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Thick forest maps

Posted: 2010-11-12 14:06
by boilerrat
Out of all the forest maps in PR, I really haven't been able to enjoy them (Fools road was ok).

If you are infantry, you end up walking to the next objective for 10 minutes then being wiped out by another squad you can't see. So far I haven't seen any enemy infantry on these maps. They either dominate us from somewhere we can't see, or an attack chopper shoots us with cannons.

Besides the short life span of infantry, these maps seem to crawl on forever and get boring...I'm looking at you Wanda Shan and Silent Eagle!

As infantry, the gameplay feels way too slow and unrewarding.

Re: Thick forest maps

Posted: 2010-11-12 14:18
by Jorgee!
That's true, i avoid forest maps unless i have an APC/Tank/Heli to enjoy it......

Dev's should think a way to make it more sexy for infantry

a good thing would be the adding of subterrain bunkers so the inf need to clear them

Re: Thick forest maps

Posted: 2010-11-12 14:58
by Kain888
Disagree. One of the best maps are Kozelsk and Fool's. Silent Eagle is quite awesome as well. :] Haven't played Wanda Shan too much so I can't say how Inf is doing there, but Silent Eagle is damn epic, especially long ranges firefights. :]

Re: Thick forest maps

Posted: 2010-11-12 15:43
by Bluedrake42
yeah I think its mainly about tactics, same with insurgency. Tactics for low visibility maps and insurgent maps changes up everything like... freaking entirely. Biggest tips for those kind of maps, stay low and always be scanning the area with your binocs, lay ambushes, and stay unseen, but get in the cap radius (whether you're attacking OR defending) and then besides that always always always work with armor in those maps, since they have thermal ;D.

Insurgency is all about coordination and patience. Biggest things to do in insurgency is set up firebases in the city and have everyone hold them, since patrols mainly just get raped. Then when you get a cache, set up complex coordinations between air support, armor support, mortar base and infantry. Mainly this consists of firing mortars, then hitting with an airstrike, then have infantry move up with the armor and surround a wide 100-200 meter circle/half-circle around the known cache, then you slowly start working your way up.

If you meet heavy resistance, call in more airstrikes and mortars.

Re: Thick forest maps

Posted: 2010-11-12 16:44
by boilerrat
Bluedrake42 wrote:yeah I think its mainly about tactics, same with insurgency. Tactics for low visibility maps and insurgent maps changes up everything like... freaking entirely. Biggest tips for those kind of maps, stay low and always be scanning the area with your binocs, lay ambushes, and stay unseen, but get in the cap radius (whether you're attacking OR defending) and then besides that always always always work with armor in those maps, since they have thermal ;D.

Insurgency is all about coordination and patience. Biggest things to do in insurgency is set up firebases in the city and have everyone hold them, since patrols mainly just get raped. Then when you get a cache, set up complex coordinations between air support, armor support, mortar base and infantry. Mainly this consists of firing mortars, then hitting with an airstrike, then have infantry move up with the armor and surround a wide 100-200 meter circle/half-circle around the known cache, then you slowly start working your way up.

If you meet heavy resistance, call in more airstrikes and mortars.
Maybe when the planets line up.

Re: Thick forest maps

Posted: 2010-11-12 17:10
by Saarna
Nevertheless Bluedrake's tips have merit for heavily forested maps. I think most people's problems stem from being used to the maps with wide open desert and/or cities and subsequent inability or unwillingness to adapt to anything else.

Neither of the aforementioned settings demand much observation from an infantry player, in desert you just take a quick look around and anything to be seen will stick out like a sore thumb, and the same applies to PR's cities as well - often the closest buildings block view in most directions, and the streets usually tend to be of the wide, arrow straight N-S, E-W variety with little clutter or cover to hide the enemy. This in turn leads to the rash and unthought movement ("See, there's nothing there, let's just go.") and a general lack of alertness that will leave you blind, and ultimately dead in a forest, where the unseen enemy will cut you down in no time.

Re: Thick forest maps

Posted: 2010-11-12 17:17
by Smegburt_funkledink
boilerrat wrote:If you are infantry, you end up walking to the next objective for 10 minutes then being wiped out by another squad you can't see. So far I haven't seen any enemy infantry on these maps.
For each squad/player that get wiped out for possibly making a tactical error, there's a squad/player who made a more intelligent decision, thus did the wiping out. ;-)

Re: Thick forest maps

Posted: 2010-11-12 17:18
by ytman
If going through a forest results in your death by the hands of another squad. Wouldn't that mean that for those squads forests maps work well? You seem to be the squad that gets ambushed, while the other squad seems to be able to keep itself alive long enough to kill yours.

Basically, where you find failure your enemy finds success. They are doing it right, you are doing it wrong.

Here's my tactical philosophy on forest maps; move quickly, carefully, and with reason. This means take the path of least resistance and most concealment. I coach my memebers to never skyline and always stay closer rather than apart. File Lines are the best way to move in a forest when moving through enemy positions.

I tend to move in short bursts, this means a routine of "Scout, Decide, Move, Wait, Repeat".

I normally run a mechanized infantry squad on Wanda Shan, it proved for a wonderful round where our mobility was really a deciding factory in our success. A 6-0 ticket game with an amazing squad who accomplished a lot, I LOVED IT.

On Fools Road I tend to have luck putting me on the Militia team. This means that I'm taking an ambusher route already, you can't just charge into the british lines. If I am ever British I make sure to always stick by the main armor push and opposite of the enemy line, not intermingled with them.

Yamalia, I have not gotten to play it on .95 :( .

