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#1 |
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PR:BF2 Developer
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The Bounding Overwatch aka 'leapfrogging'
The bounding overwatch is the most basic and, when properly implemented, effective method of infantry travel in a "hot" zone. To preform a bounding overwatch, one element (herinafter: "alpha") moves to a cover and/or concealment position and halts to scan the forward terrain. The second element ("bravo") then moves forward to a new position of cover/concealment which is within visual range of the alpha element. Thus alpha will cover bravo while they are running vunerable in the open. They can engage any threat that may appear and inform the bounding element of incoming threats while they are buisy moving. Bravo then halts at it's place of cover and scans for enemies. If clear, Alpha may move forward to it's next position and so continues the "leapfrogging" until the squad has moved to its objective. -An element may consist of a single soldier, or half a squad (fireteam) and even vehicles - as long as there are two elements. -The bounding overwatch is used in areas where contact with the enemy is imminent. The Australian peel This is a drill which allows for an orderly withdrawal from overwhelming hostile contact while maintaining a large volume of fire at the enemy. To perform an Australian peel, a squad must be in close proximity. The point man in a squad unloads his weapon in a withering firestorm at the enemy's direction. When his magazine is empty, he retreats to cover behind his squad. Then, the next man nearest the enemy fires his weapon at the enemy until empty. Naturally, the first soldier will have reloaded by the time the second retreats. Then the third opens up. This process is repeated down through the entire squad until either there is an ammunition shortage or the squad has safely retreated. Remember, you dont have to empty your whole mag, but atleast fire 10 semi rounds before moving. When "waiting" for your turn to be up front, look at 10 and 2 o'clock so your squad dont get flanked. From the perspective of the enemy, this drill will seem as though he is faced with a never-ending stream of fire. They will keep their heads down, or be shot up. |
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#2 |
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Former Testing Manager
![]() Join Date: Feb 2007
Posts: 1,383
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You forgot the reverse aussie peelback. Same situation but you're advancing on target instead of retreating. Works well on Timmy when he's run into a house or if you're taking random sniper fire in close.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. “Without Warning, Sans Remorse” |
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#3 |
![]() Join Date: Nov 2006
Posts: 4,615
Location: Calgary
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Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance Originally Posted by: [R-MOD]dunehunter don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat |
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#4 |
![]() Join Date: Jul 2006
Posts: 1,274
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Actually your both right:
- Squad overwatch bound for a known destination, Alpha is always point for the over watch but always last to bound. The other members go rapidly in the same designated order to "good" cover, one after the other. Then the bounding starts again till all reach the location. - An Alternating Overwatch Bound for traversing unknown zones would be more stealthy and like "leapfrogging". Alpha would bound second after securing point for Beta. |
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#5 |
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And they will all work so much better if the respawn time is increased to make players NOT want to die!
Western forces providing withdrawls whilst half of them are continuously providing covering fire at any time is so effective that the enemy would have to be suicidal to follow after the withdrawers. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [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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#7 |
![]() Join Date: Jul 2006
Posts: 1,274
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Indeed, something has to be done to effect the "fear of death" in FPS games.
Maybe if a player's past earned points or ranks...heh-heh...could be used to "buy" kits or even a slot in a squad in game, hoping to score more points or rank. When player dies he not only loses a few points he has to re-buy the kit over again. If he's not careful and diligent and dies to much or too quickly he eventually goes into negative ranking....ouch....hahahahaha |
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#8 |
![]() Join Date: Nov 2006
Posts: 4,615
Location: Calgary
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Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance Originally Posted by: [R-MOD]dunehunter don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat |
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#9 |
![]() Join Date: Jul 2006
Posts: 1,274
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Hang on now...I never said you were incorrect. I did in fact say you were both right. I posted to bring to light the differences in the two bounding methods.
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#10 |
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PR:BF2 Developer
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KISS
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| advancing, fire, retreating |
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