas.

Although i won't argue the legitimacy of these tactics, having squads employ them in a pub ruins any fun i was looking for in these maps. By all means, any new tactic is of interest. And of course with new players, it will be new for them. But many of these rushes are getting really old, and the maps are getting extremely repetetive when vets still go rushing ahead, leading the newbs so they again can repeat in the future.

Some days ago on TG the commander of US on Jabal even ordered everyone to east beach before the game'd started. "Forget about west beach." Sitting on that beach counting tickets for 3 hours is not what i consider fun. It's far from the only map to examplify, but I can hardly remember last i played a round of that map without some easily defended beach being bum-rushed.
Whenever i'm on the 'defendant' side, and i see the creation of a squad named eg. "WEST BEACH," "mine!" or "Ruin-Rush," my hopes for humanity sinks. ;) Why not let the game play out, let the forth-coming battles be? The AAS is there for a reason.
In my opinion it's unsportmanslike. No matter what side i'm on. I am looking for a good and productive game, not have it over as quick as possible. The win is not that important!

Is it?
Last edited by hx.bjoffe on 2008-02-11 02:28, edited 1 time in total.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Yea its poor, almost every map in the game can be exploited by rushing the enemys first flag with a HAT kit and a bag of ammo or similar 'tactics'

I say exploit because its predictable and easy, its only possible because we are playing a game where you know where the enemy base is, what vehicles they have and basically what the enemy will do next.
Beyond the start of the game you might actually face a challenge so dont let it ever get that far

Wave spawning on requestable kits as a solution? Only be able to request a kit from a bunker maybe, that way you'd have to build it first before rushing, etc
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

This is one reason why I believe a purely "Assault and Defend" flag order for most maps should be adopted. By doing this, you could potentially eliminate the problem as most flags would already be possessed by either team. So say on a map like Jabal, where the U.S are on the offensive, have it so that the MEC team already holds the beaches (And simply have the MEC armor spawn a little later).

On map like Qwai (Which could work a little differently), have the U.S start off with the mine, and the Chinese with the Estate, that way the only flags left to take are government office and fishing village. The overall goal should be decreasing the amount of neutral flags at the game's start.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Post by Jaymz »

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"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
MastaLock
Posts: 64
Joined: 2007-07-23 20:54

Post by MastaLock »

I call it 'planning ahead'.


In real life, do would you sit around and let the enemy try and capture strategic points without hassling them? I think not.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Post by Heskey »

Sending squads to keep the enemy busy at their first capture point is a perfectly legitimate tactic, I'd say.

If it's holding you up really bad, send some squads to stop their team's advance behind enemy lines. There are certain maps where holding one of the enemies key points will lock them out the game whilst one squad moves across the map capping the rest of the flags unscathed.
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Post by MadTommy »

Its valid... as long as its your team that does it correctly ;)
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Post by Sadist_Cain »

I'd say it was a legit tactic because it takes speed and coordination to pull it off...

HOWEVER I would say that right now something needs doing about Running in PR Though I say rushing is a legit tactic I don't think that doing the 100M rally point sprint dash to attack a flag is very "Real"
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Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Post by Death_dx »

If a team rushes east beach, then the BH should land off the flag to ensure the safety of the soldiers, worse comes to worse you can land in the hills behind the flag and let the U.S. snipe the hell out of the MECs below. Rushing is fine, it's people with poor pattern recognition that are the problem.
Razick
Posts: 397
Joined: 2007-12-04 01:46

Post by Razick »

The reason for the constant Zerg rush that we see is result of the AAS mode and in turn the overall "Conquest" tard feeling like you are racing to each flag and usually the places you are fighting over arent very valuable when you are thinking strategically. I think we need AAS flags to be randomized like the Insurgency caches and their zone captures to be wider along with a higher number men to cap say, 4 or 5.

