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Rushing (flags) seem vital nowadays

Posted: 2014-09-07 19:03
by Japub
As I remember PR from 2008 and the years following, gameplay was at a slower pace. Today it seems you need to rush for flags to not get overrun. I don't recall that from my first years of PR.

What happened? I don't recall rushing flags worked since capping would take ages.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 19:21
by Death!
devs do sumthin'

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 20:00
by Airsoft
It works well, since 2008, as evidence from PRT campaigns

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 20:21
by HunterMed
Yeah, I remember it differently as OP aswell. Vodnik rushes and whatnot were always an option.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 20:46
by Japub
Airsoft Soldier wrote:It works well, since 2008, as evidence from PRT campaigns
So, have we seen an evolution in the PR community's skills rather than some effect of patch changes?

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 21:09
by LITOralis.nMd
Japub wrote:So, have we seen an evolution in the PR community's skills rather than some effect of patch changes?
I'd say that is the case.
Rushing in and of itself will lead to Custard's Last Stand, or Pickett's Charge, or Charge of the Light Brigade or (pick your own suicidal headlong rush into enemy fire).
Finding the exact choke points, cover points, and overlapping defilade movement routes and DEFENSIVE positions to protect the rushers is the art form, and is well developed craft among the regular player base.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 21:09
by KillJoy[Fr]
When you rush a flag you know exactly where the hostiles are coming, you have also a short time to prepare your defence.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 21:30
by L4gi
OD-S #1 Rushers PR

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 21:59
by IWI-GALIL.556FA
Too bad u think that's something to brag about :(

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-07 22:07
by Rabbit
Who cares, its just a tactic like working behind the lines to take out logistics support. If someone rushes a flag chances are they are spreading themselves pretty thin and can be manageable if done right. However if you dont like rushing that much, I suggest playing on servers than do not allow it or post on their server feedback that you feel they should not allow it and why.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-08 06:26
by Rudd
Rushing is the inevitable result of including strategic locations on a map.

You just need to go forward aware that you might be rushed.

E.g. Muttrah, I always try to bring a rifleman AT and have him stand to watching the main approach. This means any MEC vehicle attempting to prevent the USMC capping docks will get a nasty surprise.

Kozelsk, I assume the road south of militia main and the bunker is mined/is an ambush and go around.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-09 02:59
by Danger_6
[R-DEV]Rudd wrote:Rushing is the inevitable result of including strategic locations on a map.

You just need to go forward aware that you might be rushed.

E.g. Muttrah, I always try to bring a rifleman AT and have him stand to watching the main approach. This means any MEC vehicle attempting to prevent the USMC capping docks will get a nasty surprise.

Kozelsk, I assume the road south of militia main and the bunker is mined/is an ambush and go around.
This is very true, Rudd.

The key to PR is to identify key locations on each map, then to preempt the enemy's use of them or utilize them yourself.

Use your brains.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-10 20:57
by matty1053
It's a tactic. There are servers that do not allow this. I don't mind people rushing 'key' flags.... like the "middle flag". Since that is where the fighting WILL be, so why not rush and set up defenses quickly??

But, it is annoying.... at least in my point of view.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-10 21:06
by Murphy
That is were you expect the fight to be, most often public games play out with the majority of players heading towards the middle flag expecting a few guys to be able to capture the first flag. All it usually takes is more people on the first flag, you pay the price for overlooking the enemies ability to be anywhere. I don't understand why everyone gets so upset when they have to turn around and cap their first flag, you forget that the enemy has 1 squad that can be essentially useless if you do indeed cap that flag.

It happens that we get to the first flag only to realize we are too late and it's already capping. The downside of the strategy is your defenses are often overlooked allowing a team that has their act together to easily shift momentum in their favor because the defenders are a squad down.

People keep saying it, but I feel it needs to be said again - Rushing the 1st flag is really easy to counter, just send more than a few of people to the first flag.

Posted: 2014-09-11 01:02
by Portable.Cougar
It's an unsustainable rush 90% of the time. The enemy there will have no close spawn and rarely have the capability to counter heavy assets.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-11 11:40
by HunterMed
Murphy wrote: People keep saying it, but I feel it needs to be said again - Rushing the 1st flag is really easy to counter, just send more than a few of people to the first flag.
When both teams are rushing no one will cap anything lol. When Rushing fails you might get steamrolled because no one built any fobs, caps or defends (public servers).

Just like the Flag-swap that can happen during midgame. All team goes offense and everyone feels hyped that they finally cap that flag, while not noticing nobody is defending.

Everybody feels super cool though. Everyone on the server is capping a flag (to grey), yo. :D

I dont like rushing as a tactic on public servers. It's effective yes, but mostly because those who do the "lame, dirty work" are public squads and undermanned while Clans and cool kids feel the need to rush and attack (not only rush).
Obviously they sometimes manage to overrun the other team. But overall I think rushing the first flag, like docks is a cheap trick of experienced players to outmanouver surprised less experienced players who usually are the backbone of a team by capping first flags.

