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#21 | |
![]() Join Date: Jan 2007
United KingdomPosts: 1,923
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#22 |
![]() Join Date: Oct 2006
Location: Trondheim, Norway
Posts: 814
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-I find that a short "pep-talk" before the round starts helps give you a good squad. Just make it clear what you expect of the SMs, what your squad's role will be(Eng, Inf, Mech. Inf, Arm., etc.) and what your squad will NOT be doing. And talk alot, make the chatter going, some people are a little shy and just hearing other people talk will help them overcome that issue.
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#23 | |
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#24 | |
![]() Join Date: Apr 2007
Posts: 1,278
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![]() "The fact is, they fly like spaceships sky-high on 2 week crystal meth binge, when using a stick." —LeftSkidLow, talking about the flight model for choppers in PR |
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#25 | |
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#26 |
![]() Join Date: Dec 2006
Location: Virginia Beach
Posts: 290
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This post will refocus on supporting the CO with assets.
Tip one: If not interested in getting your team off to a good start, do not help the CO get the Support Post up on initial deployment. I know what your thinking. “The Support Post is overrated.” I agree, it is not like it allows a Support Truck to spawn, a bunker, AA, barbed wire, sandbags, and a forward operating firebase to support the team. I mean, COME ON! Tip two: In order for your CO to support your efforts on assaulting a position and generally killing the enemy, SLs need to make sure SM engis and rifleman are aware of a new concept in .6, the CO assets. In order for a Firebase to be deployed a bunker must be put down at a friendly CP. If a CO requests repair support for a location to spawn at, with a unlimited ammo, and a heavy jeep, AND a place to get a Marksman kit outside the wire, please assist the CO in making sure a bunker is built, and later the firebase. If not, ignore him/her or tell them to piss off. Furthermore, if you’re not interested in winning the game by tickets, do not help get the bunker up. Not doing so will prevent your team from adding 5 tickets every ten minutes. Also, keep in mind that if the bunker is not build, the tickets used to provide the materials for the bunker will be lost. Again, if you believe tickets are overrated for winning a battle, don’t worry about it. So the next time you see a CO trying to put a bunker up at the Main base, laugh and discuss it with your squad mates: “Why, is he/she building a bunker there, we do not need to spawn there anymore.” This will improve your reputation and increase popularity with the enlisted personnel. Tip three: I know it takes a while for supply crates to hit the ground, but if it is no too much trouble, request supply drops in friendly territory as often as possible. You see, the thing is, players can request kits from supply crates. In .6 this particular air support is readily available. So if you hear a CO letting you know the supply crates are ready, at least let them know that you refuse to saturate friendly positions with locations where ammo/ and kits can be received. This will save him/her a lot of time. Tip four: If driving an APC, and you see the CO get out, drive away quickly and immediately. Contrary to what the PR manual reads, COs do not need officer gets to function. So if he/she requests a pick up, conclude that if they wanted a ride they should have stayed in the APC, and finally end such matters with a nice page down with your keyboard. Tip Five: If playing the engineer kit, and you need a vehicle, and fast; why not take the Battalion Support tuck? I mean that is what is there for right? The rumors that it subtracts tickets to deploy and is needed for building bunkers/ firebases/ AA/ sandbags/ razor wire/, are just that rumors. Sure, we all know you can spawn in it, and sometimes COs place them in locations for a platoon (one or more squads) to have as a rally point while defending a position; and hell! Sometimes COs even use them to build bunkers after the team has secured a new CP (only so many bunkers can be placed depending upon the # CPs the team has). But by all means! Take the truck! You, like everyone else who has an engineer kit are entitled to it! Tip Six: The Firebase actually takes two shovels to build. Having only one shovel will not get the job done. The Bunker only needs one. It is recommended that your rifleman keeps an eye on the health of bunkers and the firebase while defending positions and assaulting positions. SLs, the default kit for spawning in if you’re going to get an Officer kit, or Marksman kit, your call, your call, should be engi (shovel and wrench), this will allow yourself to personally make sure the health of assets are at 100% levels. The assets when reduced to levels below 100% will erode and fall apart (can’t use). Topping them off would prevent the CO from bugging you with that silly repair icon order that he/she must keep doing because they are just trying out all the stuff on the CO screen. Never mind that it is placed right on top of a bunker or firebase. PS: In case you didn't know, I was being sarcastic*. *Homer Simpson joke. |
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(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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Last edited by Rick_the_new_guy; 08-05-2007 at 12:19 PM.
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#27 | |
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 7,034
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USMC has it on Desert Storm and on Hills of Hamyong. | |
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[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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#28 |
![]() Join Date: Dec 2006
Location: Virginia Beach
Posts: 290
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And the hits just keep coming.
Great news everyone. Perfect example of what I just wrote about. Check out this scenario: After ordering a SL from the clan PR-MED or something to build the bunker (he and the entire squad was there mind you) at the Main base, he gives me the ol page down. He explains that we need the bunker closer to the front lines and that when he and his guys have time they will get to it. Right know they need to press the fight on the front lines. I was not surprised to hear this. Never mind it takes 20 seconds for two shovels to build the bunker. On top of that the CO truck was taken during the process leaving me with out any transportation. Not too sure if it was the same squad. Just like in .4 and in .5 I have little motivation to become CO due to SLs not being team players, and for their gross ignorance. I’ll still help out COs as the XO, but I do not see myself being CO for a while. The last three days I have played as CO had been very frustrating. Devs, the CO set-up in .6 is great, not really too much you guys can do to improve it. Perhaps the public relations staff can work on educating the players. Or maybe have PR endorsed clans that are only officially recognized if they read and understand the manual. |
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(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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#29 |
![]() Join Date: Jul 2007
Location: UK
Posts: 179
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Is there any way i can put a move / attack marker at a place i cant see? i have read the guide and such and been SL often but i have never worked out a way of doing this, am i just being a noob or is there no way to do this?
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#30 | |
![]() ![]() Join Date: Jul 2007
IcelandLocation: Reykjavik
Posts: 15
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Quote:
Use your mause in Squad Screen and right click | |
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