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Old 11-16-2006, 08:11 PM   #1 (permalink)
Ale
 
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Early PRM 17/11 Canyon Demolition

Eh up,

Just got off after some fun rounds on Project Reality. Had the pleasure of leading good soldiers through new experiences on this mod.

Good things:

British Map:
Troublesome4u sliding down a hill on his belly gunning away and taking out 2/3 hostiles. Stylish.

Mao Valley: A tight defence; we pinned the Chinese back to the temple after initially taking the 'Blackhawk' flag from them. The abundance of foliage make for interesting fighting, you'd be more likely to smell the opponents before seeing them if you're on the deck.
Rick's suggestion to all be on one side of the flag was kind of implemented and saved alot of teamkills that happen so often on this map and in this mod. We kept the Chinese to only one flag for almost the entire round and won ~170-0

Desert Map:

We were more agressive, pushing the MEC back from the west side of the canyon by quickly overrunning the flags using Hummers and some clever sweeping. (thanks for keeping me alive fellas)
We then ran into a huge barricade that we had no means of demolishing, the MEC were pinning us back behind the mountains. 'Ayk' got out the super-c4 and we surpressed while he ran in to demolish (a lot like that orc with the bomb in the battle of helm's deep in 'the two towers' movie).

That only weakened the structure. Finally some spec-ops set 4 slams on the gate which blew it up spectacularly. We poured through to take the canyon flag.
The MEC had taken clever positions on both sides of the canyon and were devastating us with their aux-grenade launchers. They had also taken a back flag which we took back at the end, but by that time we had been bled to death. It seems this map was designed more like a race than a battle. Cool canyon though.




Bad things:

My squad was all over the place on Oman, MEC was hopping about the place and we never really got a solid hold as a team. In hindsight I should've been more aggressive against such behavious but it's be easier with a commander, hint hint. I did command myself but it makes me feel sick for some reason.

Tickets not bleeding away instantly when a team has no flags or soldiers. Ironclaw and I had to spend about 5 mins actually talking to each other instead of killing people!
I suggested that everyone kill themselves if the round is essentially over, but it's no joke, doing that would probably use up tickets faster than the bleed. But this should be fixed soon

Regardless, PRM looks promising for the future. Like tacmod, I find it much more immersive than other fps games, which is directly related to how much I'm scared to 'die'


So shout out to Ironclaw, Rick, Leech, Troublesome4u, ayk, Gahlas and all the other good soldiers I had the pleasure of playing with!

Ale
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Old 11-16-2006, 09:20 PM   #2 (permalink)
 
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Re: Early PRM 17/11 Canyon Demolition

Yeah, good write up. Well done. And great Squad leading. The English Accent really improved my confidense for some reason.

Motivated and team work squad members were abound. Good working with you'all.

Yeah Ale,
Rocksteady and BeBop were on the Corp carrer giving out autographs after you left. You just missed them. lol.

On a differnt note:
The team kills are sick sick terrible guys.

Line formation that involves the squad persennel standing shoulder to shoulder but spread out looking in one direction (of enemy flag) is a great defesne.
Also, telling your location and evelvation is important. I nearly had a team kill, but fellow squad member beat me to it. Squad member had the high ground on the Canyon and we did not know it. One of my bullets did him in though, sorry chief.

No worries, though, we are all learning and I for one am having a lot of fun.
Squad leaders and CO will need to dress and cover the dots on the HUD.

After Ale left, Ironclaw took command at..... at.. the map were the Corp must attack the MEC mainland and you can only spawn at one flag.

The Corp did ok. even though we lost, and Ironclaw did a great job IMO.

We spend a lot of time at park defending and attacking and putting some pressure on Mosque. Great camplay.

The Wetlands were next and that was fun also.

IronClaw's squad defended the west area of the iland where we got some gunship and a lot of boat kills.

Later we charged the Central Iland and I made for the Tank and blew it all to hell with my Big Ol C4. Died seconds after I blew it. Love the Combat engineer nonurban.

Hint: Engineer can put down up to 8 mines if resupplied.

Aftar the team lost factory we were getting pressed badly. Now that is an agressive enemy.

IronClaw put in a arty strike on their position and this kid, Fox, saw it happen.

Still have not seen one of those things up close. Wet and Wild splash damage! lol.

