Page 1 of 3

NEED TUTORIALS

Posted: 2006-05-21 02:38
by the.ultimate.maverick
Hey I'm writing my own (fairly expansive PRMM intro guide).

I'm fine for infantry but I'm not an expert on vehicles!

So i'm here begging for tutorials/notes on Tanks/Choppers/jets etc!

Either post them here, IM me or PM me!

I need
Jet Tactics/changes in PRMM
Tank Changes in PRMM
APC Changes in PRMM
SOBJ written up
Anatomy of an ambush


thanks!

Posted: 2006-05-21 02:40
by Happy
Wolf has written a good one on helos in the tutorial section.

Posted: 2006-05-21 02:41
by the.ultimate.maverick
We can't see it...well i can't at least!

Posted: 2006-05-21 02:42
by Happy
Written by wolfmaster

HELICOPTER AIR COMBAT

Main changes from vanilla BF2:
Helicopters have been made more vulnerable to all sorts of projectile fire, their loadouts were changed to match their real life counterparts. And of course there is the introduction of our very first own model, the MH-6 Littlebird.

PRMM tactics for helicopters in general:
• You and your helicopter have been made more vulnerable to enemy (and friendly) fire. There is no more surviving 3 AA missiles. This calls for a change of tactics. The key is not to linger. Hover around too long and you’re a sitting duck.
• Usually it is a good idea not to fly too high up, since you will be in plain view from practically anywhere, and you won’t have a chance to break a radar lock by moving behind a building. Be aware though that, especially on city maps, going too low also brings disadvantages. You will lose the overview of the battle and (flying an attack helicopter) your birds-eye view at targets, making it harder to effectively eliminate the opposition. Also, it will be easier for soldiers with handheld weapons to cause you some damage. Find an altitude which provides a good compromise between the advantages and disadvantages. Which altitude this is depends on the map and the situation. (Attack helicopters usually higher up than transport helicopters.)
• Something else to keep in mind is the removal of the damage indicator. This leaves you without any means of checking your damage untill the warning sound goes, making it a good idea to return to base ASAP after being hit (especially when you’re up against AA missiles).
• Beware: Only the Special Forces class has a parachute in the current build of PRMM. This means two things. First, if you’re planning to jump out of the helicopter over an enemy base be sure to pick this kit. Second, if you are the pilot of the Blackhawk or the Littlebird remember that not all, if any, of your passengers will have a parachute. You will have to land the helicopter to allow everyone to jump out. Again, the increased damage is important. Do not land in the middle of a well populated enemy base. It will get both you and your passengers killed.
• Then, there is the matter of changed payloads. All helicopters now carry their realistic loadouts. Especially the pilot of the USMC attack chopper will have to spend his ammo wisely. If possible, go for the assisting role. Let your gunner take out the ground targets with his gun and guided missiles, while you provide a steady fire platform. So no twisting and turning, but keep it still. Reserve your own missiles for air targets. Though this tactic will work, be sure not to linger around too long as stated before, as you will undoubtably start drawing some unwanted attention.


THE MH-6 LITTLEBIRD


The Littlebird is the first vehicle by the PR mod team that made it into the game. Therefore, it's worthy of its own chapter.

A small and agile helicopter as the MH
However, it is also one of the most vulnerable air vehicles. It can easily be brought down by a well aimed rocket or tank shell. During testing this vulnerability proved too great, and to counter that a change was made so that anti-air missiles no longer lock on the Littlebird.

SPECIFIC TACTICS FOR THE LITTLEBIRD PILOT
• The MH-6 Littlebird is the smallest air vehicle available in PRMM 0.2, and can therefore land in places other helicopters can’t get to. (On rooftops, in streets etc. etc.) With a bit of luck you can even land it on other vehicles, but that’s not a good combat tactic. As a pilot you must keep this ability to land in the middle of things in mind, to drop off your load as close to the target area as possible.
• Also, remember the Littlebird’s vulnerability. Fly low if you can. If you do, it will be harder to accurately aim missiles at you. (Imagine a plane going, say, 400 km/h flying at an altitude of 1000 metres. The plane will slowly pass through your field of vision.
Now imagine the same plane at the same speed flying just 10 metres above you. It appears to go much faster, right?)
A lower altitude also gives you more cover, which is very useful since everyone on board the Littlebird (especially those sitting outside) are very vulnereble to all hand-held weapons, especially machineguns and sniper rifles.
• The Littlebird is a great vehicle, but it’s no use sitting in the middle of nowhere. Unless you are transporting your entire own squad to assault a location in force, it may be a good idea to fly back and forth between bases, picking up and dropping off people all the time. Then you will really be helping your team! (Note: this also goes for other transport helicopters.)

