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Re: PR Statistics / Useless Information
Posted: 2014-10-08 05:13
by Micorbe
Medic Fact/Tip (from experiences only)
-you can revive anybody who is stuck/glitched by following these steps:
1. if it looks like the revive will be glitched start with resuscitate before going for the pen. resuscitate until the arms start to flop around.
2. stab center mass.
3. if this does not work then resuscitate will likely take more time than its worth. Drop a patch on the downed players KIT, not the body, but the KIT. This, in a way, resets their position as if they were just shot. dont ask me why it works, but it does.
4. once the patch is dropped on the kit, the body should flop up (reset) back to the kit. Stab and you should be good. (this trick will pull bodies up hills, out of water, etc.)
5. occasionally the body will flop up and immediately slide back/teleport to its old position. STAB THE KIT WITH THE PEN. Watch as a man appears from thin air. From what i can tell the body is still there, you just cant see it. Another good way to test is with local mumble. Stab the voice of the player, not the body.
I've never been unable to revive somebody who's kit is intact. The patch drop trick has always worked for me. I've pulled people out of trees, out of walls, everything. Issues arise if the kit is eaten by a building or FOB or something like that. Then the patch drop doesn't always work. You can drop an allied kit on the body in this case. (say a soldiers body falls off a roof, and the kit stays on the roof. you can go down to the ground, drop a kit on the body, and attempt a revive.) This only works on occasion and only if the body is far enough away from the original kit. when revived the dead guy will then have the new kit that you dropped on his body.
less of a statistic, more some useless (useful) information.
Re: PR Statistics / Useless Information
Posted: 2014-10-23 01:49
by RAWSwampFox
Good Evening,
It takes one full minute for the area attack to fully charge before using.
-SwampFox
Re: PR Statistics / Useless Information
Posted: 2014-10-24 20:00
by KillJoy[Fr]
If you take an MTLB aka shit box you are increasing chance of death x2
Re: PR Statistics / Useless Information
Posted: 2014-10-25 11:54
by RAWSwampFox
Good Morning,
Has anyone else encountered this? Was playing Sebeneh Outskirts and saw a Syrian crate, I threw two grenades at it and it didn't blow up like all other crates do.
-SwampFox
Re: PR Statistics / Useless Information
Posted: 2014-10-25 18:33
by xleathery420x
RAWSwampFox wrote:Good Morning,
Has anyone else encountered this? Was playing Sebeneh Outskirts and saw a Syrian crate, I threw two grenades at it and it didn't blow up like all other crates do.
-SwampFox
was it AAS? it could possibly be like the ammo cache on Asad Khal at the top of the hill in the house. You for sure can't destroy it or at least I've never seen it happen in all my time. Also on some skirmish maps creates spawn when flags are capped that as far as I know are also not destroyable.
The only time I've had it where I can't destroy a create with c4/grenade is when it has spawned in and not dropped.
Re: PR Statistics / Useless Information
Posted: 2014-10-26 07:33
by Bringerof_D
O_turista_portugues wrote:Can you really confirm this?! Doesn't makes sense, seeing that the rearming system is by points: Ammo Bag is X, Clip is Y, Nades Z etc...
i've taken the time to test this. It works. when standing on top of the bag, it tends to despawn fairly quickly, sometimes barely giving you anything. Standing ~1m away from a bag you can get a lot more supplies off of it.
A while ago the obvious proof for this was getting a fresh kit (fully loaded) and dropping the bag. Standing away from the bag you could rearm a rifleman's ammo bag without depleting the bag on the ground. While standing on the bag you just wasted the bag and you don't get one back. For a while this was a trick used to infinitely rearm RPG/LAT kits.
Re: PR Statistics / Useless Information
Posted: 2014-10-28 00:08
by 40mmrain
Speaking of medic tips I have an esoteric one. I'm pretty sure it's not just a placebo.
If someone is stuck and can't be revived, have them frantically move their mouse side to side as you stab them with a epipen. This should help reviving them successfully, but it's not guaranteed. The way i've interpreted this is that the way you get someone "unstuck" with the resuscitate tool is by making them move. Well, when you're wounded and down, youre technically not dead, so movement input should still "register". So, ifyou move your mouse back and forth it's as if you're making your wounded body move a lot.
I've applied this technique in the field countless times, trying to revive someone, being unsuccessful and instructing them to do this and it seems to improve success. That, and I do it myself when I am unable to be revived. But I guess it could be confirmation bias.
Re: PR Statistics / Useless Information
Posted: 2014-11-25 02:13
by RAWSwampFox
Good Evening,
The all important crate(s). There are so many times that I have gone back to the fob I built after the enemy destroys it to find the crate still there. I often rebuild because most folks tell the whole team that they have destroyed the fob and usually, they don't go back there to look again for awhile.
Ok, think about it, what is needed to get a special kit? What is needed to re-supply assets? What is needed to build assets? CRATES!!!!!
If I come across a mortar emplacement, the first thing I do is throw a grenade on the crates they have piled up. Do you know how long it takes to get crates to a mortar emplacement? After the crates are destroyed, I sometimes hide and wait for them to make a couple more runs and destroy those as well. It not only destroys their supply but it disrupts their groove and takes the mortars offline for a bit longer.
If I come across a fob that is being built and I notice that there are two crates, I first destroy those so they can't build any assets.
I also hide crates in bushes, garages, dumpsters, shipping containers, etc., and build the fob up to 50+ meters away from it. Not having the crate visible is one less thing to attract the attention of the enemy.
As you can see, crates are very important to a game and very often overlooked.
