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Old 2009-03-04, 15:38   #11
Michael_Denmark

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Default Re: The Project Reality Commander

Thanks UntenablePosition

Can see this is your third post, so welcome to the forums of the best MOD of the year 2008.

Quote:
The English translation part just adds a little flavor
(sorry, not sure what you mean here)


Also, please if time/interest, quote the stuff you find too confusing, lame, whatever, so the text can be fine-tuned. I started to write the text in the spring of 2007 to a team i commanded, thus after all that time and work, it deserves to be fine-tuned in my opinion.

Edit: ill better save the quote.

Quote:
Originally Posted by UntenablePosition View Post
WOW
The English translation part just adds a little flavor but overall I'm stunned.
I have done some of the things you mentioned as a CO w/o realizing it but now I know how poorly I have done them.
I have only read about a quarter of the guide and already I am in way over my head, but in a pleasant way.
I look forward to finishing this and putting the lessons to use in the game.
Thank You
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Last edited by Michael_Denmark; 2009-03-04 at 16:11..
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Old 2009-03-06, 00:48   #12
UntenablePosition
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Default Re: The Project Reality Commander

The way the words are put together and some of the phrasing does not flow well in English but for me that just makes me focus on it more.
Quote:
Thus the PR battle is a fluctuating energy of multiple minor and larger engagements where every single engagement involve X unique fluid factors
The use of X, which I am taking to mean a variable throws me off sometimes, as in this passage as well.
Quote:
Your own definition of the battle will eventually be based on an X angled, flexible and fluctuating selection of factors creating, maintaining and developing your commander style.
That to me adds a little flavor, I don't know how to better describe it.

One of the elements you mention, the sub battle as pieces of music is something I am trying harder to feel.
Last light on Fools Road, Squad 5 (sorry didnt screenshot names ) turned the flag at Helo that I thought was lost while at the same time we lost Hill 179.
I felt their rythem stutter at that point but I was not ready to exploit it and we were eventually pushed back to the village.
The enemy was very good at killing my supply trucks and the distances involved to support the Helo base attack combined to make it difficult to mount a strong attack there.
We did win by 50 points but I credit that to Squad 1 and the transport squads, both armored and trucks.

We had some serious lag issues sat the end of the round but referring to your guide I told my SL that it was like rain, if it was falling on us, then it was falling on the enemy too and restricting their actions to the same degree.

I did not feel that I could really hear the "tone" of that battle but I did feel and try to control the speed of the various sub battles.
I often feel that the too much speed causes a lot of little problems that quickly add up to a lost flag and I'm still working on ways to slow people down without robbing them of that agressive spirit.

I have never played in a tourney or any pre-planned kind of engagement but the idea is enticing and frightening at the same time.
To have SL that do not have to be coaxed into doing things would be wonderful but I think the weight of command would be much heavier in that situation as well.

I have commanded many winning battles where I felt the team would have won with or without me, but I would like to think that some battles the communication and coordination that a CO provides made a difference and directly led to victory.

I would also like to say the videos in the guide are great and do provide concrete examples to work from.
I also like the idea of clips from PR battles to further explain some of the concepts in the guide like how to asses another teams strategy and how to view the battleground.
The maps of QuinLing with area names and road names are great and I would like to see more people use them.

I have only really studied the first sections of it and the parts of about overall team organization I simply don't know enough about to comment on.

I hope these comments have been useful and I will add more as I read and absorb more of the guide.
Thanks Again
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Old 2009-03-06, 17:44   #13
Michael_Denmark

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Default Re: The Project Reality Commander

Quote:
Originally Posted by UntenablePosition View Post
The way the words are put together and some of the phrasing does not flow well in English but for me that just makes me focus on it more.

The use of X, which I am taking to mean a variable throws me off sometimes, as in this passage as well.


That to me adds a little flavor, I don't know how to better describe it.

One of the elements you mention, the sub battle as pieces of music is something I am trying harder to feel.
Last light on Fools Road, Squad 5 (sorry didnt screenshot names ) turned the flag at Helo that I thought was lost while at the same time we lost Hill 179.
I felt their rythem stutter at that point but I was not ready to exploit it and we were eventually pushed back to the village.
The enemy was very good at killing my supply trucks and the distances involved to support the Helo base attack combined to make it difficult to mount a strong attack there.
We did win by 50 points but I credit that to Squad 1 and the transport squads, both armored and trucks.

We had some serious lag issues sat the end of the round but referring to your guide I told my SL that it was like rain, if it was falling on us, then it was falling on the enemy too and restricting their actions to the same degree.

I did not feel that I could really hear the "tone" of that battle but I did feel and try to control the speed of the various sub battles.
I often feel that the too much speed causes a lot of little problems that quickly add up to a lost flag and I'm still working on ways to slow people down without robbing them of that agressive spirit.

