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Old 07-27-2007, 11:20 PM   #1
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Guide to Squad Engineer

Engineer Guide

- Engineer wrench repairs at triple the rate of the crewman wrench.

- Engineers can lay up to 8 landmines. Engineer can only carry 1 landmine at a time, but can be resupplied and lay more. Once you try to put down more than 8, the first one you deployed will disappear. The mines will stay there INDEFINITELY as long as your alive. Once you die, a 10 minute timer starts. At end of 10 minutes your mines disappear.

- Support Jeeps repair things EXTREMELY slowly. Its much more useful for supplying vehicles ammo. Drive the support vehicle with an engineer, and park it next to a vehicle to give it ammo, and get out of the vehicle and repair the vehicle with your powerful engineer wrench. The Support Jeep will continue to repair/rearm vehicles even if your not inside of it, as long as it remains close by.


keep em coming...

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Last edited by [R-DEV]fuzzhead; 07-28-2007 at 02:24 PM..
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Old 07-27-2007, 11:25 PM   #2

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Wait, I think they only start with one mine?
Except for the Insurgent one.
....right?
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Old 07-27-2007, 11:44 PM   #3
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yeap i made this guide a while ago hehe

keep the tips coming, just wanted to start things off

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Old 07-28-2007, 12:15 AM   #4
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- Combat Demolishion:

-Static viechle demolition:

step1. Place C4 on one side/ beside the viechle
step2. Place mine on the oposite side of the viechle
step.3 Detonate C4, after standing clear(explosion pushes viechles onto Mine=Bang)


-Engineers' C4 is considerably more powerful than the SF SLAM charge. It is highly useful in the destruction of key enemy assets(Eg, Command post, AAA, weapons cache) and sometimes, points of stratiegic value to the enemy (bridge, Razor wire, door).

-Ambushes can be set, using primarily C4. Allowing enemy forces to cross a bridge or enter a bottle-neck (an area where they are forced to tighten formation), and then detoating a well hidden C4 can be devestating. Destructable buildings are a perfect example of 'the perfect trap' for enemy forces.


Combat maintenance

-while repairing a viechle, in combat, stand on the other side of the viechle, using it as a shield. This is more difficult when using a repair viechle, but still applies.(Duh)

-50Cal gunner on an MBT is best suited as a Engineer. Take advantage of the faster rapair rate and armour, while the crewmen can stay in the tank, alive(If they are SL, you can respawn on them).

-Using a shovel isnt stealthy. It usualy produces ALOT of dust/sand.

- One mine is carried by engineers, but they can be re-arm, and a total of 8 layed, before they begin to disappear. A rifleman is advised accompany you for ammo and cover, while you lay your mines. If you miss place one, you can use the wrench to pick it up. Usue your imgination when planning to lay these mines. Advisable places are just over a rapid incline, long grass, near concentrations of ammo bags, at the foot of a bridge, in shallow waters.

-Equaly, use your imigination as to find enemy mines, placed for your forces viechles. It is wise to be cautious of the places stated above. Remove them using the wrench(Crewmans wrenches cannot defuse mines, nore repair assets excpet for viechles).
Be careful of your own forces, as mines do not discriminate. it may be wise to inform your team with capital letters of the 'mines on road in H4!!!!'

-As mentioned elsewhere, repair viechles are helpful in rearming and repair viechles in the field. Your enemy knows this, and an enemy T-90 wont hesitate to SABOT you if it loses sight of its M1A2, as you are its lifeline.

-Sometimes, a single engineer can mean total victory or utter defeat in a battle. Losing, because your armour was unabled to defend from enemy armour overwhelmed your forces at Kyong Yang Ni, due to one measly broken bridge would be an embarresing way to lose a round.

Squad/commander assistance

-Engineers, at times, become essential in allowing a squad to complete its task. Engineers may sometimes be equiped with Grapling Hooks(Key 9), which allow them and others to climb up to high places, by throwing the grapling hook up(left click) or climb down, by throwing it over a ledge(tap right click).

-Sometimes, some places HAVE to be breached, and thecleanest and most controlled way is via engineer, remote C4. You may be required to breach a door with your C4. Remind others to stay back and smoke/flash granades can be used to assist in entering the room.

