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Why no coordination then complain and blame?

Posted: 2025-05-09 23:04
by Grump/Gump.45
What about any of this could make a team lose a flag if you use everything to save each other? Better yet we could max out everything on the last flag then wait for the enemy.

Build 3 TOW around last flag and wait for enemy APC with our APCs. Then tanks come out. Minimize casualties

What about Super FOBs helping armor and all infantry having a super FOB with emplacements with assets helping them isn't fun? Dying isn't fun, un-coordination isn't fun. Each squad doing their own thing isn't fun.

Throw this over just about any maps last objective from start of the round then wait for enemy, especially flatter maps. Enemy will die to all your assets, last flag doesn't mean lose if it has everything.

All available assets including super FOBs defend last objective, they can't take everyone out, not everyone down...

https://www.youtube.com/watch?v=8FJcFGJsnYg


Notice how USA can't cap Brecourt Artillery because 1 side defends and 1 side attacks? Even without Germans having super FOBs, so quit saying things don't work when there is video plus player experiences of it working.

https://www.youtube.com/watch?v=J9Z8PVaaWz8


Its only on certain maps where terrain is favorable on your side of the map for maximum firepower of super FOBs and vehicle assets.

Combined arms warfare is why Project Reality exists, so you should not blindly use the city on Burning sands just because you can fight over it, just because it exists when you can have 6 super FOBs with 3 TOW, 3 AA, 6 HMG with foxhole spacers plus all armor assets surrounding the last objective you have preventing enemy from crossing desert from the start of the game.

Last objectives are fun when prepared.

It doesn't lose unless you are not mutually watching over each other, AA protects tanks and CAS from enemy CAS and every other complimenting asset.

Much more satisfying.

The closer the flag to your main base that you start 50 man 6 super FOB and all vehicle assets surrounding defense you start more time you have to prepare till first enemy shows up.

Anything in view of a tank is not getting shot first, anything that shoots at you gets shot by tank or CAS. The vehicle assets can hide behind your super FOBs.

Mutually supporting super FOB emplacements and vehicle assets, using each other and 1 defense objective and surrounding it as bait. Enemy could try but they can't.

Playing everything safe, leaving nobody outnumberd to get wiped. Winning from kills on infantry and assets only.

1 Squad per Super FOB. 1 man per foxhole, 1 man per emplacement, 1 ammo runner per TOW or mortar. Anti-air defends armor.

This is done on flat terrain maps with flat last objectives, start of game right out of main onto last defense flag with every asset.

You lose nothing because you don't go deep into map to die or have to RTB later. Enemy will do that. no going far out to run repairs to lone armor asset or burning friendly choppers flying back to main from middle of map distance and not making it to repair on landing.

Everything surrounding last objective using time enemy takes to get there to prepare.

4 tanks + 4 APC + 3 TOW + extra jeeps/trucks/logi repairs making dust trails, distractions. Everyone busy defending each other and last objective. Enemy will keep running into a death trap.

Foxholes hide crates as a shield, spacers to make postions wider, cover where there was none, also HAT/LAT/AA/Machine guns.

Armor and air assets use the defense made by the super FOB emplacements, use each other as bait infantry and assets, any enemy tries to shoot at any friendly gets bullet and missile storm preventing them from shooting until dead.

Just because you can attack a flag and move forward doesn't mean you should. Maximum firepower is better.

1 Super FOB per area attack gets hit, 300-400 meter wide super FOBs so only partially damaged, crates to launch more ammo at enemy. Crates you actually use then need more. Dig any damage immediatly to not have to replace anything.
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TL:DR... You play the same way everytime without planning or preparing anything for assets. Assets and infantry you blame and complain to each other attacking blindly right away, you can win multiple ways.

Even teams pushed back to defense objective have won with their DOD right there so armor and CAS defend right when they come out, its safer for them with 6 super FOBs. But that is when you already lost tickets moving forward making it a close game.

So try from the beginning of the round surrounding defense objectives with more Super FOB assets and vehicle assets in view of each other than you ever had.

On certain maps where you can turn that into a major advantage over flat terrain like Kashan Desert, Burning Sands, Black Gold and others with last objectives suitable for invincible defense right away at start of game.

Let enemy have the bad objectives, everyone defend, nobody attacks, enemy gets bored.

6 Super FOBS + all vehicle assets in view of each other and the last flag or 2nd to last from start of the game. Enemy doesn't know you aren't coming then runs into 3 TOW + 3 AA + 6 HMG + Tanks + APCs + Jeeps + logi repair stations holding them back.

You will never lose a flag, never lose a man by running into enemy. Enemy runs into you.

Gives you time to build before enemy shows up, enemy shows up 1 at a time starting off. Easy kills. 1st spawned armor assets cover placing super FOBs, they help TOW emplacement, TOW emplacement helps them, add tanks when they spawn.

1 Squad per Super FOB. 1 man per foxhole, 1 man per emplacement, 1 ammo runner per TOW or mortar. Armor and air assets use the defense made by the super FOB emplacements

1 Super FOB per area attack gets hit, 300-400 meter wide super FOBs so only partially damaged.

Super FOB can be placed and completed with every emplacement and foxhole done in 3-5 minutes if 1 man digs per emplacement.

Maximized firepower and security. Nobody attacks, everyone defends. You let enemy attacking be their death.

The enemy team doesn't know when and if you will do this, they will come anyways. Prepare to troll enemy with multiple thermals spotting and intersecting scanning fields..
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6 Super FOBs with everything placed to max permeter + Asset list + all 50 players defending each other surrounding over last objectives from start of the game.

On certain maps where you can turn that into a major advantage over flat terrain like Kashan Desert, Burning Sands, Black Gold and others with last objectives suitable for invincible defense.

