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The tactics wiki--- how come nobody's using it?
Posted: 2007-01-17 19:44
by Wasteland
I'm disappointed to see that since its creation, I'm the only player that's added to the tactical wiki. What's stopping you guys? Post your thoughts on what teamplay means to you. How players should communicate on VOIP. Anything.
On a related note, I added a new article today on attacking main base assetts.
http://guide.realitymod.com/index.php?t ... uad_Leader
But I still don't understand how to add pages properly, and messed it up. Can anybody fix it? And can the "how to add a page" page please be edited so it simply says:
"If you want to post a new page, then go to ****, hit edit, and then type the following:
************
**************
Your article."
Posted: 2007-01-17 19:50
by Michael_Denmark
Well, i gotta admit i only looked on in shortly, think i got a password problem or something when i registered. Gonna check it out again though.
Posted: 2007-01-17 19:53
by bosco_
I don't see much use in it, because the average PR player doesn't want to read something from that length.
And the serious players already know the things which are mentioned.
Maybe put it in the 0.5 .rar as tutorial, but now?
Posted: 2007-01-17 19:55
by Fullforce
JP*wasteland.soldier wrote:I'm disappointed to see that since its creation, I'm the only player that's added to the tactical wiki. What's stopping you guys? Post your thoughts on what teamplay means to you. How players should communicate on VOIP. Anything.
On a related note, I added a new article today on attacking main base assetts.
http://guide.realitymod.com/index.php?t ... uad_Leader
But I still don't understand how to add pages properly, and messed it up. Can anybody fix it? And can the "how to add a page" page please be edited so it simply says:
"If you want to post a new page, then go to ****, hit edit, and then type the following:
************
**************
Your article."
You did it wrong. You aren't supposed to post the guide in the guide category. Make a new page.
Fixed now.
But yes, guys use it. Its there for you.
Posted: 2007-01-17 19:57
by Wasteland
It's something we can direct the new players to. There's a lot of people I've talked to on VOIP who aren't vanilla tards, but are new and would like to know how to play with more teamwork. Or you could post a procedure like I did. That way if the wiki became more popular, a squad leader could just be like, "we're going to follow Wasteland's sabotage protocol", and people will have a general idea of the whole plan.
Posted: 2007-01-17 19:57
by Wasteland
'[R-DEV wrote:Fullforce']You did it wrong. You aren't supposed to post the guide in the guide category. Make a new page.
Fixed now.
Right. But I don't know how to do that.
Posted: 2007-01-17 19:59
by Fullforce
JP*wasteland.soldier wrote:Right. But I don't know how to do that.
http://prguide.realitymod.com/index.php ... ng_a_Guide
Its on the tactics page.
Posted: 2007-01-17 20:01
by Wasteland
(Pg-Up)
Posted: 2007-01-17 20:01
by {GD}StevenGarcia
JP*wasteland.soldier wrote:5) Your squad needs to have at least the following:
~Spec Ops (the most essential element)
~Medic (actually not *completely* essential, but certainly a good idea)
The following are optional:
~Heavy AT (failing that, light AT may suffice)
~Rifleman (because your guys can probably reload in enemy jeeps/vodniks)
~DM/Sniper (DM would probably be preferable)

IMO it is essential to have
at least one medic in every squad.
It seems like an article on defense would be more appropriate. I think the last thing we need is another squad of Spec Ops running around.
Posted: 2007-01-17 20:03
by Wasteland
My point was that if you're going to their back base, and don't expect to encounter any resistance, then a medic isn't absolutely, 100% essential. The only 100% essential kit is spec ops. However, I did include it with spec ops as a required kit for that kind of operation, as I agree. Every squad should have a medic. But I thought it was important to mention that you don't *have* to have it to complete the mission. One can spawn in later when you're ready to harrass the enemy's front lines from behind.
Posted: 2007-01-17 20:06
by Fullforce
JP*wasteland.soldier wrote:(Pg-Up)
The page has been edited now, should be more clearer for people making a new page.
Posted: 2007-01-17 20:15
by {GD}StevenGarcia
JP*wasteland.soldier wrote:My point was that if you're going to their back base, and don't expect to encounter any resistance, then a medic isn't absolutely, 100% essential.
See: Murphy's Law
http://en.wikipedia.org/wiki/Murphy's_law
I see what you are saying. I guess I just disagree with you.
I think every squad should have at least one medic. Period.
Posted: 2007-01-17 20:22
by Wasteland
Fair enough. But with this kind of operation, you're trying minimize your troop numbers as much as possible. So if there's not many people on the server than you can just go by yourself as spec ops. If there's 30 people or so, you should definately have a medic. If there's 64 people, you should have a spec ops, medic, DM, and heavy AT. It really depends on the situation. I've seen times when I'll spend a really long time at their back base, hoping to just blow tanks and whatnot as they come, and not a single person will spawn back there. In such a case, having a medic would be just one guy who you're taking away from the front lines.