I have never played in a tourney or any pre-planned kind of engagement but the idea is enticing and frightening at the same time.
To have SL that do not have to be coaxed into doing things would be wonderful but I think the weight of command would be much heavier in that situation as well.

I have commanded many winning battles where I felt the team would have won with or without me, but I would like to think that some battles the communication and coordination that a CO provides made a difference and directly led to victory.

I would also like to say the videos in the guide are great and do provide concrete examples to work from.
I also like the idea of clips from PR battles to further explain some of the concepts in the guide like how to asses another teams strategy and how to view the battleground.
The maps of QuinLing with area names and road names are great and I would like to see more people use them.

I have only really studied the first sections of it and the parts of about overall team organization I simply don't know enough about to comment on.

I hope these comments have been useful and I will add more as I read and absorb more of the guide.
Thanks Again
Quote:
The way the words are put together and some of the phrasing does not flow well in English but for me that just makes me focus on it more.
Thanks for the reply


The text in general

Copy on the lack of flow in English and your examples too. Thanks for addressing these things. And copy on your positive feedback as well.

And yes X = value. Actually the capital X compared to the normal size x, had a specific meaning at some point in the writing phase, but I cant remember what it was any more, cause I've been writing on the text for so long time now

But when it has been completely posted, I will request language support from any native player willing to deploy time to such. Then the edit phase will be deployed and completed.


The battle situation on Fools Road

1. It can be difficult to feel the music thing - as anything else it requires training doing so. The TONE: you need to get out of the tinbox once a while and listen to the battle-noise, but in public play the Tone is probably more difficult to indicate than in the tournament.

Idea: make 2 battle-plans for fools road map. One plan must concentrate your entire team in one area only! and the other plan must spread out your entire team to all relevant flags continuously only! - Execute each plan and remember to listen to the battle sound once in a while. After both experiences ask your self if they somehow had different tones when being executed?


2. Always remember to credit squads and always remember to credit your self too.


3.
Quote:
The enemy was very good at killing my supply trucks and the distances involved to support the Helo base attack combined to make it difficult to mount a strong attack there.
So the idea or plan you had in mind, maybe had divergence or imbalance in the use of part objectives (supply dependency) and (escort/rear security)? If that's the case how can you overcome that in another battle on the same map in the same situation?


4. When the enemy in the attack looses his rhythm you need a reserve element ready to make sure you can exploit the lack of enemy momentum. Thus using your entire team in combat-operations will down/remove such an opportunity.
In this battle-case it sounds like a reserve element could have been used to not only be ready for the potential lack of enemy rhythm but also to escort your supply trucks?


All the best,
Mike
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Old 2009-03-22, 20:29   #14
{UK}Suzeran
Banned
Default Re: The Project Reality Commander

IF you like commander so much come to my thread and hel; change the game forever in a positive way the idea is gainibng strength and may be included in PR 0.9

https://www.realitymod.com/forum/f18...tml#post969728
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Old 2009-04-03, 20:51   #15
Michael_Denmark

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Default Re: The Project Reality Commander

Thanks for your invitation to your thread.

Please feel free to comment on this thread as well.
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Old 2009-04-06, 05:19   #16
Kapt. Kroon
Default Re: The Project Reality Commander

Hey Michael, thanks for making this guide ... I'm planning to go Commander-ish.
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Old 2009-04-06, 16:35   #17
Michael_Denmark

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Default Re: The Project Reality Commander

Quote:
Originally Posted by Kapt. Kroon View Post
Hey Michael, thanks for making this guide ... I'm planning to go Commander-ish.
Hi Kapt. Kroon, thanks, the guide is however not completed yet. Still have around 40+ pages and 15-20 images made on sketch level + one video snippet.

I will restart my continuation-button soon...hopefully.


Say, do I know you already-ish?
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Old 2009-06-23, 05:46   #18
LiL JRG
Default Re: The Project Reality Commander

OMG! I read the whole thing, took me about an hour. WONDERFUL GUIDE! I am gonna print this out, turn it into a bible, and pray to it while its sitting on a golden shrine!!!
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Old 2009-09-10, 00:35   #19
Michael_Denmark

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Default Re: The Project Reality Commander

Update

An author’smilestone: the CO sub-battle-section is now fully posted in its first version It will be edited and lighter stuff still remains to be added.


I would be really grateful should someone from the community already reading parts of the text, provide me with some precise negative feedback, like: this quoted part is too confusing, this quoted part is too abstract, this quoted part is really not well-written and so on.

For instance, the use of the X, is it creating more confusion than the opposite?

Negative feedback absolutly welcome
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Old 2009-09-22, 13:48   #20
wuschel
Default Re: The Project Reality Commander

You seem to have analysed SL performace for infantry sessions only. Was the any evaluation tank or IFV squad leaders?

Little has been written on the team organized usage of heavy assets.
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