I have yet to see that clan squads that favor rushing, do the opposite or both and protect their own team of getting rushed.
When I see that: A clan dedicated to rushing as tactic, sending equal numbers to rush as to defending against enemy rushing, then rushing as a tactic on a public server may get my respect.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-11 14:23
by 2akurate
My take on rushing is that if its done its usually one team, anything more would be stupid because you need fob infrastructure being setup in the background and flags being capped. So its an edgy move but if the other team is organized its easy to overrun, remember you are only fighting one squad. I don't see enough of inter squad tactics, I usually try to contact neighboring squads and coordinate an attack with them.

Let's say enemy squad sets up in T middle of map. You order your grenadier to smoke the balconies off, then you contact close by squad and tell them to move in with you perhaps from another side. The rushers wont have much support normally from their team. You throw nades through the windows and you rush into the rooms quickly.

Voila easy as pie. I don't know how this rushing plays out on other maps, its probably much more complicated, muttrah is a very linear map.

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-11 14:48
by _Fizzco_
You can't really rush docks anymore since US are guaranteed to get their before MEC (unless of course super herp derp trans pilots crash into the sea)

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-11 15:51
by Murphy
HunterMed wrote:When I see that: A clan dedicated to rushing as tactic, sending equal numbers to rush as to defending against enemy rushing, then rushing as a tactic on a public server may get my respect.
See you would only ever really notice the squad that was attacking "the nail that sticks out get's hammered" kind of situation. OD-S often runs 2 squads while playing (Lito leading a few members and a handful of random players, and generally a 6 man clan squad), everyone is quick to notice the clan squad rushing but no one takes note of Lito following up with the FOB/Capping support

There is something everyone who complains about rushing first flags forgets to take into account and I'm sure it comes from having never rushed yourself. You see those guys on the first flag are actually reliant on everyone else on the team, they are pulling one of the riskiest maneuvers in the game in hopes to stall the enemy team long enough that they cannot get entrenched. This will depend on how well the 8 other squads coordinate to take as much ground as possible, and in the most glorious of scenarios the team manages to cap up to the enemies first flag allowing the rushers (who have hopefully held out) to finish the cap route thus causing a massive loss of morale and the start of bleeding.

That's where the enemy team gets all upset, because their morale is shattered and they can't even coordinate to capture a single flag. The fault is their own, that's like blaming the Seahawks for thrashing the Broncos in the superbowl and calling them out on using tactics and overall strategy that just shatter anything the opponent could muster. Rushing first flags isn't a exploit, nor is really underhanded and it definitely requires more teamwork and coordination than simply capping in order, so why does everyone always get up in arms when they see it in game? I think it's a case of wanting the game to play out in a specific way, but you can't expect everyone to gladly sit in your box of "fair play" when your sense of fair is actually off base (to game outside of fairplay would be botting/wallhacks/esp that kind of shit).

Re: Rushing (flags) seem vital nowadays

Posted: 2014-09-11 16:56
by HunterMed
Murphy wrote: You see those guys on the first flag are actually reliant on everyone else on the team, they are pulling one of the riskiest maneuvers in the game in hopes to stall the enemy team long enough that they cannot get entrenched.
Exactly.

But too often the rush fails, too often too many rush and just "rely" on the others, WITHOUT talking to those squads. The rushers just expect the team to do the job what their strategies requires. Building Fobs, capping flags, not advancing too much.

Ruhsers are dicating a strategy on the whole team because their maneuver requires their team to do other things. Most of the time without communication.
Just like too many attacking squads (or even better behind the lines squads) in midgame.

In my experience rushers are egoistic, k/d hunters and cocky, dictating their strategy on the team.
This just doesn't work for me on public servers because it is not a process where everybody agrees on that strategy but a few people just decided on it.

It's a great strategy for competetive play. But when rushing (any strategy) dictates a certain way of play for the rest of the team I dont like it.

A rusher shouldn't expect their team to just acknowledge their strategy and acting so that strategy works.

Rushing costs alot of tickets often, because the rushers hold the enemies maybe but they often die a lot (and keep attacking the flag) and lose vehicles. Attacking/rushing squads are so focused on their goal they forget so many other things. k/d, looking how the other squads are doing or building fobs for the team.

I know you like to paint a picture of rushers being somekind of rare breed pulling the "riskiest" maneuver, and not rushers sitting in their "fair play" box and being not open minded, never having rushed of course.
I didn't say anything about it being against fair play or something like that anyway. Because I think it is a fair strategy...

Rushing is just one strategy of many to me and not the sacred grail of PR.

For me a strategy in public gameplay has not to be only effective but a strategy that gives most players of your team a good round. A strategy they decided on too, be it over mumble or accepting a role they'd like to play. And not just adapting to a strategy giving them only one role left to do.


tl;dr:

When a team decides on that strategy together, and everybody is daccord with who rushes and who stays back then I am good with it.
But I am tired of one squad or more deciding to rush and then even ***** about the others not liking it, or not capping or defending or whatever role the rushers require.
That goes for all strategies of course.