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Old 05-24-2012, 05:32 AM   #11
L4gi
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Default Re: The Logistics Squad - BLUFOR

This discussion is just pointless...


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Old 05-24-2012, 05:47 AM   #12
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Default Re: The Logistics Squad - BLUFOR

This discussion is FAR from pointless... Far from it.

L4gi: You seem to think that most things that people suggest is a rubbish idea, because you always think you know best... Wrong. What Viper has said is very, very helpful. I know, I served 4 years in the Royal Logistic Corps as a Driver. 2 tours of Afghan driving logistics trucks to built FOB's, and having protection vehicles is a must.

The same applies in PR. As it is a realism mod, the DEV team have aimed for a realistic setting no? Correct me if I'm wrong. Therefore, the 'maximum' requirement he has out in is a very good idea. For the very reason that in real life, the logistics truck is THE single most valuable asset. Without supplies, your fucked basically. Therefore, a protection detail is always helpful. Just because someone posts a suggestion, does't mean OD-S always have to post saying that it's a crap idea and they can do better.

If you can do better... Fine, all well and good. Just don't post. End of. There's no need to.

Dtacs: You really seem to be a real little kid. 'He's a Navy SEAL he must know' What a load of bullshit.
So does that mean people who make an Australian SAS clan are SAS? Are people who make a 75th Ranger Regiment clan a US Army Ranger? No... They have aspirations, and like to simulate those aspirations. Don't get involved, no need to. Just leave people to what they want to do. Again, same reason as I have given L4gi; this idea is a very good one, and one that is proven IRL as well as PR. Just because you haven't tried the idea, you think it's not viable? Maybe you have tried the idea... But probably tried COD/Rambo style and rammed the fuckers? LEave people to their idea's.

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22nd Infantry Regiment, 1st Brigade Combat Team
4th Infantry Division, US Army
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Old 05-24-2012, 06:28 AM   #13
L4gi
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Default Re: The Logistics Squad - BLUFOR

Dont take this the wrong way, but real life and PR have very little to do with each other. PR is a game, where gameplay>realism. Most realistic tactics are absolutely useless in PR. I mean no disrespect to you, but having 6 guys covering a logitruck in PR is absolutely useless.


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Old 05-24-2012, 07:11 AM   #14
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It's not just about covering the supply truck. This squad is to maintain the supply and routes and make sure they are up and infantry squad to come familiar with this spots.
Having two guys running around and setting up fob after fob, we will end up with five fobs nobody will defend.
Not only lose 30+ tickets because of this but also not be able to defend the routes and trucks, and no way you can sneak around with a logi. So it's better to have two working fobs and defend them, and move out when your team advances and requires new fobs.

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Old 05-24-2012, 07:55 AM   #15
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Default Re: The Logistics Squad - BLUFOR

It'd be great if you could record yourself using this strategy. Taking 4 potential infantrymen off the field is completely illogical when 2 people could fulfill the exact same task, but I could be totally wrong. I personally have found that deploying with a car in tow is significantly more wasteful, risking more tickets than necessary. Two vehicles moving have more chance to be seen, and as fact has shown in PR counter ambushing is totally impossible due to the unrealistic nature of the game itself.

Out of curiosity Viper, how long have you been playing PR for?
Quote:
Not only lose 30+ tickets
I don't think you're familiar with how ticket loss works. When a firebase is destroyed, no tickets are lost. When a flag is lost (read: totally capped by the opposing team) the team loses 30 tickets. Losing firebases, regardless of their location does not reduce tickets in any way at all.

Hypothetical: I build a FOB in the most southern compound next to the river on Kokan. There was only one entrance to the compound, and it hasn't been breached. The crate was dropped inside the building. You are proposing that it should be defended complete with assets, taking a much needed infantry squad from attacking caches, to defending. Doesn't it seem like a total waste when it can be only attacked from a very specific location if I didn't build the deployables?
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Old 05-24-2012, 08:26 AM   #16
L4gi
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Default Re: The Logistics Squad - BLUFOR

Also, it doesnt matter how many guys you have defending if the enemy gets close enough to the fob. Thsy dont even have to shoot anyone, just hide, to render the fob unspawnable.


