Paratroopers

General discussion of the Project Reality: BF2 modification.
Myru
Posts: 137
Joined: 2009-01-29 12:53

Re: Paratroopers

Post by Myru »

only reading the first post, I assume that the op only refers to maps, where you can acually spawn with kits having a parachute (such as silent eagle and yamalia), in which you also have a chinook as transport chopper, which is able to drop 2 crates at once, so you can setup a FOB with advance defences.

I think this tactic works out pretty well, since I've performed it several times.

But if the there are enough enemies at the flag you are about to attack, they are going to note, that you are airdropping with 6 ppl. So it's not like you're getting out of your aircraft directly above that flag, gliding inside flagrange with your 'chute, taking that flag within a minute or so.
sammya
Posts: 86
Joined: 2007-08-07 23:35

Re: Paratroopers

Post by sammya »

ghost-recon wrote:Just use the pilot kit!
This. Sure you can use this on maps like Silent Eagle and Yamalia btu that would bypass the whole point of this exercise.. to be able to do it in every map that has a chopper.

To brief it down, this is what I meant.:

1). Create a squad, name it Paratroopers.
2). Get everyone to spawn as basic riflemen kits.
3). Designate a pilot who will fly the chopper (not the squad leader).
4). Once everyone is spawned, request a pilot kit straight away (yes everybody) and run to the chopper.
5). Inform that the actual pilot flying the chopper to fly above 700-800 in the air). Put down a marker of the drop zone and where you will need a crate.
6). Once you are at that height and on the drop zone and the chopper is steady, command your squad to drop.
7). Once everyone has dropped the pilot who is flying the chopper quickly flies around and drops to a height where he can safely drop a crate while the squad members are still gliding down.
8) . Once the squad members are safely on the ground, they will run to where the crate has been dropped (on the marker where the chopper dropped it) and request their kits.

This greatly reduces the risk of having being shot down in a chopper with a full squad. Once the squad members jump from the chopper, the pilot in the chopper comes back around and drops the crate. This is the same risk that a normal chopper landing will do but if it is gunned down it would have at least dropped a crate and saved a lot more lives, letting the paratroopers get on with there objective.
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Winstonkalkaros
Posts: 190
Joined: 2010-03-25 17:29

Re: Paratroopers

Post by Winstonkalkaros »

Paratrooper night map would be good idea for Insurgency. One plane drops one or two squads straight over the cache location.

My suggestion thread about night map was crushed.
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bad_nade
Support Technician
Posts: 1500
Joined: 2008-04-06 18:26
Location: Finland

Re: Paratroopers

Post by bad_nade »

mat552 wrote:Chimpanzeeee, the last time I stepped back and held my tongue against a tactic, that tactic was forcibly removed, thoroughly screwing over actual pilots in the process. I'll never make that mistake again.

If you're using it as intended, we don't have any problems. I'm becoming less and less able to keep my fury in check for people who are abusing the fact that as a game, there are things that are technically and practically feasible, but go against any pretext or concept of realism.
I fully support you on this and other similar issues. Using pilot kit to achieve paratrooper capabilities on maps where it's not intended by the mapper should be consideres as an exploit. Just like glitching or building assets into non-enterable buildings.
Freelance_Commando
Posts: 130
Joined: 2007-06-05 08:03

Re: Paratroopers

Post by Freelance_Commando »

Personaly I don't see it as such a bad tactic since the gains are just as great as the risks:

- The squad is defenceless until they do find that crate, which means there is the chance of a single soldier to taking entire squad (or most of them) while they search for the crate.
- The chopper can still be taken down, it's just that the prime time for hitting it isn't as long as it used to be. BUT there's still a chance.
- If the chopper doesn't drop the crate then the squad is out of action until either the chopper makes another run (very dangerous) or they find some enemy kits (or some enemies).

As for being an exploit, perhaps it is. But you still need the helicopters, and in terms of teamwork it's an added extra as you need to coordinate where to drop the crate with both the chopper pilot and squad. It's not like you're dropping into combat or jumping off roofs, you're simply achieving the end result in a slightly different fasion.
Last edited by Freelance_Commando on 2010-05-24 12:44, edited 2 times in total.
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: Paratroopers

Post by fuzzhead »

This tactic might work right now, but thats only because the supply crates are currently bugged.

Supply crates are intended to break if they are dropped anything over a few meters off the ground.... once thats fixed, this tactic dont make too much sense.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: Paratroopers

Post by fuzzhead »

Well from my understanding, why this is an easy tactic at the moment is because you can fly by an area at great speed and just drop the crate, giving the parachuters their kits.