-SwampFox
Re: PR Statistics / Useless Information
Posted: 2014-11-25 03:25
by Jevski
Instead of destroying the enemy motars, destroy all but one, then fall back and camp it so they cant
1. Rebuild the old ones
2. Destroy the last motar pit.
Hence denying the enemy team any motars, since all motars need to be build close to eachother.
Re: PR Statistics / Useless Information
Posted: 2014-11-25 03:43
by Psyrus
Jevski wrote:Instead of destroying the enemy motars, destroy all but one, then fall back and camp it so they cant
1. Rebuild the old ones
2. Destroy the last motar pit.
Hence denying the enemy team any motars, since all motars need to be build close to eachother.
This is a great strategy, I use it often.
If they have a commander though, he can just remove the mortar pits through his interface though, so keep an eye on them from time to time so you're not sitting around for no reason

Re: PR Statistics / Useless Information
Posted: 2014-11-25 10:37
by Jevski
[R-CON]Psyrus wrote:This is a great strategy, I use it often.
If they have a commander though, he can just remove the mortar pits through his interface though, so keep an eye on them from time to time so you're not sitting around for no reason
Are you sure? I dont recall being able to see motars as CO, only the fobs.
Re: PR Statistics / Useless Information
Posted: 2014-11-25 11:57
by Fir3w411
Jevski wrote:Are you sure? I dont recall being able to see motars as CO, only the fobs.
Psyrus means you can destroy the fob as a commander and it will destroy all emplacements there too.
Re: PR Statistics / Useless Information
Posted: 2014-11-25 14:29
by RAWSwampFox
Good morning,
Regarding commander removing fobs. Commanders can remove the assets to a nonexistent fob if they know where it was. If the assets are occupied when the commander does this, the asset will remain.
Sometimes you get overzealous commanders who remove fobs for their buddies or because your not falling in line with his strategy. As a common courtesy, it is always a good thing to ask before removing fobs.
-SwampFox
Re: PR Statistics / Useless Information
Posted: 2014-11-30 05:42
by SGT.Ice
StevePl4y5 wrote:I have a feeling I've asked this before, but I'm not sure so I'm putting it out there anyways. Does holding shift when you're sniping actually increases your accuracy/ decreases deviation? A spotter of mine once told me that, and since then I've been doing it and telling other snipers I work with, but now that I think about it, I'm not even sure if it actually does anything.
That was a thing in ArmA.
Re: PR Statistics / Useless Information
Posted: 2014-11-30 06:27
by Fir3w411
The stadiametric sights and manual range finders on very vehicle / gun is completely wrong. For example, an SPG sight has all the ranges preset onto the scope. Using these ranges will result in a complete miss when fired (this is what I have found at least). Same with tanks and APC's. The coax gun's stadiametric sight doesn't work either.
As for the range finder, it is useless. Any SPG / APC/ TANK / Weapon (i.e G36) sights' stadiametric range finder doesn't work, when it could be extremely useful. Not sure if it's entirely possible to implement something like that though. I'll make a more detailed post in the future regarding this.
Re: PR Statistics / Useless Information
Posted: 2014-11-30 11:39
by Murkey
^From memory most of the ranging should be correct (bearing in mind the 50 increments in SL markers). Certainly the RPG7 and from memory, the SPGs, should be ok as well. Not sure about the G36/ other vehicles.
It could be an issue with aspect ratios? I'd be interested to hear the results of your investigations as I haven't tested much of this myself either.
Cheers, Murkey.
Re: PR Statistics / Useless Information
Posted: 2014-12-07 03:46
by TheMerchantOfMenace
Can someone explain this in English please? Thanks.
Psyko wrote:How to place a marker accuratly
(lots of people already know it, but for newbs)
place your 3d marker on the part of the map you like
right click so your movement in encumbered
take one step forward, and then one step back
then place the marker.
the target marker (example: An infantry diamond) will smap to your 3d marker.
Re: PR Statistics / Useless Information
Posted: 2014-12-07 04:11
by Psyrus
TheMerchantOfMenace wrote:Can someone explain this in English please? Thanks.
Basically:
1) Use a squad leader attack marker on what you want to mark
1a) Push caps lock to see the distance to the target
2) Take out your radio (usually item 6)
3) Face the direction of the marker, push W once to align your character to the object
3) Right click to bring the radio up to your ear
4) Push and hold Q to bring up the commrose, click the "Set distance" -> Set this distance to the one discovered in step (1a)
5) Holding Q, navigate to the type of item you want to mark (infantry, tank) and click.
A red marker that represents the threat should appear on the map where your attack marker is.
Re: PR Statistics / Useless Information
Posted: 2014-12-07 11:51
by Murkey
[R-DEV]Psyrus wrote:Basically:
1) Use a squad leader attack marker on what you want to mark
1a) Push caps lock to see the distance to the target
2) Take out your radio (usually item 6)
3) Face the direction of the marker, push W once to align your character to the object
3) Right click to bring the radio up to your ear
4) Push and hold Q to bring up the commrose, click the "Set distance" -> Set this distance to the one discovered in step (1a)
5) Holding Q, navigate to the type of item you want to mark (infantry, tank) and click.
A red marker that represents the threat should appear on the map where your attack marker is.
^Excellent summary - to see an (old) example - watch the first half of this-
https://www.youtube.com/watch?v=Wf-zq0x ... 19083B79F4
Cheers, Murkey.
Re: PR Statistics / Useless Information
Posted: 2014-12-09 03:25
by fatalsushi83
Does the opposing team lose 30 tickets when you neutralize their flag or when you capture it?