I know some of you are thinking that the random flags are a stupid idea because you are visualizing flags out in the middle of nowhere but put that out of your minds. There still will be certain spots that flags can be but not many but still those few spots can make that round and battle completely unique. Youll actually have to think about what your gonna do because you havent experienced that situation before which is...awesome. This would be great for mappers as something like this would always keep the map fresh and stale gameplay is not a possiblity so you can take some time off with the secondary maps to create more epic quality maps like Barracuda and Muttrah V2(cant wait) .

Adding the higher number for capture would mean that you have to actually "take" a position and root out the enemy instead of just sprinkling your fairy dust until the flag converts to your colors. This would lead to a need for teamwork and with info I got on the changes to grenades and your suppression *surprise* ;-) this would work out fantastic.

Thats basically all I want, to see that strangeness and alien feeling you get form playing a fresh new map.
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

its most prob been suggested, but you could make a map which has flags which spawn in different places and dont show up on the map, so you have to send scouts to find the flags, and then assault them with the AAS system still in mind.
although making it so that the AAS was random would be suicide lol, you might be attaking the enemys forward cap point first :roll: .
but making it so that there are a couple flags on the frontline then the middle and then the base line which can change per round in their position on that line on the map would be reasonable(plus the not being able to see them on the map) would bring a better feel to the game and a more realistic and a "what are we going to get this time" attitude and those tunnel whores would think twice before picking up that GL or LMG.
Razick
Posts: 397
Joined: 2007-12-04 01:46

Post by Razick »

Razick wrote: I know some of you are thinking that the random flags are a stupid idea because you are visualizing flags out in the middle of nowhere but put that out of your minds. There still will be certain spots that flags can be but not many but still those few spots can make that round and battle completely unique.
This why I have to point out the obvious and the misconception that other ppl other than yourself dont have common sense and dont think things through. I already knew it was gonna be misinterpreted so I write that warning first and it still gets ignored :fryingpan
thejackalkernl wrote: flags which spawn in different places ...
Razick wrote: I think we need AAS flags to be random like the...
There is no difference between both meanings so.....

At least we are on the same page :mrgreen:
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

Well, at least it's still a "tactic".
Yes, it's not nice to do it but war is not a nice place to be ;)
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
*spacecadett*
Posts: 337
Joined: 2006-11-23 16:50

Post by *spacecadett* »

Its a legit tactic, but it ruins the game for everybody else exept the rushers, who might have a intens game for 5-10 min til its over, I mean how badly do you have to win I dont mind loosing to a worthy oponent, I preffer a close game 10x more then a steamroll.
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burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Post by burghUK »

im sure like a few people i think its one of these little things normal people wouldn't care about. useless poll.
joselucca
Posts: 125
Joined: 2007-12-06 13:00

Post by joselucca »

*spacecadett* wrote:Its a legit tactic, but it ruins the game for everybody else exept the rushers, who might have a intens game for 5-10 min til its over, I mean how badly do you have to win I dont mind loosing to a worthy oponent, I preffer a close game 10x more then a steamroll.
Agreed x100
Kinote
Posts: 89
Joined: 2007-12-12 03:09

Post by Kinote »

Before my love of the FPS, came my love of the RTS. I've seen this debate rage since rushing harvesters in the first Red Alert, and likely it started a whole lot earlier. Like some of the other better players, I play to win. I don't cripple myself before we even get to the fight by reading out a list of cheap things we can't do. I play PR to have fun and give my team the best chance of winning the map, I don't really care what the other team wants me to do.

Here, lads. Have a free interwebs copy of the book Play to Win: Sirlin.net — Your source of shocking insights on game design Playing to Win Index
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Rushing only happens on old maps we played since the dawn of the mod *cough* Ejod *cough* and everyone already knows where every single mailbox is located.

Or maps with a design flaw (like Daqing in 0.6, where PLA could rush West OI to prevent USMC from capturing it due CP design.)
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Yeah, but after USMC gets Dam, they get Bridge, then it falls apart for MEC as they are stuck between city Cps and their main.
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