IF theres no crate, then paradropping is prety pointless without weapons...
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Paratroopers

Post by mat552 »

fuzz there are two current ways to do this.

On two maps, and only two maps, Ymalia and Silent Eagle, bluefor spawn with Parachutes. Any kit you can spawn with as US or Canada has parachutes. Both maps have helicopters. What you can do, totally within the rules and spirit of the map as far as I'm concerned is to have them spawn on the ground, load up in helicopters, then fly them high over the enemy and allow them to bail out. They use their MAPPER GIVEN parachutes to float to the ground, using the supplies they bring with them, they can fight and secure objectives. I don't need to risk the chopper on a second, very risky low altitude resupply drop

On any other map is where we have problems with people grabbing weaponless pilot kits, and allowing paradrops with a crate resupply. This is an exploit to me, harking back to the mass paratrooper drops on muttrah v1 and the like.

Also, doing a fast drop resupply (for actual combat troops mind you, none of this pilot paratrooper business) by flying in the weeds with the throttle to the wall seems to be a logical way to do things to me, at least as long as the supply crate looks all nice and reinforced. If it looked more loosely packed, I'd think twice about dropping it out the back or side of a helicopter going 200-300 knots.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Paratroopers

Post by iwillkillyouhun »

lucky14 wrote:Uh, only pilots get parachuttes. This logically doesn't make sense.
nope....... like on Silent Eagle almost every one has parachutes.. :P
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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PLAYING SINCE Project Reality v0.5 :P
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: Paratroopers

Post by fuzzhead »

Yeap Silent Eagle/Yamalia its fine for Canadian/US Army parachutes.

The other ones, like I said if they dont have a supply drop its not too useful.

Unfortunately dont think theres a way to affect the supplies based on speed of helicopter as when it spawns in it does not keep the speed of the vehicle but spawns in at 0 velocity.
sprint113
Posts: 113
Joined: 2009-12-08 03:45

Re: Paratroopers

Post by sprint113 »

We pulled this off in .8something on barracuda once. Squad of 4 hopped into chopper, chopper did a high pass to drop us off and then returned low to drop the crate. Problem was that we were spotted by a car and had to scatter in midair, which made the squad separated and disorganized. However, if it weren't for that FAV, we prob would have been able to regroup and gotten a FOB up.

Also, the with the current kit process, you can easily go 1 SL, 1 medic, 1 LMG and 3 crewmen without affecting limited kits.

As with all strategies, this one comes with considerably greater risk, requires more team work, but with a possible greater reward. Not to mention we were all laughing the entire time we were heading to the island because of the possible stupidity that lie ahead.
Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: Paratroopers

Post by Wh33lman »

CastleBravo wrote:It would work for blufor on yamalia or silent eagle only. Otherwise you don't have a chute and you are dropping inert meat munitions on the enemy.
actually, if you land on someone while in a parachute, it will kill them.

my question is, whats the point of dropping the crate? its no different then dropping off a squad and crate. the crates will only survive a drop of about 50m with almost no forward momentum. if the enemy happens to see a chopper fly low and stop in an area, they'll go and investigate. by the time you get to the ground, your crate will be swarming with enemies. it might be a great distraction while you land somewhere else, but its otherwise redundant.
Last edited by Wh33lman on 2010-05-25 01:22, edited 1 time in total.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Paratroopers

Post by goguapsy »

Wh33lman wrote:it might be a great distraction while you land somewhere else, but its otherwise redundant.
Wait... how is it redundant?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Paratroopers

Post by Rissien »

Stiffy and Ralfi in our clan have killed caches to paradrops on Archer. Dropped them over a cache, hey chuted down, snuck around, grabbed a kit from the caches and took it down within a minute of landing.
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C. Jones
Posts: 38
Joined: 2010-05-23 00:44

Re: Paratroopers

Post by C. Jones »

lucky14 wrote:Uh, only pilots get parachuttes. This logically doesn't make sense.
As Ive seen, Canadians and most other fractions come with Parachutes, The spawnable kits, such as, OFFICER, RIFLEMAN, MEDIC, AR, type of deal, as long as the kit is not requested from a create you should have a chute, it's also not a available on certain maps, I know Yamalia and Silent Eagle both do in fact have chutes for spawnable kits.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Paratroopers

Post by killonsight95 »

'= wrote:H[=Rissien;1351274']Stiffy and Ralfi in our clan have killed caches to paradrops on Archer. Dropped them over a cache, hey chuted down, snuck around, grabbed a kit from the caches and took it down within a minute of landing.
this failed last night though, we just shot you out the sky and if there are enough defenders this tactics won't work
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