Posted: 2008-05-03 08:18
Opening notes:
Hopefully I'll get some feedback and opinions on these statements and not have people discouraged from reading simply by the amount of text. Honestly people, no major solution made in history comes from an answer in less than 3 words. Just bear with me and maybe something good will come from this. Let's put our heads together and think in depth... Here goes...
Discussion:
I can't help but say i'm slightly disappointed with this. In all honesty, all this will promote is players becoming orientated towards being a "camper." as already mentioned in previous posts.
Before we deal with prone spamming and the rest of the issues currently being complained about we must understand that any human being capable of pulling a trigger can kill even the best trained soldier by chance and circumstance. It's a hard pill to swallow, but no man is invincible.
The reality of Project Reality:
The problem here in this game is that everyone wants to be a 1 man army. Granted that if skill and such does permit you to be the best player around, there still is a chance for you to get killed by an unconventional tactic.
Picture this: Your in a building, you have 5 other guys all looking in the same direction doing whatever they want (Currently is the way of PR.) everyone is firing at their own targets. You just so happen to be firing from a window nearby a door. At the same time the enemy just managed to approach the building your in undetected and enter the doorway to your right. You are not paying attention as your scoped in and looking at a target 200 yards away from you. The enemy enters in through the door to your right and blasts you away... Did you deserve it? Damn right.
So now that your dead and your pissed off at yourself and everyone else is like "wtf happened?" maybe, just maybe someone should have had some common sense to be like "Humm, maybe we should be trying to cover eachother" and let atleast 4 of the 6 other guys concentrate on dealing with outside targets and the other 2 guys covering the rest of the squad.
This mod is about teamwork, and seldomly do I see true infantry tactics utilized. Most of the time it's just a bunch of guys huddled around an SL doing what they can to stay alive. It's not structured in any manner other than the squad leader requesting specific kits to certain players. The idea is to go to an area and try to maintain a certain formation and certain people are expected to watch your flank and rear. But like I said, seldomly seen. And even more rare than that is where I had seen people developing fire teams where 1 group of guys remain prone while the other group moves up abit then they prone and rinse and repeat leap frog style each time trying to cover eachother the proper way. The good fellow that actually got the squad to perform that was lead by none other than fuzzhead when both of us were performing a mechanized infantry on Jabal Al Burj.
Medium to Long range combat:
With that said, the basis for all assault rifles should be along the guidelines of these principles in some manner. Attempting to fire at a range in excess of these guidelines in that particular stance is possible but chances of success are reduced.
Standard Assault Rifles: G3A3, L85A1, M16, and QBZ-95. (Both scoped and unscoped.)
Standing: Range 0-200(Max) yards. (1ft grouping at 200(Max) yards.)
Kneeling: Range 0-350(Max) yards. (1ft grouping at 300(Max) yards.)
Prone: Range 0-500(Max) yards. (1ft grouping at 500(Max) yards.)
Now, why I say a 1 foot grouping is that the basis for most if not all infantry tactics is to aim at the enemys chest. It is the largest target mass to strike. Most adult human beings have a chest width of atleast 1 foot (12 inches) wide or more. So as long as the rounds land within that 1 foot diameter circle from the center mass (Chest or heart area.) it's a good shot.
I myself own several weapons and assault rifles and these particular statistics are not outlandish. Reason being is that if your in the heat of combat your heart is racing, your breathing is heavy and you could very well be tired. Trying to keep your crosshairs on a target with these variables will make things difficult as your breathing, heartbeat, and the way your standing effects your weapons stability. The battlefield 2 engine does not have any "Weapon sway" and thats why you can point your mouse at something and have 100% precision after you just ran 1 mile.
Close range combat:
Also, a noted issue here in Project Reality is that basically CQB (Close Quarter Battle) is a shunned aspect of this mod even if you don't realize it. But in all honesty CQB is just naturally the most down and dirty gun experience any human being will ever go head to head with. There is nothing nice about it, nothing at all. Think about it, in the days of WW1 and WW2 people used to fix bayonets on the end of thier rifle and those occurances happened more often back then, than now. Like I said, it's dirty and it's personal. Your not just shooting at a shadowy figure in the distance, this is so close to the point that you can see facial characteristics. In reality enemies of war do get close enough to hear and smack talk eachother, there are videos of youtube on it.
