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Old 04-17-2009, 03:40 AM   #31
"SJT"

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Default Re: [AAR] Heli trans squads

Yeah man.

Thought it would be easy just 5 v 5 ish. Then it turned out to be a 32 v 32 in about 10 mins. Crazy.

Xfire - UKpilot101
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Old 04-21-2009, 03:37 AM   #32
Gracler

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Default Re: [AAR] Heli trans squads

Hopefully some day in Project Reality we could have some sort of "Squad Creator" system. Like with the commander in bf2 people sign up with there role and then they get options of which Squads they are alloved to join into with there role.

As it is today with VOIP in bf2/PR i don't always agree that Pure pilot squads...pure armor squads is a good idea.

For example the Little Bird transport has 5 seats (6 with the pilot) ofcourse. This means that this helicopter is useless if any full infantry squad asks for a pickup since all can't fit in.


Now for my latest expirence on a USA server i was in a squad with a very energetic squadleader that had a good sence of tactical awareness. He had a very detailed plan about how to place his squadmembers for defence of Muttrah city and made it clear that we had to all get into position really quick, so i got a pilot kit and a Littlebird.

The squadleader talked all the time on VOIP guiding me where to land ect, and told me to put the sniper on the mountainside for oversight, so i did.

Meanwhile i was getting alot of hasstle from a admin telling me to get my ass into the HEUY/Supply squad since i was a pilot, so i had to explain him over and over that im in a little bird NOT able to supply and that i was following orders from the squadleader.

Imagine this if i was in the HEUY/SUPPLY squad then i would'nt have voice contact with the SL on the ground that guided me to exact locations ( not just Grid markers) and warned me when enemys where near, and i was able to move his Sniper and talk to the sniper if i had to abort my aproch. Ofcourse you could say that Mumble/teamspeak/ventrilo should have been used.....but it wasnt and it rarely is used by all on public servers so it would never work properly untill mumble is integrated 100% into PR wich i hope will happen eventualy.

Besides that map has 4 heuy's (if im not mistaken) so since im giving 1 squad most of my attention instead of sitting and waiting on the carrier for the hueys to be shot down, then i would doubt that the last hueys coudnt take care of 1 or 2 other squads in the city that may need transport. Its not like i coudnt transport anyone else... i did transport another blue sniper since sniper transport seems to be the only purpose for a LB that can't store a full squad.

You could also say that since im a pilot in a "firebase" squad im stealing an inf spot......well since im in direct contact with a SL and know whats going on on the ground Realtime then im feeling more safe than i would be with 6 people with high pitched rotor engine sound in there ears proberly waiting on a carrier.


the way i see it.... Littlebirds belong with the infantry not with the Air train since it cannot carry a full squad anyway and there is nearly always bigger helicopters to carry full squads + Supply. Its like a Humwee that can fly.....nobody makes a specific squad to drive a humwee either!!!.


Squad Exampels.

Recon squad.
Officer
Medic
Rifleman
Rifleman
Sniper
Little-bird Pilot


2xArmour squad ( 2 armored Vehicels should be Maximum per squad of 6)

Officer-50cal gunner1 + Spotter
Crewman-Driver1
Crewman-Maingun1
Combat Engineer-50cal gunner2 + Supply truck driver
Crewman-Driver2
Crewman-Maingun2

Pilot squad

Heuy Pilot 1 or Officer that can spot for Apache!
Heuy Pilot 2
Heuy Pilot 3
Heuy Pilot 4
Apache Pilot
Apache Gunner
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Last edited by Gracler; 04-21-2009 at 04:07 AM..
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Old 04-21-2009, 04:17 PM   #33
"SJT"

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Default Re: [AAR] Heli trans squads

I do agree with you there when you say LB belong with the infantry.

I was flying a LB for a sniper team, getting them in the areas unavaible to ground forces and by being in there squad I could insert and extract them easy without any hassle to keep up with the action.

The only problem is not the distribution of helicopters within the game. It's random people thinking they can just take a heli a fly off not doing anything with it and dieing costing tickets and whining that the heli squad is full so that is why they are taking the chopper.

Well the heli squad is full for a reason. We have enough pilots.

Xfire - UKpilot101
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Old 04-21-2009, 10:22 PM   #34
Gracler

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Default Re: [AAR] Heli trans squads

Everyone should have equal oportunity to become a pilot though in the beginning.

I often see that 1 guy quickly create a locked squad and start inviting his closests friends, and then afterwards he starts whining about others creating pilot squads and capping assests. to me thats a childish behavior that you don't want to share with others. Playing on a public server you should't try to prevent the public but you could instead ask if they would let you use it with your friends if thats what you wanna do.