Posted: 2006-05-21 02:45
by Pence
ADVANCE! ATTACK! ASSAULT! - The Guide to working with IFV's and APC's.

Working together in strength, a pair of infantry fighting vehicals can deliver two squads of fighting men into the thick of an attack quickly and in relative safty and support them with their own weapons.

Duties of the lead APC / IFV.
If your vehical is leading the advance to contact the enemy you must:
1: Protect the troops behind you from surprise attack by provideing information and warning of enemy positions.
2: Look out for obsticles that may be used for limited cover when you cover the troops advance.
3: Defeat enemy forces before they fire AT weapons at your squad vehicals.
4: Once contact is made you must develop the situation rapidly, the enemy are aware that you are there so aircraft and heavy armour will want to help them.

Assaulting a position.

1: The IFV's get into an overwatch position were they can cover as much area as possable.
2: Troops dismount and assault the position.
3: If enemy tanks are in the way of the troop's AT troops, aircraft or a freindly tank should be called up unless the APC's have mounted anti-tank weapons.
4: Once the area is cleared, the troops must serch for AT mines, seperated troops and other such threat's -- Once the squad leaders are happy then the squad vehicals come in to pick them up and advance to the next position.

Dismounting operations.

When the troops dismount, the IFV's cover the area with their mounted weapons. Troops dismount in situations below:
1: To fight in woodlands or built up areas that restrict the movement of the IFV's.
2: When the IFV's are blocked by anti-tank weapons.
3: To assault a position or clear an area.
4: To move on a different route wile the IFV's circle an area provideing cover werever possable.
5: To deploy anti-tank weapons.
6: To clear mines ect.

Image

Tank use, Vehical formations, Troop formations and Controled Convoy tuts to follow.

Posted: 2006-05-21 02:48
by trogdor1289
Good job on the tutorials you guys. Am working on a class by class tutorial.

Posted: 2006-05-21 02:51
by the.ultimate.maverick
Me too - post up here and i'll integrate (with Kudos)

Posted: 2006-05-21 02:51
by trogdor1289
ok.

Posted: 2006-05-21 02:52
by Deuce6
Image

Actually that's a proper wedge. ^

Posted: 2006-05-21 02:53
by Deuce6
ack, actually, the assistant squad leader in the pic...that's actually a team leader, same with the squad leader.....the real PL (patrol leader, whoever it may be) is in the middle of the two wedges.

Posted: 2006-05-21 02:53
by Pence
Deuce6 wrote:Image

Actually that's a proper wedge. ^
6 men per squad ;)

Posted: 2006-05-21 02:54
by Deuce6
Dang! Hmmm....well I guess you have adjusted for it.

Posted: 2006-05-21 02:55
by Deuce6
If your in an ambush situation, fire your weapon and throw whatever is on you. Smoke, grenades, whatever. And then rush through the ambush using the 3-5 second rush technique.

When you come across enemy "dead", make sure to put a few rounds in them to make sure they are dead. (don't know if that really applies in PR though)

Ummm....i'll think of more later, my head hurts right now.

Posted: 2006-05-21 02:56
by trogdor1289
Doing a Spec Ops general things to know do. Just so someone else doesn't do the same thing.

Posted: 2006-05-21 02:57
by Pence
Image
Image
Image
Image
Image

Tank use, Vehical formations and Controled Convoy tuts to follow.

Posted: 2006-05-21 03:02
by the.ultimate.maverick
Can I also make a shout out for WEAPON tutorials if there is anything specific you think needs to be mentioned....M203 changes...

