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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#11 |
![]() Join Date: May 2009
Location: Nice, France
Posts: 1,481
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it comes down to two factors:
Rushing takes advantage of the other teams slowness to get organized. Teamwork is everything on 0.9, until 90% of players are on Mumble and working together 0.9 game play will be a bit 'bizarre'. I think PR 0.9 needs organized events like no other update, but atm no one is keen on running them for some reason |
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#12 | ||
![]() Join Date: Jan 2008
Location: Boston/NJ
Posts: 1,587
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Quote:
Quote:
In AAS, defending is at least, if not more important than attacking. You can win without playing offense for the whole game, you cannot win without playing good defense. There's a reason there's a ton of transport options on Yamalia -- so infantry squads don't have to walk everywhere. If you're playing infantry, you should be waiting at a flag while you either capture or defend it, and then jumping in a transport to head to the next flag. | ||
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#13 |
![]() Join Date: Mar 2008
Location: Copenhagen, Denmark
Posts: 806
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Ahh! The endless frustrations from playing PR on public servers
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Peace is that brief glorious moment in history when everybody stands around reloading
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#14 |
![]() Join Date: Apr 2007
Posts: 1,215
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I also saw a lot of strange game situations lately. But now again they are not strange anymore but normal I guess.
I sum it up like this: People are too flag-greedy. okay rushing might be a good idea, BUT the other team rushes too. So often I see the situation that 1 squad which defends or even trys to cap the first grey flag is overrun by "rushing" squads. So in the end both teams have 1 squad defending and that squad being overrun all the time. Though the "attacking" squads say: "hey they will cap it back for sure 1 sec and then we can cap this one!!!!" And even smarter SLs say: "hey I am sure we will cap that grey flag soon, and look, already 3 other attacking squads here on the enemies second flag and no resistence, LET'S move to the next flag!!!!" Sadly the defending squad is always unheard and no matter how often you write in teamchat or as CO tell other squads to move back to cap that flag they DONT. Squads dont defend anymore - even less that in the past. I saw some matches where 2 flags were grey in the back and the "attacking" team is already capping main base. It is just rushing forward all the time from both teams, thus no flag gets really secured and is greyed again by those "rushing" squads. DEFEND PEOPLE! DEFEND!!! It shouldn't be like this: 1 Defend squad 1 attacking squad 4 "rushingubersquads" The mainforce should defend and not attack... Seeing that I dont know why people want to attack anyway, they will have less contacts than any defending squad. why? Because the other team is attacking too with their whole team. LOL |
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#15 |
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PR:BF2 Developer
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I'd have to agree with L4gi and everyone else at the same time, sure a well coordinated rush can help your team and tear apart the enemy team depending on how well organized they are, but you still need a main force and rushing is also useless if everyone is doing it. Organization would be the key word here.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "yesturday a steam server explowded and we lose alot of account infermation. to verify that you have steam i will need your username and password or your account will be deleted " |
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#16 | |
![]() Join Date: Jul 2008
Location: Cerkno
Posts: 3,127
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Quote:
And, why would you want to slow down the enemy with one squad, rather than help YOUR team to cap all flags quickly, because the maps are pretty much designed (when capping is needed by both sides) to be balanced when it comes to flags, so if both teams advance as the should, so, from flag to flag, both teams should meet in the middle... | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Orgies beat masturbation hands down. - Staker
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#17 |
![]() Join Date: Sep 2009
Location: Sundbyberg
Posts: 256
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Some valid points made by some here. But in context towards opening statement: one squad "jumping ahead" is very often a good tactic. See them as scouting patrol. But if it flag behind doesn't get capped squad ahead must adapt too what the team as a whole needs. The biggest problem as I see it in PR is dividing of wills between all squads, almost all the time. There need to be only one mind controlling all...one will, simply put; a commander. Rarely there is a commander pressent on any server...except for after 40 minutes or so to launch J-dam. And here is also my only wish for PR dev, spice up the commander role so people will enjoy playing the part. How it should be done?...sry but really dont know. Bribe? Give the US commander a colt 1911. More selfused assets (for Co)? Mortartruckdeployment with a 400 meter range or so to get him on the move. But for now I think we should all just try and convince our buddys to command
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#18 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Hell, these are Marines. Men like them held Guadalcanal and took Iwo Jima. Bagdad ain't shit." -Marine Major General John F. Kelly |
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#19 |
![]() Join Date: Jan 2009
Posts: 103
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Bounding overwatch is a hard maneuver to pull off at any level. I believe it can work well as long as the SLs and Commanders are in sync. Another aspect is to have the bounding element not mask the suppressive fire given by the overwatch element. This can be very hard to do in a game. Also, The overwatch element should be no more than 150 -250 meter behind the bounding element to give sufficient and accurate suppressive fire. At the strategic level, it can be a cluster f*** if your squads/team isnt working together. Basically, have this planned out before you use it in a game.
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#20 |
![]() Join Date: Feb 2010
Location: Scania
Posts: 7
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Normally attacking uncappable flags is forbidden on servers. But this causes confusion on servers that do not apply this rule and only apply to forbid attacking an mainbase.The question here is what is the definition of a mainbase? The static spawnarea? The area protected by ABC or the area marked with a crossed flag?
The map Silent Eagle is a clear example. There are no mainbases on this map. Still you can get kicked for attacking uncappable flags. So you cannot rush to the airfield as Russian wich you would have done on any other map. |
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