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Real Life Tactics Working In PR???.
Posted: 2007-07-23 01:55
by Sturnn
Heya guys
I was just wondering if any of you actually use real life tactics that the military has used and still use, in project reality, like attacking certain flanks etc or sneaking about etc?
I just want to know what you guys do, so tell me if you use real life tactics in project reality!, cos i certainly do! (most of the time but always fail lol!)
Posted: 2007-07-23 01:58
by ArmedDrunk&Angry
Flanking is pretty much a key feature in most games and suppressive fire is used but perhaps not as often as in real life.
The use of fireteams to to leapfrog is also becoming more common.
Smoke, of course, is a regular feature of many attacks as well.
Posted: 2007-07-23 02:09
by Eddiereyes909
In the clan that me and ADA are in we try to work on Tactics we have a few videos from youtube, and in game we try to use tactics.
Posted: 2007-07-23 02:13
by daranz
There's one tactic that always works: running like hell and hiding when you see the enemy

Posted: 2007-07-23 02:23
by ArmedDrunk&Angry
Before anyone else can say it......
Why run ? you'll only die tired !
Posted: 2007-07-23 04:41
by Carpface
Fire, fix, flank, finish. Is that right? Well that works if you are organized and have a SAW in your squad. The truth is that people still don't quite appreciate the increased damage of bullets in PR. It's perfect as is but bullets still don't quite make you piss yourself silly. It's also harder when your key objective two thirds of the time is to simply kill your enemy, opposed to killing an enemy squad in which all 6 are dug into a fixed position.
Posted: 2007-07-23 06:15
by ArmedDrunk&Angry
Well controlling territory and blocking choke points does work to help the team win.
If you are assigned to defend a location, having 2 squad members do a perimeter patrol is also effective to prevent being flanked yourself.
Maneuver-wise I think RL tactics do work well but suppressive fire has a more limited role because even with the spawn times it still isn't a big deal to get killed.
Posted: 2007-07-23 10:40
by GnuRejser
Since my buddies and i started to play PR we actually trie to make some form of tactics when we advaces/defending a point on the map. Since we often use skype it works realy nice. Supressing fire while someone is advancing is one of our key elements. Of course moving with some "space" between the
members of the squad is something that more and more players adapt to.
And yes yo realy have to make someform of a plan 9 times of 10 before the squad advances to the next move. And yes sometimes the "plan A" becomes "plan X" after a short while

But tactics from our military service is
something that we use. This is because we need to mak a formation/plan when we try do please the commander.
So i think that "reallife" tactics works, not to a 100% but around 60-75%.
This is just a game after all, one of the best, but just a game

Posted: 2007-07-23 11:30
by Longbow*
Once you get in CQB , forget all military tactics ( thx to BF2 engine which allows bunnyhopping , insta prone , dolphin dive , etc )
Posted: 2007-07-23 11:37
by CareBear
yer i use tactics in pr, such as pepper potting, covering and suppressive fire,, also the 5 S's are very important in PR, Shine, Shadow, Silhouette, Sound, Surroundings
Posted: 2007-07-23 13:23
by Long Bow
I have noticed an increase in the use of surpressive fire and fire teams in 0.6. I think you need a tight knit group to get into more complex formations etc. I think simple tactics and solid communication work really well for the most part.
Posted: 2007-07-23 15:50
by demonicklown445
The 101st airborne division clans server does realistic military tactics, I've played with them, its easy to get used to, just annoying to keep up with the training if you cant be around a computer with PR all the time. I joined, and I need a computer now that can run PR.
Posted: 2007-07-23 16:41
by Outlawz7
Carpface wrote:Fire, fix, flank, finish. Is that right? Well that works if you are organized and have a SAW in your squad. The truth is that people still don't quite appreciate the increased damage of bullets in PR. It's perfect as is but bullets still don't quite make you piss yourself silly. It's also harder when your key objective two thirds of the time is to simply kill your enemy, opposed to killing an enemy squad in which all 6 are dug into a fixed position.
Its the vBf2 population, that came with the new release, running around, taking no cover and bunnyhopping. They just want to kill and dont care about dieing. They'll learn soon

