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Posted: 2008-03-29 20:27
by Kinote
[R-MOD]Bob_Marley wrote:Entirely legit. If you can move faster than the enemy then do so, its stupid to throw away an advantage. All tactics have their cost, Rushes often leave them open to counter strikes, for example.
If its stupid, but works, it isn't stupid. Thats what I say. And personally, I can't stand people who complain about tactics like rushing, closing to point blank range and ripping them apart on full auto or even AT sniping.
If I rush, blow my transport viechles, if I close in, pin me down, if I AT snipe, roll over me with a tank (as I now have nothing to knock it out with) don't blame people for taking advantage of your short comings. Thats exactly what tactics are all about.
Win on fucking wheels, little buddy.
Since multiplayer games have existed, there have been people complaining about certain tactics. Not all of them, sure, just the ones they are beaten by. A large rift occurs in the community around this point, the good players adopt the cheap tactics and evolve counters, counter-counters, and so on. The regular players? Crying about being beaten.
Posted: 2008-03-29 20:57
by Major._Spork
it depends on the layout of the terrain and the amount of land the opposing team has to cross to get to my position... and also what weaponry i have to hold him off...... because if me and my squad has machine guns and a good supply of ammo... me and 5 guys have been able to hold off forces of 20 people in my Conflict 2142 tournement.... i have also seen them in BF2... we were able to hold off for like 5 min. while the rest of the squads were falling back to help us hold the bridge [they would be surrounded otherwise]... we were able to hold off 5 waves of 10 men with 2 assault, 2 medics, and a support guy, a sniper was also helping else for a while.... but he disconnected... which sucked...
but yea, we did end up dieing... but i have seen "zerg's" being held off by much smaller forces...
think of it like the persians in 300... the persians just sent waves of "zerg" to kill them... but they were able to hold off for a while... as you all know they ended up losing... but it let other ppl come in with a bigger force to defeat the "zergers"
lol....... during that i was totally thinking of successful zerg stops in starcraft 2....
anyways...
spork
Posted: 2008-03-30 11:18
by Tartantyco
-Rushing is an acceptable tactic and also a easily stopped one. Any rush is very lightweight and depends on vehicles. You then have two options; get the vehicle to the flag where it can be easily taken out by AT, or dump the squad(s) early which means they have to walk to the flag, usually arriving after the flag has been capped. I've never seen a mine rush succeed on Qwai River, reinforcing it is easy and usually puts the enemy at a -1 squad disadvantage. When I'm commanding on Qwai River I get one squad to cap Mine/Temple quickly, send a squad or two to Gov Office/Fishing Village, and the rest go to Fishing Village/Gov Office to delay enemy cap. This either ends in a stalemate or a serious disadvantage for the opposition.
-Another important thing is to get the assests down as soon as possible. All of them. I rarely build just a bunker at a flag, I get a supporting firebase up as well and remind the SLs to get their rallies down. The same goes for firebases, I get a supporting firebase up for that one as well. If you only have one spawn asset you'll find that the tables can turn the instant you lose the asset. It's during the mid game that asset positioning becomes vital and that's when you have to redirect them accordingly; before that you can just throw them down.
-But the most important thing is, as always, a team focused on cooperation, willing to do less desirable tasks(Seriously, you have no idea what "fun" is until your squad, set to defend a flag, repels 3 enemy squads for 30 minutes. Defend flags people!), obeying the CO/SLs orders. That's pretty much the strongest tactic in PR.
Posted: 2008-04-04 03:46
by Sabre_tooth_tigger
I noticed less vodniks spawning at game start in this version so we have less cases of the entire game being decided by the actions of the first 5 mins, has to be a good thing imo
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 13:42
by arjan
Other team has to adapt.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 13:44
by Waaah_Wah
Stop sucking.
If they are able to get to your flags before you do you are doing something very wrong. On Qwai, just send the attack LB to watch for incoming enemy CO trucks, on Jabal you should be able to get a TOW on the beaches before the APC gets there.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 13:46
by cyberzomby
Yea I always think its a valid tactic. Blitzkrieg like the germans used it right?
Ofcourse its anoying when its happening to you but hey! If you gave 'm the time to come all the way acros than its your own fault.
For example: yesterday in Ejod, an apc on my side ( US ) rushed all the way to gardens from the beginning to make sure they couldnt cap it right away. Gave us some time. But if an apc can rush all across the map to the first or second flag of the other ( your ) team than your to slow.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 13:49
by Waaah_Wah
Btw, i could swear that there is a thread about this already.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 14:01
by Outlawz7
The rushes are map problems really.
It kinda ruins Jabal, can devastate Kashan if your team is stupid, however rushing on Ejod usually decides who wins.
I was a BTR90 gunner on one Ejod round, rushed Gas Station and blew the **** out of the US guys there, then the team pushed up under the cover fire and captured the Station. Round ended with the US main getting completely capped out by MEC and me going 40-0.
One thing about rushing I don't get is why people keep making the same mistakes all the time.
If you know, that East Beach bleeds US out, then why the hell do you go to West every round completely forgetting about this?
As far as Qwai goes, the Mine rush is really ineffective compared to 0.6 due the fact, that Estate doesn't spawn Nanjings which are faster and have a .50 cal and lack SL spawn to to indefinitely hold out inside it.
If PLA rushes Mine and the US team are too unorganized to capture it back, they deserve to lose.
I dislike the Kashan rushes, too, the team that can successfully hold one of the Villages and prevent the other team from capturing it, gets Bunkers guaranteed and then they capture the flag they've been stalling, basically already winning the map since now there's only one flag left before the ticket bleed.
Not to mention, that if US stalls South Village, they are virtually unflankable since they're all cornered into the east side of the valley, whereas if MEC stalls North Village, they can have US tanks coming from anywhere.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 14:04
by winters101
On Qway, in chinese infantry squad, i spawn estate for rushing to mine, and when the LB come with an all squad, you can't take the flag, sure!
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 14:09
by AnRK
Jabal has loads of room to manoeuvre too, they only have 2 APCs don't they? They can't be covering the entire coast from choppers. It's not until they cap you out that the can organise a full on coastal defence with MANPADS, stationary AA, MGs and APCs, and if you get to that point before capping a flag then you have something else to blame.
Rushing is valid though, and can be easily countered with thought, experience and skill. There are usually tactical solutions to these problems, they just require some co-ordination that you don't often get on pub servers.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 14:22
by Cp
Rushing might be a legit tactic but it ruins the fun for both sides IMO.
I usually forbid players to attack the west beach until we have the bridge when I play as the MEC commander on jabal.
I want a good round, not an easy round.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 14:27
by HunterMed
It is a valid tactic imo and makes sense. Why should a team hold back its forced first and after the enemy got a foothold on a landing beach attack it then? Doesnt make any sense and as long as the map allows rushing to a flag before the other team can get there I approve it.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 14:40
by MadTommy
Can be a tardy nilla tactic, can be valid, can make a game and can ruin a game!
Take your pick depending on the circumstances present at the time.
Re: Your thoughts on "rushing" flags.
Posted: 2008-08-18 14:50
by Ragni<RangersPL>
Waaah_Wah wrote:Btw, i could swear that there is a thread about this already.
Yes, there was a a poll about it...
https://www.realitymod.com/forum/f10-pr ... d-bad.html
On topic.
IMO, rush tactic is a dirty tactic but acceptable. If your team is unable to counteract against it then your team deserves to lose.
Also we need to remember that part of a rushing team must stay behind and capture CPs while your team can attack with full potential so you've got a little advantage