It was fun to hear him over voip doing a free style body count. "Cool, their kits are all over the place."
Sounds like a lot to me.

After that, good spotting allowed us to start to clean the hill side. I got real lucky and got maybe four tangos. Their assault died there after the rest of the squad moped them up. Nearly was teamkilled during the process. lol.

Again, great gamplay and teamwork.
I think it would be cool if the corpses stayed around for a while like in Tac Mod, so we can get a good body count. Granted most arty strikes would vaporize the human.

Throughout most of the night
We had some issues with squad members talking about relivant stuff but at the wrong times.


A. The squad leader is talking. Do your best to be silent unless a true emergency happens.

B. Discussing tactics and objectives is great, but not while the area is hot and precise communication is needed for survival.

Love the enthusiasm, but less is best.

However, if a tango is coming on the SL while he/she is telling you about how they got their first Silver Star, then interupt them.

Excellent action.

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issues about the Mod

Rifleman: I volunterred here a lot to try it out. Resupply, way too long IMO.

I believe TGs Tac Mod has a good system. Through a bag down and every twenty seconds it comes back. You can also stand next to someone and resupply instead of throwing it down.
Maybe have the bag respawn on the Rifleman every 30 seconds.

In conclusion, do not like the ammo resupply set up.

That really is my only true dislike.
I also have issues with the UCBs being now capturable.

With the next patch the name tags should appear farther away. I like the set up now, but PR has already announced they are going to chagne it.

Cheers.
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Last edited by Rick_the_new_guy; 11-16-2006 at 11:19 PM.
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Old 11-16-2006, 10:38 PM   #3 (permalink)
 
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Re: Early PRM 17/11 Canyon Demolition

A pretty realistic thing happned at Mao Valley, but then I blew it and got arcade like.

After we capped our flag, I head south and set up as a trail wathcer.

The grass is sick high and I heard movment and then see a PLA warrior go by, like 8 feet from me, I immediatly hit the dirt and alert the squad.

I was worried that he was a point man for a full squad, so I stayed low for a while. After no one followed him I begain the stalk. I shot him about 40 meters away and could not tell if he was done for or not. In stead of checking for a body, I waited a while and checked my score. I had one kill.

Not very good role playing on my part, but I did not want to lose my position.

I like how in TGs Tac Mod you do not know how many players you kill.

It would be tight to see how many kills and deaths you have AFTER the match.

That way you can say, Ohh man!! i knew i got that transport chopper, my kills are way higher than expected.

I'll just need to stay disiplined and next time and check for a body in order to role play to the extreme!!! lol.

the mod rules.
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Last edited by Rick_the_new_guy; 11-16-2006 at 11:21 PM.
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Old 11-16-2006, 11:11 PM   #4 (permalink)
 
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Re: Early PRM 17/11 Canyon Demolition

One thing I noticed at the Park (a random flag location)

Players in other squads were not moving in onthe flag when it was white.

I would walk past them and as they held their ground outside the orb.

I believe it is because they are not used to our bleed mechanics on TG.

I'll need to start explaining the importance of keeping the flags in our teams hands better.
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(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
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Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
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Old 11-17-2006, 07:53 AM   #5 (permalink)
 
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Re: Early PRM 17/11 Canyon Demolition

I noticed that on the Wetlands, not one player defended the flag orb. As in when the stats show most flag defends N/A showed up.

I have never seen this before.

Could have been just by chance.

Could have been that when the MECS won a flag, they never gave it up and defended well, and the Corp did not defend the flag at all and gave them up easy.

I'll need to have more data to see if a trend is here.

But for right now, I am leaning toward that it was the open ground and assaulting is difficult if not done well in the mod.

But the cool thing is the actoin was taking place away from the flag and its orb, that is what I like to see big time.
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Old 11-17-2006, 08:21 AM   #6 (permalink)
 
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Re: Early PRM 17/11 Canyon Demolition

Hi Rick

Yeah it`s been awhile since I SL and I could have done a better job.
We did have a chatty squad last nite which I really like but it at times became overload especially when I was trying to give orders or talk to the CO.
I took way to long to call that arty but the real credit goes to the squad for fixing them long enough to have been appparantly effective.
Oh and I need to apologize for all the tks and I find that unacceptable and will work on my iff skills.
Props to Ale and to all the guys in the squad last nite it was fun.

IronClaw
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