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Posted: 2006-12-10 17:59
by SGT.Collado
nay...The devs didn't think about the support class. If u give tracers to rifles, the support class has no use other than a 200 round killing machine. The support class is there to give the troops suppressing fire. This is the only thing the devs messed up, other than that, they're perfect.

Posted: 2006-12-10 19:41
by mammikoura
WNxKenwayy wrote:A big problem is that players still haven't invested in the idea of supressive fire. They would rather try and remain hidden to take that one kill shot rather than empty 2 mags on a guys position to mark it for their squad and to let them manuver in on the guy,
right now that will end up in you getting killed (most of the time) because if there is more enemies than the ones you are firing at the others will see your tracers = you are dead meat.
wpgcivic wrote:and to get a squad that would actually have the intelligence to do such a thing would be mind blowing but i doubt you will ever see it
happened yesterday! The rest of the squad were shooting at them, so I had no problem just running almost straight at them and attack them from the flank. (the enemies were in a crater) Too bad my squad mates got them before I did. But that was the only time I've seen it happen, and all in all yesterday night we had so good squads and so good teamwork, doesn't happen often.

Posted: 2006-12-10 19:44
by wpgcivic
yeah its a beautiful thing to see happen in real life, tons of firepower going downrange and then a flanking squad go in for the assault...love it

Posted: 2006-12-10 19:45
by jackal22
right now that will end up in you getting killed (most of the time) because if there is more enemies than the ones you are firing at the others will see your tracers = you are dead meat.
so true, because of these annoying tracers if you dont get the kill fast your going to get 500 bullets flying your way when the enemies friends see your tracers.

Posted: 2006-12-14 02:14
by Rico11b
wpgcivic wrote:see but the whole point to suppression fire is so that the rest of your squad or another squad can advance to contact and take out the enemy while his head is down by the suppressing fire, but how can 2 squads talk to eachother...they cant
and to get a squad that would actually have the intelligence to do such a thing would be mind blowing but i doubt you will ever see it
also depending how well the opposing team is put together usually when we do advance to contact it should be 4 of us to 1 of them...we all know that never happens in the game
I think you are missing the point about what a SQUAD IS!!! It's not 2 seperate squads that do the shoot move and communicate thing. It's ONE squad (which is made up of two fireteams). HALF OF YOUR SIX MAN SQUAD SUPPRESSES THE ENEMY AND THE OTHER HALF MOVES IN FOR THE KILL WHILE FLANKING!!! Sorry for CAPS. When you split the 6 man squad in half you now have 2 fire teams... Fireteam A and Fireteam B. One team suppresses and the other assaults. The Machineguns and other heavy weapons should stay on the Suppressive team and NOT on the ASSAULTING team. One rifle squad is made up of 2 fireteams. Sometimes it can be 3 or more fireteams, but in the game it's 2 fireteams that make up ONE SQUAD. That way you don't need to talk to the other squad leaders. That's what the commander is for. I great idea though would be to allow all squad leaders to chat with each other and the commander at the same time. That way if there is not a commander then the squadleaders could still chat and work out a plan. Again sorry for caps...

Oh, and tracer get a yay! They are a real part of any combat load. Every 5th round is a tracer. The tracer should not be seen when fired directly at you. They should be somewhat harder to see in the day time as well. The game needs some tweaking in that area, but I feel the tracers should always remain in the game. Seeing tracers go by HAS saved me from stepping out into an alley way or street while a firefight is happening many times. When I see red (nato) and green tracers going back and forth and stay put or try to flank the place where the bad guys are firing from. If I'm MEC I flank the red tracers, if I'm US then I flank the green one :)

Later

Posted: 2006-12-14 02:58
by HABO3
rico11b wrote:If I'm MEC I flank the red tracers, if I'm US then I flank the green one :)

Later
because the fog of war has no place in a game called Project Reality lol

Posted: 2006-12-14 22:09
by Rico11b
HABO3 wrote:because the fog of war has no place in a game called Project Reality lol

Ah yeah, the good ole "fog of war". Lmao...

Later
:-D

Posted: 2006-12-14 22:31
by MANOWARnyc
love the tracers!! helps identify friend from foe (color) adds to the excitement of a firefight. helps find the tricky little pricks who lay in one spot all round and ambush. there are alot of new players enjoying this mod "the way it is" all 8 of my friends who play this mod love the tracers. great work dev team!

Posted: 2006-12-15 16:51
by SiN|ScarFace
Tracers suck.

Posted: 2006-12-15 19:13
by Squarebasher
This a reality mod, so weapons that have tracers in RL should have, and the rest should not.

Posted: 2006-12-15 20:04
by WNxKenwayy
Squarebasher wrote:This a reality mod, so weapons that have tracers in RL should have, and the rest should not.
Problem is, some units use different SOP's for tracers. The general, GENERAL, rule in the US army is every 5 rounds. The actual usage varies, but its a good idea to have 3 up top in the mag for marking targets, every 5 rounds, and 3 on the bottom to know when to reload.

And that's just the US army, the insurgents we caught/killed overthere never had tracers, so there's that. Also, the british have different rules, and I have no idea about the chinese.

Posted: 2006-12-15 20:40
by SiN|ScarFace
Thus my point the USER should have the CHOICE to use them or not.

Posted: 2006-12-15 21:29
by [DVB] TRIggS
SiN|ScarFace wrote:Thus my point the USER should have the CHOICE to use them or not.

yes, lets make the person have 2 weapons, like the shotgun. one will have tracers every 3rd bullet and the other will have none. of course the ammo would be shared, would want to have one guy with 8 mags, shoot all 8 mags then pull out another fully loaded 8 mags. If the class has originally 4 mags, then 2 would be with tracers and 2 would have none. Hopefully it is possable that once you switch gus you have to reload but doesnt seem likely. Just a little something you guys can chew on for now.

Posted: 2006-12-16 01:18
by Sandy_Beret
I think some of the suggestions now are going into overkill.
The tracers seem to work more for determing just who is shooting
at who. Rigging your magazines a specific way is surely overkill
when most people I have seen (with an automatic weapon) unload
a whole clip into a target anyway.
The DEV's would do better concentrating on refining what exists
already rather than overloading the mod with intricacies which
may be realistic, but don't affect the gameplay much.
IMHO

Posted: 2006-12-16 04:52
by HABO3
Don't affect the gameplay much??? There's no more element of surprise and flanking barely works for more than a few seconds before the enemy traces your tracers right back to your position.