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#21 |
Join Date: Aug 2009
Posts: 25
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Location: Rio de Janeiro
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#22 |
Join Date: Nov 2010
Posts: 217
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Location: Auckland
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be careful when you breach a room from two directions you may just end up team killing
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#23 | |
Join Date: Apr 2008
Posts: 32
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Thanks for these pro tips guys ill definately try these out. Its just whenever i kill people without aiming down the sights, it makes me feel like a skill less asshole lol. | |
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#24 |
Retired PR Developer
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#25 |
Join Date: Dec 2010
Posts: 31
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Location: Salford, Manchester
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It also depends on the size of the room, which in turn depends on your familiarity with the map. One of the things that detracts from the reality of PR is that most players are already familair with the map- in real warfare most soldiers are moving into any given area for the first time unless they are insurgents or guerrillas on home territory.
I'd say that the size and layout of the room can alter the need for variable tactics. For instance a second floor room connected to a stairwell with an open window has lots of oppurtunities for lobbing grenades and getting stuck on the stairs! It's not always possible to use the four corners tactics especially if you are cutting cut down in the doorway. Also I suppose some large indoor space like a hangar or warehouse could be considered a room, but naturally you won't force entry in the same way. Typically FIBUA at least in the British doctrine favours attacking buildings from the top down where possible, but obviously this is not really within the means of most general infantry. Also the top down assault usually requires a helicopter, which in urban areas is a big risk due to the ease of using hit and run AA weapons or RPGs quite easily. |
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#26 |
Join Date: Jul 2010
Posts: 36
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Top down can be accomplished with grapling hooks. Added bonus is the Speacialist also has a shotgun.
From what I've learned from watching military docs and so on (not old enough to join) and some thinking, I've got this: A) Stack up on the door: Minimum of 2 men (never breach with a single person! It's suicide) one on either side. Automatic Rifles or Bursts are closest. One is designated to toss a grenade (whoever has the scope will be given this in a 2 man breach, multiman breach whoever is not right beside). Other man breaches first, or in multiple person situation one is designated to enter first. (These can actually be assigned beforehand if you are clearing out an entire building. Thus you don't have to be constantly working this out) Having four people would be quite effective I think; two on either side of the door aiming at the sides of the room, one to chuck a grenade in, and one to go in. B) Grenade, Grenade, Grenade: Soldier designated to grenade tosses a grenade. If you know there are enemies, toss another one or even two depending on the size of the room. Two for a small room (About 3 meters by 5-6 meters) 3 for a medium room, and for a large one you should use as many as you feel necessary. If the room has windows and you can get someone in position to toss a grenade from outside try to do that as well. But be careful: A grenade tossed into a wrong window or wrong angle will result in it flying through the doorway into the hands of your teammates. Remember: You do not have to stand in a doorway to toss a grenade. Stand off to the side with an angle such that you can toss it into the room, preferably off a wall. In a small room a grenade anywhere will kill or wound anyone in the room. You can also charge the throw with the right mouse to plop it a few feet from you, then quickly back into the wall. If you are tossing several grenades don't take turns tossing, you may be killed by your buddies grenade. Preferable to toss at the same time, or if you can't, one tosses it far into the room, one tosses at an angle. C) Breach: The man who did not toss a grenade, or if he tossed the grenade first, enters and moves to a corner (whatever side he was on is the corner he goes to; if he was on the left of the doorway he goes to the left corner, if he was on the right he goes right. While he's moving fire fire fire. If you don't see a target just keep firing. If you see a target fire while you start pointing the gun at him. A large room is the only one that requires aiming. The one who last tossed moves in right behind the first breacher not firing until he has moved past the doorway. He moves into his corner and does the same as the first. REMEMBER: As soon as the grenade(s) go off you rush in. You hear the woompf and your inside shooting. D) Clear: You have breached the room, but you aren't done. Move from the corners to cover and continue into the room. If something moves, shoot it. If it moves or makes a sound again, shoot it again. If it isn't moving shoot it. (Luckily in this game there are no civilians you might shoot, so every target is a bad guy in a building that's not manned by friendlies.) E) Exit: As you saw in the *cough* breaching video, you call out that it's clear, stack up at the door, call out that your coming out, and come out. Continue until you've taken the building. If it's a large room, or large enough to sneak a grapple in, use it. If there's a breachable door and an open door you watch the open door, and breach and clear through the breachable door. If you can come from the top of the building, and preferably have two squads available, one squad breaches and clears from above, the other from the bottom. If you have armor of any kind they should lob a set number of shells in. Flashbangs are also extremely useful. Basically: You want to disorient the enemy as much as possible, and you can do that just about any way you can think of. After that it's all about overwhelming firepower; put so many bullets into a set area that you're going to hit someone if they are there. Spray and Pray :P Aiming is best if it's a long room, in a small room aiming just slows you down. |
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#27 |
Join Date: Aug 2011
Posts: 34
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If you are Opfor: Switch your ak to fully automatic and let it do what it does best.
If you are Blufor: Kill the nearest Opfor and use his ak. ![]() |
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#28 |
Join Date: Mar 2011
Posts: 1,372
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Play Kokan skirmish all the time. You'll learn.
If someone is waiting for you don't bother. And don't waste a grenade, they will just go around a corner for a second and then go back to their camping spot. If you have a full auto gun just spray whilst running at them. If unsighted run towards them, usually takes one mag, but you will kill them. Then reload and if you are confident or very fast take their kit and use their patch to heal yourself (you will have taken a shot but it's ok because it is rarely a serious one, normally just one patch is required (if it's two you will just have to take your 'personal' patch). The real danger is almost always their friend who has been in a different room. Don't use shotgun if you have full auto available. Camping is a realistic part of holding a building, and works in game and in real life (that's why there are so many destroyed buildings in COIN warzones). Don't fight them on their terms. I've killed an entire squad in a T-building because they were stupid enough to think they could kill me waiting with a PKM. Personally i've gone from being fairly bad at CQB in PR to fairly good. The truth is even if you win you will probably have taken a round, but you can use their patch and yours and you will be ok. |
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Last edited by Mikemonster; 2011-09-23 at 16:56..
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#29 |
Retired Moderator
![]() Join Date: Sep 2007
Posts: 8,383
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Location: Frankfurt (Main)
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CQB in PR is all about having a pistol. That thing almost guides the bullets into heads, seriously. I've seen officers take out entire squads with ease. SMGs are the next best thing, better deviation than machine guns and controllable on full auto.
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![]() --- currently reduced activity --- Thanks to [R-MOD]IINoddyII for the signature! _____________________________ Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends. |
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#30 |
Join Date: Mar 2011
Posts: 1,372
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Do SMG's have different deviation?
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Tags |
clearing, room |
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