Posted: 2007-07-27 00:22
by Sturnn
Really, i don't use bunny hopping that much, i just jump over obstacles like pipes and walls etc and things that are in my way...as for tactics i tend to flank either left or right, because attacking head on can sometimes fail because the enemy come flank you from either side!, as for formations etc i sometime tell my squad to spread out so we have them supporting each other over a wide area providing suport for one another.
and i always ask my squad to regroup, so we can keep to full strength, and sometimes i get squad members helping the squad by supporting them with a sniper rifle or support gun...im also looking for a clan too....
Posted: 2007-07-27 00:40
by Outlawz7
Well, bunnyhopping cant save you, becuase you cant jump off into an alley like in Karkand in the middle of an open area

Posted: 2007-07-27 01:03
by Tartantyco
-I would love to see some slower gameplay though, so that you could get more enjoyment out of other things than just the combat part. I love sneaking around in the woods, preparing ambushes and infiltrating enemy strongholds... It's just so sad that BF2 only focuses on combat and not the many other, equally important things, and the mods made will suffer from it. Gets a little better on maps such as Kashan, though something intermediate would be nice.
-I also think the whole ticket system is corrosive to good teamplay and implementation of military tactics as it leads to those mad dashes to get to flags and so on. A game mode where you simply have conquest without tickets or time limit or asset destruction might facilitate more teamplay and tactics as people aren't running on the clock, but that might of course lead to an endless game

.
Posted: 2007-07-27 01:33
by Ace42
Outlawz wrote:They just want to kill and dont care about dieing.
I find more fault with the people who do care about dying. They're happy to watch a flag nearby get taken so as not to expose themselves to fire, despite there being a bunker / supply truck tucked just around the corner to respawn at...
Which brings me on to:
-I also think the whole ticket system is corrosive to good teamplay and implementation of military tactics as it leads to those mad dashes to get to flags and so on.
I couldn't agree more. The problem is giving an incentive to hold those flags rather than just sit back in cover and go snipey-snipey. Longer "turn" times on flags would surely cut down the mad-dash, but also result in a lot of standing around and time-wasting which is boring.
When I was fooling about with the Battlecraft Vietnam, I put together a (really rubbish) prototype map where controlling flags effected spawns. For example the NVA holding a flag marked "AA outpost" meant a ZSU would spawn there, but no choppers would spawn at the US airbase. As soon as that flag was taken (the presence of absence of the ZSU being immaterial), aircraft would spawn at the US airbase. This made the control-point a valuable asset, not because of its "ticket value", or because of it's location as a spawn point, but because it conferred a natural advantage for a team to hold it, even though the advantage wasn't "localised" to that area.
It would be quite easy for the mappers to tie different assets into spawns so that holding different areas conveyed different advantages, IE make a spawn point vital to defend because if the enemy take it they get assets (armour, air, pick-up kits, etc) that make camping in entrenched positions at your main a suicidal effort.
Of course if the AAS path is simply A>B>C>D instead of A > (B or C) > D, this would just be dull, as strategy wouldn't come into it. A > (B or C) > D with a totally optional X flag that conveys an advantage would also work.
Posted: 2007-07-27 01:45
by Outlawz7
They have that on Desert Storm, another extra APC spawns for USMC, once they cap Outpost.
Posted: 2007-07-27 02:27
by wojing_rotorhead
the 3, 5 second Rush works very well for bounding forward in this game the enemy can't fix you as long as you use that method for moving. Using smoke to conceal movement and suppressive fire works very well. As for arial tacticts i am a Army Helicopter Pilot and that tactics arent used so much but thats because you have to deal with limitations with the machine in real life where as in the game you can perform any procedure. I would like to see more pilots especially attack pilots being more calm and not rushing into the battle NO Close Air support is going to go in if they dont have support on the ground! wait for the ground to CALL OUT THE TARGETS! Attack Choppers are support vehicles they are there to assist the INFANTRY not to fly around the map!!!