Posted: 2006-05-21 03:05
by trogdor1289
Using the Spec Ops class well in .3

1. Spec Ops is the only class that has the parachute remember this and use it to your advantage.

2. The M4 is a good weapon for all ranges at longer range’s use the tracer rounds and adjust your fire accordingly. Fire in single shots or bursts never full auto.

3. The new Spec Ops C4 also know as SLAM’s are weak against armored targets and therefore use these to take out strategic things such as Artillery and for the single objective modes. The new C4 is also on a 15 second timer you place the C4 then have 15 seconds to clear the area.

4. The binocs have two zoom modes right click both times to use them these are very useful for spotting enemies for your team.

General advice things to know about this class. The spec ops class has weak to no armour so especially with this mod given realistic weapon damage it is important to take cover and not move around in the open a lot. The Sig P226 the new pistol while cool looking is just a regular pistol and should be treated as such. Also remember the M4 is a lot weaker than you are used to so it will take a couple of shots to kill someone. If you are missing a lot of your shots, there is no random cone of fire on PRMM you have to aim properly at a person to hit them. A good strategy when playing as Spec Ops is to either stay low and fire from cover or else use your speed and move around a lot to evade enemy fire namely moving from cover to cover.

Rough draft so far what do you think? Nice job on the formations Pence.

Posted: 2006-05-21 03:12
by Pence
Is it a draft? Looks almost full to me, keep it up.

Posted: 2006-05-21 03:17
by trogdor1289
Is there anything you think I could add too it?

Posted: 2006-05-21 03:19
by the.ultimate.maverick
Classes

SpecialOps
This is the only class in PRMM with parachutes.
They do not have C4 in PRMM. Instead they have SLAMs on a 15 second delay, and beep until detonation. They are much less effective than the C4. are no longer remote detonated.
The spec ops class has weak to no armour so especially with this mod given realistic weapon damage it is important to take cover and not move around in the open a lot.
The Spec Ops class has a new pistol, the Sig P226, despite its good looks it is just a regular pistol and should be treated as such.
The M4 has been weakened and thus you may need to a hit a target multiple times to register a kill. To combat this, the speed of the class should be used!


Sniper
Becoming a skillful PRMM psniper requires practice and dedication. No longer can you pick up a rifle and get headshots across the map.
This is a result of increased effects of bullet drop and devition when standing/crouched.
However, when you do hit a target, the damage done is devastating – indeed a good sniper can easily wipe out an attacking squad. This is accentuated as in PRMM, snipers are often one shot, one kill.
So ...the minute you hear ricochets around you, round per round, get the hell out of there before he gets his bearing on you.
NOTE : Snipers are no longer equiped with 2 claymores. Instead they have 2 FRAG grenades – so to stay safe, tunnel vision is a no no – you need to be aware visually, on the mini map and audibly.
The USMC sniper is now equipped with an SPR Mk12 now on some maps. This is a silenced sniper rifle and as such has a reduced range but can be deadly in the right hands.
The M24 has been tweaked.

Assault
This class is now a pretty standard rifleman, armed with the grenade launcher.
However, grenade lanuchers now has a smaller range now but is much deadlier and is armed with a timer. You can shoot a nade 5 ft from you, but it takes another half second or so to detonate.
NOTE : Assault class no longer carries FRAG grenades
Instead, carries ammo resupply bags for the team. However the ammo packs are limited to 3 per assaultman and must be refilled at an ammo resupply point

Support
Armed with LMGs, these soldiers are the firepower of any squad
The LMGs have iron sights and can be very accurate when fired from prone and with burst mode being used.
As a result it is very hard to survive when support gunners get the first bead on you.
Hoever, the LMGs give off tracers which give away their position and as they have no longer carry ammo bags they can only fire for so long.

Engineer
The engineer no longer carries a shotun, he is packing an MP5 SMG.
The MP5 has 3 fire modes. Single, 3burst, and full auto. As an SMG it does have a limited range.
Engineers now also carry: AT Mines and Claymores and a SLAM (remote detonated C4 – which has a significantly greater power than the C4 of the Spec Ops)
They can also remove AT mines laid by the opposing force
Most importantly though, engineers can repair your vehicles, and in PRMM, with vehicles taking anywhere up to 10 minutes to spawn, the wren