You will immediatly see you will never lose with this strategy having main base for re-arms, lots of ammo and no long dangerous distances for choppers to cross to enemy territory.

As long as 3 Anti-air backs off CAS, 3 TOW helps tanks and 1 of 6 super FOBs takes the area attack, they can only mortar 1 super FOB at a time.

Enemy never knows when you are not going to show up to other flags building 6 super FOB defense, then they run into that.

Its too much for enemy to wipe out, you don't get wiped out. Defending like this is just like attacking without moving to go anywhere then you have everything like TOW/AA/HMG you can't carry with you.

Some maps have 4 tanks + 4 APCs + anti-air vehicle + jeeps + 4 logi repairs so you have all that surrounding last flag with 6 super FOBs and you will lose nothing because main base is right there with DOD edge FOB.

Best if all super FOBs surround last objective from start so you have time to build and wait for enemy. Your tanks will be there first before enemy has to cross.

You could win by defending 100% not wasting any tickets on attack attempts doing everything perfectly with all TOWs, AA emplacements, air and armor assets.

You ruin the game if you do not coordinate knowing what is mutually supporting each other, not just ruining the map but letting the game devolve from its roots as combined arms.

Enemy will fight you either way, have it be on your best advantage.

Enemy is going to come, they will just take some time.

If they decide before attacking or after attacking not to attack because of what you built, that is funny and satisfying, you just hit everywhere they hide with explosive missiles and shells.

Its better than going into bad parts of the map that cost a lot of tickets playing the same way everytime, let enemy have that bad part of map and keep them in there.

You have main base right there with unlimited ammo, DOD edge back up FOBs, you never have to lose a chopper crossing terrain behind enemy.

Right away you place super FOBs letting the enemy take their time taking all the flags up until your 6 super FOB and asset trap. Be the booby trap as a team.

Its in the spirit of Combined Arms game which Project Reality is, coordinate something other than playing the same way everytime.

Prepare everything for assets to come out, max out perimeters. First spawned armor assets cover placing these Super FOBS with everything..

You all don't play teamwork mutually supporting each others squads with purpose and strategy, assets blame infantry, infantry blames assets instead of helping each other in new ways we don't usually do to max out security and firepower.

You play the same way everytime instead of doing something epic with every Super FOB, armor and air asset to troll the enemy with your teamwork, firepower, security and mutual support watching each other and the defense objectives.

Any ideas of Super FOBs supporting assets on defense objectives you shut down the high IQ stuff then complain later when things are not going good.

To some people super FOBs don't work and that is because they have only done 1 super FOB without spreading assets out, not telling their squad 1 man per emplacement, 1 man per hole.

It takes forever to other people because they don't say "1 man digs per emplacement" so its done at same time and not one at a time with everyone bunched up digging one thing.

So without being efficient yourself you might think its a bad idea.

This is that type of gameplay where you don't seek to improve others or yourself with simple orders "1 man digs per emplacement", medic drops kit at what he wants to dig, 7 guys dig, 1 man places then he digs last thing.

Foxholes stay up at 25% after 23 seconds, which they are weak.

You just tolerate doing the same mistakes over and over. Keep the combined arms teamwork spirit alive.

Read the asset list, then add super FOBs to that, all 50 on teamwork surrounding defense objective, look at the terrain on your defense objectives.

Doing this there will make enemy take some time to get to you and not all at the same time. Giving you time and delay to place everything.

Start out whole team on defense with everyone getting super FOBs down 6 Super FOBs, 3 AA, 3 TOW, 6 or more HMG with foxholes as spacers and cover.

Some maps have 2 tanks, some maps have 4 tanks. So you want 3 TOW to add to firepower the tanks can use, even sacrificing the TOW.

You wait for enemy to come into view to kill them, but shoot through and over everything they could hide behind because they are there and you can effect their minds and actions, pinning them for mortars.

You win only by killing, not taking 30 tickets by taking flags, that costs 100 or more tickets.

Enemy will get bored defending when we don't attack leaving their defense flag if nobody attacks abandoning everything to the rear.

Maps like Burning Sands with flat terrain to control you could come out of main, immediatly drop 3 Super FOBs with TOW/AA/HMG and foxhole line 300 meters wide with 2 logis and 2 choppers, 6 crates, everything placed, armed.

Enemy is going to take time to get there and you will have your APCs and TOWs down from the start, they begin to die. Right when they are about to cap city and enter the desert you keep them in the city. Very fun to psychologically control the enemy.

Loaded and done 3-5 minutes from 25% FOB status 1 man digging each thing. Instead of infantry blindly playing the same way everytime, full reversal as if we were defending our last flag which we have won doing.

But we lose that if a lone squad or more insists on wasting our tickets going into a city meat grinder then hoping the tanks can help in the city when dealing with TOW, APC and CAS hunting them in the desert.

Then blaming tanks for not helping them when they couldn't get to the city. I tried to coordinate 6 Super FOB defense from the start to give them what they needed. A Tank without TOW has less firepower, security.

This level of firepower and security is all only possible when I play of course, every other time its both teams blindly impulsive attacking objectives without thought for other potential ways to play.

You can win without attacking at all, make attacking costly for enemy.

3 TOW, 3 AA, 6 or more HMG, 1 man per foxhole, 1 ammo runner per TOW and mortar. Plus tanks, APC with anti-air vehicle with logi repairs, even transport trucks to hide outline of tank, provide cover, shield to shoot over. Anything in view of a tank doesn't get killed first.

Its also only possible if we have high IQ experienced teamwork oriented squad leaders who coordinate such combined arms warfare teamwork efforts doing everything they can.

I am talking a whole team on defense as if it was losing from the start, but this only leads to winning. You can attack later after enemy gets bored when we don't attack or just win solely by 3 TOW, 3 AA plus all APC, tanks .