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Old 05-24-2012, 08:33 AM   #17
[R-DEV]Rudd
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Default Re: The Logistics Squad - BLUFOR

Quote:
Originally Posted by L4gi View Post
Dont take this the wrong way, but real life and PR have very little to do with each other. PR is a game, where gameplay>realism. Most realistic tactics are absolutely useless in PR. I mean no disrespect to you, but having 6 guys covering a logitruck in PR is absolutely useless.
depends on the map, though it works ALOT better on the 128 server, taking too many men from the frontline is bad in 64.

Victory and defeat can depend on the supply chain, on maps like Fools Road, if you can't get the supplies forward then you will start dying

Lots of supplies = you can spam bullets, grenades and rockets at the enemy.

Realistic tactics work, the problem is that people misinterpret what realistic tactics mean.

e.g. staying together doesn't mean clumping together.

Quote:
Also, it doesnt matter how many guys you have defending if the enemy gets close enough to the fob. Thsy dont even have to shoot anyone, just hide, to render the fob unspawnable.
I fail to see the relevance?


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Old 05-24-2012, 12:51 PM   #18
Web_cole
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Default Re: The Logistics Squad - BLUFOR

FOBing is one of my favourite things to do in PR, and on certain maps I will take a logi truck and just build FoBs all round long, by myself. But I would never consider taking 4 or more guys for the job because its a huge waste of manpower on a 32 player team.

You should be aiming for as many boots on the ground as possible (Infantry), as it stands there are so many roles that take away from that (Transport, Mortars, Assets, Recce/Spec Ops) that having 4+ guys in a FoBing squad is excessive beyond belief.

The only exception would be on 128 players.


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Old 05-24-2012, 01:09 PM   #19
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Default Re: The Logistics Squad - BLUFOR

I think many of you have seen the Logistics Squad I am talking about as an Engineer squad.

The purpose of this squad is to, granted as quick as possible, transport supplies to a FOB, mortars, squad requesting crates, a damaged vehicle etc.

At no point did I say the squad is designed to drive a logistics truck to a location, get out and build a FOB then continue. Preferably, no members of the squad should be leaving their vehicles precisely for the safety in getting in and out as quickly as possible to minimize ticket and personnel loss.

And to satisfy your curiosity, I have been playing PR for about 2 years. I fully understand all aspects of the game and this strategy is relevant to PR as well as real life.

I'd also like to thank Salvo for supporting the idea and also for serving in the Armed Forces. Well done and many thanks.
Also thanks to nicoliani.

Finally, a team (or army for that matter) can not consist of only infantry. Where would it get? It couldn't be transported anywhere, it would have no ammunition, no FOBs, in the case of an army - no morale due to a lack of personal letters and food. Infantry on its own is hopeless, therefore you need your Armour, Helicopters, Airforce, Logistics and the like.

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Old 05-24-2012, 01:53 PM   #20
Web_cole
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Default Re: The Logistics Squad - BLUFOR

Quote:
Originally Posted by Viper_LW View Post
Finally, a team (or army for that matter) can not consist of only infantry. Where would it get? It couldn't be transported anywhere, it would have no ammunition, no FOBs, in the case of an army - no morale due to a lack of personal letters and food. Infantry on its own is hopeless, therefore you need your Armour, Helicopters, Airforce, Logistics and the like.
I never suggested a team should have no specialised roles. I said a team that is 100%, or 70% or 50% specialist roles (heavily map dependant) is going to fail. Always remember you have 32 slots, and 32 slots is nothing. Therefore you should have the minumum amount of people filling any role that it needs to run optimally.

If you can get away with 2 guys on your mortars, do it. For most maps you probably don't need more than a single trans pilot in the air on average. If you want a FOB H/K squad, 2 guys probably is not enough of an increase in effectiveness to merit the extra man, go with 1.

Boots on the ground win you games, yes the Infantry needs it logistics and its armour support, and yes that 1 guy who took out all the enemies FoBs might just have won the game for you, but if you can't win the real fight where it matters all those specialist roles are not going to mean much.

That is why its crucial to not over commit and take guys away from your Infantry, and thats why I think this idea does not work on a 32 player team.


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