The major issue Project Reality faces is that in CQB is that when you go to clear a room you should theoretically be "aiming or zoomed in" the idea is to have your weapon already shouldered and under control and advancing slowly with caution and also to maintain as much stability of the rifle as possible. For those that understand S.W.A.T. team or S.A.S. tactics understand the concept of "Double Tap". Meaning to fire 2 rounds to the center mass (Chest or heart area.) of the aggressor to nutralize the threat. If that isn't enough, you follow it up 1 more time with a shot to the head.
Ah, so do we see the problem? When you are aimed and zoomed in, when was the last time you had enough accuracy and control of your weapon to perform the "Double Tap" method while moving and advancing into a room? None? I thought so. That's Battlefield 2 and Project Reality's major fault. So rather than having this refined method of combat we've heard of or attempted to undertake, we instead now improvised a method of running and gunning in CQB. It's a must. Why? Because we all know damn well we can't hit jack while aiming and advancing.
Besides, don't get me going on the "Suppression Effect" in CQB. If it isn't obvious why everyone goes John Rambo style at this point is because we're all getting 1/2 blind to the point that we have to do it. There is no avoiding it. We shoot wildly in hopes to come out alive of a CQB engagement. However the "Suppression Effect" is currently being tweaked again and refined. Our last discussion about it was to get the "Suppression Effect" to trigger based upon how many shots land near you within a certain period of time rather than caused by a single shot. Also to the fact that hopefully this effect will not trigger in ranges close than 20 feet.
But one thing I know for sure is that with any modern assault rifle if you have the weapon shouldered, walking and aiming/zoomed in, you can have it strike a target at 100(Max) yards effectively. The only issue that prevents this from occuring again easily is the fact of recoil and recovery. (Requiring your target after firing.) So essentially if you fire a burst, full auto, or fire wildly you will undoubtedly miss. However, that first single shot you take will most likely be on target and can be repeated depending if you can control your weapon's muzzle climb and get it back on target to follow it up with yet another shot in the semi-automatic mode.
Hopefully I'll get some feedback and opinions on these statements and not have people discouraged from reading simply by the amount of text. Honestly people, no major solution made in history comes from an answer in less than 3 words. Just bear with me and maybe something good will come from this. Let's put our heads together and think in depth... Here goes...
Discussion:
I can't help but say i'm slightly disappointed with this. In all honesty, all this will promote is players becoming orientated towards being a "camper." as already mentioned in previous posts.
Before we deal with prone spamming and the rest of the issues currently being complained about we must understand that any human being capable of pulling a trigger can kill even the best trained soldier by chance and circumstance. It's a hard pill to swallow, but no man is invincible.
The reality of Project Reality:
The problem here in this game is that everyone wants to be a 1 man army. Granted that if skill and such does permit you to be the best player around, there still is a chance for you to get killed by an unconventional tactic.
Picture this: Your in a building, you have 5 other guys all looking in the same direction doing whatever they want (Currently is the way of PR.) everyone is firing at their own targets. You just so happen to be firing from a window nearby a door. At the same time the enemy just managed to approach the building your in undetected and enter the doorway to your right. You are not paying attention as your scoped in and looking at a target 200 yards away from you. The enemy enters in through the door to your right and blasts you away... Did you deserve it? Damn right.
So now that your dead and your pissed off at yourself and everyone else is like "wtf happened?" maybe, just maybe someone should have had some common sense to be like "Humm, maybe we should be trying to cover eachother" and let atleast 4 of the 6 other guys concentrate on dealing with outside targets and the other 2 guys covering the rest of the squad.
This mod is about teamwork, and seldomly do I see true infantry tactics utilized. Most of the time it's just a bunch of guys huddled around an SL doing what they can to stay alive. It's not structured in any manner other than the squad leader requesting specific kits to certain players. The idea is to go to an area and try to maintain a certain formation and certain people are expected to watch your flank and rear. But like I said, seldomly seen. And even more rare than that is where I had seen people developing fire teams where 1 group of guys remain prone while the other group moves up abit then they prone and rinse and repeat leap frog style each time trying to cover eachother the proper way. The good fellow that actually got the squad to perform that was lead by none other than fuzzhead when both of us were performing a mechanized infantry on Jabal Al Burj.