Should be fair game joining the first pilot squad made, so people can join in and withing the squad people take numbers or wait for there own air asset to spawn. Depending on the map there should only be 1 designated transport squad though.If there is too few helis then you can be set off somewhere and monitor the area for AA emplacements and tell the other pilots directly.

Even a Apache squad should never be locked at 2 people....most important thing for the gunship is to have a spotter on the ground who can give you fresh intel! so id say a gunship squad should be 3 minimum.... when the chopper blow up the roles could switch....the guy on the ground become the pilot next time. Also little birds could come in handy here to be decoys deploying flares and then the apache have the overwatch looking for AA rockets directions to engage!! Littlebird can evade AA rockets quite easily if they are expected so it woudnt be a waste with the right pilot!

The server rule to forbid locked squads is good since it makes it abit easier for others to join in and if the pilot is not qualified he should be told to leave the squad.......and if he is wasting assets on purpose he should be kicked ofc.


Too often the US forces lose because 3-4 pilots demand to be the only pilots the entire round and they keep making the same mistakes when aproching the hot zones getting shot down and then they wait for the next chopper to spawn and threatining others that may try to steal it from them.....

If there is 2 helicopters and 6 people in the squad that has to share the helicopter then the chance that one of those pilots are good and will make a good effort to keep his helicopter in one piece better since he know that when he crash...someone else will get it untill he crash.

So instead of having 2 pilots crash 3 helicopter each 6 people have there chance to crash 1 helicopter each.

When passangers tell the pilot............please land me in the middle of that minefield with 6 AA guns ........... then perhaps the pilot would reconsider and thereby saving his heli and the team tickets.
On the other hand (in a locked pilot squad) he wouldnt have to worrie 1 secounds about beeing blown up 10 times since he was in a locked pilot squad and had the "admins" permission to fly forever and could go make some coffee every time he crashed.
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Last edited by Gracler; 04-21-2009 at 10:46 PM..
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Old 04-22-2009, 02:55 AM   #35
Welshboy

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Default Re: [AAR] Heli trans squads

Quote:
Originally Posted by Gracler View Post

Pilot squad

Heuy Pilot 1 or Officer that can spot for Apache!
Heuy Pilot 2
Heuy Pilot 3
Heuy Pilot 4
Apache Pilot
Apache Gunner
You don't want to have the attack helo with the transport choppers, the voice coms turns to clusterf*ck and the gunner and pilot can't hear each other



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Old 04-22-2009, 02:15 PM   #36
Gracler

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Default Re: [AAR] Heli trans squads

Quote:
Originally Posted by Shor0999 View Post
You don't want to have the attack helo with the transport choppers, the voice coms turns to clusterf*ck and the gunner and pilot can't hear each other
Good point... proberly a bad idea having the regular pilots with the combat pilots, if the players in the squad don't keep chatter to a minimum.

When im piloting a transport i don't use voice much unless if its absolutly nessasery like telling where i got attacked by AA from ect. and that would also be useful for the Gunship to listen to, but i guess on public servers it can often end up in an endless chatter about........im going that way..your going that way ect.

The ingame commands are often enough for that though if people would pay attention to it.

Requesting supply drop!!
affermative a vehicle is on its way!

and troop would use text to tell where they want to be dropped off!

Still its very useful having a man on the ground to tell whats going on realtime.


The man on the ground using a sniper kit or officer and telling where it would be safe to attack and the gunner telling his pilot if he spots something.
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Last edited by Gracler; 04-22-2009 at 02:23 PM..
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Old 04-24-2009, 07:50 PM   #37
.:iGi.M.Regan

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Default Re: [AAR] Heli trans squads

Quote:
Originally Posted by Gracler View Post
Good point... proberly a bad idea having the regular pilots with the combat pilots,
whoa whoa whoa a sec... "A bad idea haveing regular pilots with combat pilots," theres a differance O.o? They are all in a war zone, and always have somekind of fire power weather it be the BH with the door guns or a LB with the squad being transported with there rifles... ALL aircraft have somekind of firepower and thus... Combat aircraft with Combat Pilots

(I <3 spliting hairs, sorry but i felt the need to speak up)

[SIGPIC][/SIGPIC]
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Old 04-25-2009, 06:45 AM   #38
Cheditor

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Default Re: [AAR] Heli trans squads

Hate when people make a second assest squad when there arent any left. Just wastes assets and squad spaces.
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