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07 Oct 2024, 00:00:00 (PRT)
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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification.

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Old 2022-11-09, 09:04   #1
Grump/Gump.45
Default Tactic Foundation manual. Keep players playing

The aspects of gameplay that keep people playing, dependent on the skill of the player which is dependent on what they learn, how they learn it, who from, usually somebody who takes up position of squad leader. But then this just makes them dependent on certain people for out of ordinary games maximizing use of teamwork and teamwork tactics. Every asset has a job and a logic behind it to do things at the right times, the right way for the best outcome of objective accomplishment, survival or maintaining the balanced stalemate till they find a weakness to exploit. The .50 cal Heavy Machine gun cannot safely start up the bullet storm without protection from the tanks.

Keep people playing by training them to survive for longer time periods of experiencing the fun. Down to the pointing legs to explosions, every detail a soldier could know in real life, even playing dead extends the experience. This game should be fun, learning, using different effective tactics, seeing the effects, being under the effects as the losing team at least you get to experience simulated PTSD causing incidents.

Not repeated untrained bunching up of infantry bodies, assets, FOB emplacements for explosions. Simply saying 1 man per piece of cover and 1 man hit per RPG spread formation fixes the infantry issue, then for squad leaders setting the spread of emplacements so only 1 emplacement is hurt per mortar. It becomes a repeated drain on players who don't learn well from mistakes on their own. That is why we have coaches, teachers and trainers:

Accomplish these aspects every game to keep more players. When these aspects die down we lose players we could have kept and developed themselves from the game.

1.) Epic bullet storm suppression, say to suppress area target and shoot by example. Get .50 cal machine guns set up in mortar spread like all assets should be. Always run in a line to spread out FOB assets so only one asset hurt per mortar. Grazing fire, aimed height of a man, sweep and double sweep forests, bushes, vegetation, over terrain of berms, hills or anything enemy could be behind. Suppression and shooting until you see one. Herd the enemy, control them. Maintain fire superiority.

If you set up mortars for a FOB put mortars 100-200 meters away from the FOB and other assets so if enemy mortars counter you then they just hit the mortars taking more time to hit to every other asset. Benefits of spread are many. Starting from the crate, the FOB, the logi. The mortars and the fighting positions all get separate positions so only one thing can get area attacked.

2.)1 man per piece of cover, cover to cover, in view of each other to save each other, 1 man hit per RPG

3.)Combined arms asset formations. How each asset compliments the other. Equation below, basically every vehicle.

APC + IFV + TANK + Anti-Air + Jeeps + Super FOBS TOW/AA/HMG + Logistics armor repair + Transport trucks =too much for enemy to kill. Also it can all get repairs.. All in spread formation of 1 asset hit or hurt per CAS bomb/Area attack. So 200 meter or 2 keypad spread on 4KM maps. One big booby trap for the enemy, if they try to attack with anything they die. But you have to be ready with whatever, the hardest is anti-air being manned all times.

The aspects of gameplay that make Project Reality epic are every asset and the assets being used together the most effective way it can be. Both as individuals and as part of a larger force in view of each other maximizing firepower, security, scanning with eyes, interlocking views and listening sectors. Developing the battlefield intel off sight and sound. If both teams do this it can turn very balanced into a stalemate until the assets of each side are eaten away at varying amounts. Ideally your team wants to keep everything.

Everything in the game has a trick to use, nothing is useless down to the foxhole which can absorb enemy artillery, attention, bullets, make enemy require to the decide which FOB to area attack. Foxholes can be repaired as they take damage protecting you from explosions right outside of it as long as you keep digging.

The suppression, the baiting, the positioning of armor in view of friendly ATGM TOW from FOB, the control and pressure it provides in view of infantry and objective. They must learn everything.

Players need instruction to do this, because for some reason it is not common sense to them to stay in view of each other to save each other. Using each other as bait and being bait themselves so another friendly can take out enemy. The best thing you can do under fire is survive as infantry or armor, then to keep getting shot at wasting enemy ammo, attention, keep enemy highlighting their location by shooting and wasting enemy time. 1 man inside an enemy scope view spread so only 1 man can get shots fired at him at a time, spread out that wide in view of each other to see what is happening to each other, so you can save them.

But whatever is shooting at you, doing all that baiting will be for nothing without another asset in view to save. Ideally to begin with the enemy shouldn't be able to mess with you in full strength brigade. Every asset compliments and protects the other, if you have all the armor in view of each other the enemy will not be able to know what to hit.

The anti-air protects the brigade in the objective area of operations, out to 1 KM from it. The CAS stays behind the brigade checking the friendly brigade for laze to warn the brigade and know which armor piece is being targeted so it can watch every approach. The friendly CAS is to be assisted by anything capable of anti-air, including APC/IFV which should be in view of the tanks.

Normally people run around like its just another FPS game, if one team does this they lose. If both teams do this then its just who happens to win without any real strategy or tactics, then people don't see the realism even if its like 2 sides of un-trained civilians clashing with weapons in a simulation. So it just becomes another FPS with bad graphics to them. Some might say "We don't want that type here".

You have to remind people this is the coolest game ever made, in 2005 before Call of Duty took a toxic dump on the multiplayer gaming industry giving up lone wolfer mindset players who come from years of repeated spawn, sprint, don't think, jump, prone, shoot, die x1000 repeat. Some even rage out at the repetition doing this for hours on end at visually high speeds while drinking caffeinated drinks. You can play dead, get up trees, use camouflage, many un-conventional tactics and even more conventional tactics.
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