-For the commander to be effective in providing his team with valuable resources, at least 1 engineer is ESSENTIAL. The command post has to be built by engineers, as their wrench is the only tool for the job. Creating CO support (CO SUPP.) squads is useful in fulfilling this taks(wait for a few other squads to be made and filled, so that your squad isnt filled with a bunch of sniper-grabbing freeloaders, at the start of the round).

As always, watch your back. The enemy surely knows your value, just aswell as you do now. Oh, how snipers gloat when they send an engieer, and his wrench, spinning to the ground, from the turret of a criticaly damaged M1A2.

...mongol...

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Old 07-28-2007, 12:54 AM   #5

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Repair trucks are the perfect friend of an engineer and shouldn't be used as taxis (I absolutely HATE when people do that). I tend to operate a truck in a separate squad, and help out all squads (as opposed to being attached to an armor squad and working with them only), but even if you plan on staying in a squad, the repair cars are very useful.

I find them to be quite safer than sitting in the 3rd position in a tank. You can actually stay back, behind terrain cover while the tank fights ahead of you. It also gives you great mobility, allowing you to look over multiple tanks instead of just one - you rarely get multiple damaged tanks at the same time anyway.

One thing that many people forget or don't realize is that supply cars give ammo to infantry. What this means is that when you hear an infantryman desperately calling for ammo, you can drive over to his position, and provide him with a brand new, shiny rocket for his HAT launcher. When not supporting tanks, a repair vehicle can act as a mobile supply crate, sans the kit requesting.

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Old 07-28-2007, 12:50 PM   #6
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You can request kits from the supply truck? No way...

[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
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Old 07-28-2007, 01:00 PM   #7

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Wow, this guide rocks.

I try to play enginner a lot. Reason: As CO or as the XO (backs up COs orders and has things built), I am able to improve the team assets better. Plus I like defense.

IMO, the Engineer is a great choice for defense, particularly if a bunker ( or ammo ) is on location. This should be done under conditions on inital deployment, on a flag that is not in contintion at the moment.

A couple of engineers can put down a mine field of 16 mines. If done correctly, and with good communication to the team, the enemey may be stopped on their forward progress.
Give careful thought on laying mines, and for that matter blowing brdiges while defending. One must not retard the mobility of your own team.

__

CO help. Try to drive the CO truck and let the CO stay in the back and manage the battlefield.

At the start of the game, enginner is a good kit to spawn in as if you are going to either get an Officer kit, pilot, or Crewman kit. Do this espically if the CO types during the countdown timer that they are going to put a CO post up at a certain CP. Doing so will allow the Post to be operational, thus your team starting off in the right direction.
Soon, I plan on disconecting from the server if this is not done. Not having an engineer work on the CO post on initial deployment is a good sign your team may be challenged.

__
Enginner on CQB assaulting. This kit is actually a desent assault kit. The C-4 is the main reason. The mine thrown in the back of ( or under) a vehicle your team can't get into helps out also. The shotgun, when set on buckshot is very immpresive at close range.
Furthermore, the G. Hook can be used by pressing 9. The following maps use Mountaineer Kits: Hills of Hamgyong, Assault On Mestia, 7 Gates.
resource: the PR wiki. http://guide.realitymod.com/index.ph...ombat_Engineer

Go engie!!

(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander


Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
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Old 07-28-2007, 06:36 PM   #8

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If you see anemy mines dont remove all of them at the same time. Remove one, and put it back. Now your the enemy (And some smacktards of your team) will suffer from this.

A nasty thing to do is to sneak to the enemy main and place mines under their vehicles using their APC to get ammo. A little cheap but meeh... War is hell
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Old 07-28-2007, 06:39 PM   #9
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Engineer can delay/hold off the enemy from reaching the rest of the squad, giving them time to slip away or around the enemy forces, simply by running at the enemy with C4 held out in the forwards position and double clicking for effect.


[R-MOD]Mongolian Dude:
AH man, sarcasm is so hard to get across the web, even if we are both british
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
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Old 07-28-2007, 08:33 PM   #10
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IF youre smart, use Engineer.

For dumbarses, reffer to the Guide to Spec Ops.

[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
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