Re: Thick forest maps

Posted: 2010-11-12 17:24
by boilerrat
It just seems like everyone's answer is some super complicated plan that would never work with a public group.

Re: Thick forest maps

Posted: 2010-11-12 17:29
by ytman
boilerrat wrote:It just seems like everyone's answer is some super complicated plan that would never work with a public group.
I play as a squad leader all the time. My squads are nearly 90% random public players on the TG server. My plans don't always work, but my squad members at least listen to me and try their best to follow them, and they do work a good amount of the times.

PR is a game of cooperation and leadership, if your aren't the kind to take proper leadership then you must listen to someone who can and work with them. If you want to take proper leadership then make your subordinates listen to you, they more often then not want to anyways. But if you take leadership it is your responsibility to make the right decisions and take the time to enforce them. An architect is useless if he doesn't have a thought out plan that he can convey to others.

Just to prove you wrong: I had this super complicated plan involving a ton of sappers mining a large strip of desert East of Ramiel City, it took us about 20 minutes, but my squad listened to me exactly and once done we moved on. 30 minutes later a Humvee would come that route with 5 people in it and die :D .

Just because a plan is complicated doesn't mean that the squad leader presents it as such. You tell the members the basics, the stuff they need to focus on, and keep the major plan to yourself.

Re: Thick forest maps

Posted: 2010-11-12 17:36
by Tim270
Man up, take SL and build fobs.

SLing a pub squad on a map like Kozelsk can be a nightmare tbh. I usually just stick with my own crew but it is much harder to get a decent inf squad going on forest maps imo.

My number 1 peeve with pub play is people not building/building stupid fobs. You need to build 2 fobs to have a decent reinforcement feed. Do not build them on flags. Hide them out of the enemies flow of troops and then you have pretty much eliminated the main problem with the maps.

Next, take irons. Buddy up your squad members and use pinning and flanking manoeuvres. One puts a lot of rounds at a target to keep him pinned and then a iron sight in your squad moves up, frags or runs right up on him. You need to keep your squad tight, but not so tight you are going to get wiped out in one ambushed. Forest combat in PR is one of the most intense and hardest things to master as it is very unforgiving.

Flanking is the name of the game. You need to surround and suffocate your enemies position before he can organise all his squad to fire towards your lines. Attacks from multiple directions coupled with suppressive fire is devastating.

Pro tip : Take grenadier iron sight and rack up insane KDR from splash kills on tree branches.

Re: Thick forest maps

Posted: 2010-11-12 17:44
by Bluedrake42
boilerrat wrote:It just seems like everyone's answer is some super complicated plan that would never work with a public group.
dude its freaking war, there's not some random one answer fits all kind of tactic. Yes sometimes they're complicated, but the people who pull them off and pull them off well are the people who win. Everyone else are the people who come to the forums to complain. There's a reason this game strives to be realistic, and thats because tactics are complicated, and they take lots of skill and thought to execute well, and its that challenge that we like so much, if you don't want the challenge... well then don't play, or get used to getting wiped out, either one. This isn't call of duty, this takes real skill, complex tactical planning and intelligence to play and win.

Re: Thick forest maps

Posted: 2010-11-12 17:47
by Bluedrake42
ytman wrote:Just because a plan is complicated doesn't mean that the squad leader presents it as such. You tell the members the basics, the stuff they need to focus on, and keep the major plan to yourself.
thats a really good tip

Re: Thick forest maps

Posted: 2010-11-13 10:45
by dtacs
Thermal's Road frustrates me to no end, its overload of British vehicles make for a very horrible time for Militia infantry as they literally have to keep terrain cover inbetween them and the armor at all time, which is almost impossible around the northern side of the map. The game usually occurs with the armor completely obliterating the Militia with the British infantry in tow who serve little purpose since the armor can handle the map on their own.

It could be overcome specifically by decreasing the amount of tanks/APC's and adding in some light transport like the map should have had, it just seems weird with Marines operating with heavy armor without any form of light vehicles such as a Rover.

Haven't played Kozelsk once due to its unpopular nature however from the reviews its getting, it seems pretty awesome now that the T-62's have been balanced and GPO's have been modified.

Re: Thick forest maps

Posted: 2010-11-13 12:45
by Nebsif
@dtacs, milita has tandem warhead RPG now, it 1 shots a CR2 in the tracks/engine/top.. its also easy to setup ambushes on fools, brit armor never seemed like a problem to me.

I love most of the forest maps, except Yamalia, simply because the guy who stays prone under his tree longer usually wins, I love ninjaing and ambushing but there its too much.
Overall Forest maps take patience like insurgency, and imo, they take more skill than urban maps cuz they require more awareness and thinkinz, everything is way less "obvious".

Played Iron Ridge a week ago, I was prone in a bush, "defending a flag" -> drinking tea irl. Then suddenly I saw two guys passing 1m away from me and 1 of them laid down in my bush w/o noticing me, guess what happened next... Killed a 4man sq 40m later in the same way, just waited in a spot people usually come thru to factory, once again they almost stepped on me, passed thru my "tree-bush" and kept going forward straight to the factory.

Re: Thick forest maps

Posted: 2010-11-23 15:51
by Swado95
I think the forest maps can be very cool. They can be very exciting when your walking then all the sudden bullets fly out of nowhere and people are diving for cover and throwing smoke. Though I do think there should be more attack helicopters on theses maps to add to the excitement of being stealthy and setting up ambushes. Also i like to see a lot more of the maps used. Except for tanks and helicopters most people never see 70% of the map, so it kind of boring when people set up fobs and their squad in the same spots.