Medium to Long range combat:
With that said, the basis for all assault rifles should be along the guidelines of these principles in some manner. Attempting to fire at a range in excess of these guidelines in that particular stance is possible but chances of success are reduced.
Standard Assault Rifles: G3A3, L85A1, M16, and QBZ-95. (Both scoped and unscoped.)
Standing: Range 0-200(Max) yards. (1ft grouping at 200(Max) yards.)
Kneeling: Range 0-350(Max) yards. (1ft grouping at 300(Max) yards.)
Prone: Range 0-500(Max) yards. (1ft grouping at 500(Max) yards.)
Now, why I say a 1 foot grouping is that the basis for most if not all infantry tactics is to aim at the enemys chest. It is the largest target mass to strike. Most adult human beings have a chest width of atleast 1 foot (12 inches) wide or more. So as long as the rounds land within that 1 foot diameter circle from the center mass (Chest or heart area.) it's a good shot.
I myself own several weapons and assault rifles and these particular statistics are not outlandish. Reason being is that if your in the heat of combat your heart is racing, your breathing is heavy and you could very well be tired. Trying to keep your crosshairs on a target with these variables will make things difficult as your breathing, heartbeat, and the way your standing effects your weapons stability. The battlefield 2 engine does not have any "Weapon sway" and thats why you can point your mouse at something and have 100% precision after you just ran 1 mile.
Close range combat:
Also, a noted issue here in Project Reality is that basically CQB (Close Quarter Battle) is a shunned aspect of this mod even if you don't realize it. But in all honesty CQB is just naturally the most down and dirty gun experience any human being will ever go head to head with. There is nothing nice about it, nothing at all. Think about it, in the days of WW1 and WW2 people used to fix bayonets on the end of thier rifle and those occurances happened more often back then, than now. Like I said, it's dirty and it's personal. Your not just shooting at a shadowy figure in the distance, this is so close to the point that you can see facial characteristics. In reality enemies of war do get close enough to hear and smack talk eachother, there are videos of youtube on it.
The major issue Project Reality faces is that in CQB is that when you go to clear a room you should theoretically be "aiming or zoomed in" the idea is to have your weapon already shouldered and under control and advancing slowly with caution and also to maintain as much stability of the rifle as possible. For those that understand S.W.A.T. team or S.A.S. tactics understand the concept of "Double Tap". Meaning to fire 2 rounds to the center mass (Chest or heart area.) of the aggressor to nutralize the threat. If that isn't enough, you follow it up 1 more time with a shot to the head.
Ah, so do we see the problem? When you are aimed and zoomed in, when was the last time you had enough accuracy and control of your weapon to perform the "Double Tap" method while moving and advancing into a room? None? I thought so. That's Battlefield 2 and Project Reality's major fault. So rather than having this refined method of combat we've heard of or attempted to undertake, we instead now improvised a method of running and gunning in CQB. It's a must. Why? Because we all know damn well we can't hit jack while aiming and advancing.
Besides, don't get me going on the "Suppression Effect" in CQB. If it isn't obvious why everyone goes John Rambo style at this point is because we're all getting 1/2 blind to the point that we have to do it. There is no avoiding it. We shoot wildly in hopes to come out alive of a CQB engagement. However the "Suppression Effect" is currently being tweaked again and refined. Our last discussion about it was to get the "Suppression Effect" to trigger based upon how many shots land near you within a certain period of time rather than caused by a single shot. Also to the fact that hopefully this effect will not trigger in ranges close than 20 feet.
But one thing I know for sure is that with any modern assault rifle if you have the weapon shouldered, walking and aiming/zoomed in, you can have it strike a target at 100(Max) yards effectively. The only issue that prevents this from occuring again easily is the fact of recoil and recovery. (Requiring your target after firing.) So essentially if you fire a burst, full auto, or fire wildly you will undoubtedly miss. However, that first single shot you take will most likely be on target and can be repeated depending if you can control your weapon's muzzle climb and get it back on target to follow it up with yet another shot in the semi-automatic mode.