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Old 01-05-2008, 11:50 PM   #16 (permalink)
 
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Re: Against the rules on fools road?

i'd call blowing up the bridge a militia tactics - and guess what ur militia o.O

i do not blow the bridge but mine the village side of it - since it is a bottleneck. ambushing enemies at the most probable location they might pass seems perfectly ok since brits should be aware of the importance of that bridge and dedicate a few guys to sweep it from mines every once in a while

maybe brits will get some aircrafts to compensate in the next version
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Old 01-06-2008, 12:51 AM   #17 (permalink)
 
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Re: Against the rules on fools road?

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Originally Posted by IRS_Agent View Post
The action was kind of natural to do because that bridge was probably the most strategic asset on the map. ...[T]he bridge is easy enough to defend from this kind of attack; one man at either end of the bridge could easily stop an enemy engineer from planting or having enough time to arm the C4. I understand this tactic is a nuisance but that is the intention; it's a tactical nuisance.
I've got to agree here. While the tanks were perhaps out of line camping the bridge, IRS_Agent was disabling an EXTREMELY important British asset. It happened to be an asset that we didn't take the time to defend. He didn't destroy a vehicle in the UCB; he was able to render ALL of them useless with a single C4 charge, and never even had to enter the base. One or two guys could have stopped it. I even went back to ambush him, but ended up getting tankety tanked to death four times over by T55s camping the intersection. Regardless, the bridge was a huge headache and it was, IMO, the key to militia victory (along w/ CO bug). I don't see anything wrong with it. IronTaxi made it a bridge, and a blowable one, for a reason.

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Old 01-06-2008, 02:17 AM   #18 (permalink)
 
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Re: Against the rules on fools road?

I was one of the ones most frustrated by this today, compounded by the fact that there were no commander assets so that base was the only place to get vehicles and supplies, period. Im sure I got annoying hounding the squads endlessly to put down RPs.

But I agree, if we couldnt stop them then it's our bad. We did have enough trouble keeping up with those two flags (hilltop and outpost) on the road that there wasnt much to spare, but in the future I would dedicate a squad to that in the same situation, as I should have. Getting a squad to do that might be a pain...

That constant bridge blowing and village action won the game. We were ahead by like 50 points almost the whole game, until we tied at around 100, and I think we lost by 80 maybe? Can't remember exactly. If we could have had a stream of reinforcements it would have been different.
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Old 01-06-2008, 02:21 AM   #19 (permalink)
 
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Re: Against the rules on fools road?

Do we have any official rulings then?
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Old 01-06-2008, 05:49 AM   #20 (permalink)
 
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Re: Against the rules on fools road?

Yeah I was a SL during this, I didn't have a problem with it, it was a good tactic.
I think the tanks camping the bridge intersection was the main problem, as it made trouble for any other squads falling back to help. An enemy squad monitoring that area, planting C4 etc is fine by me.
It was a good game none the less
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Old 01-06-2008, 06:09 AM   #21 (permalink)


 
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Re: Against the rules on fools road?

Ok...after reading all the post's, here is my opinion.

It is a strategic bridge that is essential for the Brit's, There is no other way to cross the river without it. Is it fair to blow it up? No...it is not! Granted, it is a excellent tactic, it still kind of cheap. With that being said, I think that it can be destroyed but not camped when getting repaired. I think mining it is sufficient also.

It's more or less a Gentleman's Agreement on this tactic. Go there, blow and mine the bridge and LEAVE. Do not camp it, Do not abuse it, and have some fun! The Brit's should be able to repair it fairly easily without any opposition. And if it is blown, it will also hinder the Brits in a fast assault. They would have to wait there and call for an engy!
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Old 01-06-2008, 07:05 AM   #22 (permalink)
 
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Re: Against the rules on fools road?

Brits have an advantage anyway, I think blowing the bridge is a good way to semi-counter it. Of course as long as there isn't tanks ect camping it. I would also think waiting for a tank/squad ect to cross would be something that would be done irl. The engie has to run the risk of getting killed and the bridge staying intact.
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Old 01-06-2008, 08:21 AM   #23 (permalink)
 
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Re: Against the rules on fools road?

Having the Commander Asset Bug fixed will greatly reduced what a PITA this valid tactic is.

Think of the Base bridge as another Commander asset if you will. Blowing it and running away = fine. Camping it with tanks or HAT = not fine.

In the meantime, the Brits will have to use a "Highway Patrol" Squad to get the supply lines clear.

1 APC with 2 Crewmen, 2 Combat Engineers, an Officer and a Medic should do the job....
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Old 01-06-2008, 11:13 AM   #24 (permalink)
 
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Re: Against the rules on fools road?

Quote:
Originally Posted by Dirtboy View Post
Ok...after reading all the post's, here is my opinion.

It is a strategic bridge that is essential for the Brit's, There is no other way to cross the river without it. Is it fair to blow it up? No...it is not! Granted, it is a excellent tactic, it still kind of cheap. With that being said, I think that it can be destroyed but not camped when getting repaired. I think mining it is sufficient also.

It's more or less a Gentleman's Agreement on this tactic. Go there, blow and mine the bridge and LEAVE. Do not camp it, Do not abuse it, and have some fun! The Brit's should be able to repair it fairly easily without any opposition. And if it is blown, it will also hinder the Brits in a fast assault. They would have to wait there and call for an engy!
Yep, by no means should a squad have to camp it. If you have a vehicle, and you have C4, and the bridge is up...go blow it. Then get back to some work at a flag.

Both help the team, and it doesnt get nasty
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Old 01-06-2008, 11:17 AM   #25 (permalink)
 
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Re: Against the rules on fools road?

Quote:
Originally Posted by Dirtboy View Post
Ok...after reading all the post's, here is my opinion.

It is a strategic bridge that is essential for the Brit's, There is no other way to cross the river without it. Is it fair to blow it up? No...it is not! Granted, it is a excellent tactic, it still kind of cheap. With that being said, I think that it can be destroyed but not camped when getting repaired. I think mining it is sufficient also.

It's more or less a Gentleman's Agreement on this tactic. Go there, blow and mine the bridge and LEAVE. Do not camp it, Do not abuse it, and have some fun! The Brit's should be able to repair it fairly easily without any opposition. And if it is blown, it will also hinder the Brits in a fast assault. They would have to wait there and call for an engy!
I agree with Dirt, blowing it and doing something else for a while is the most sporting way to play, but with the current rampant commander bug blowing the bridge is even more unbalancing than it would be normally.

Normally there would be a bunker and fire base at least somewhere on the rest of the map for the Brits to spawn at. With the current commander bug if the Brits don't have a building outside they will have to cross the bridge with vehicles or take an extremely long walk to the other side. I know that rally points can be set outside but HATs and snipers (which actually are useful on this map) will have to hoof it from main, while the Militia can drive without issues.

No special rule is needed but this will come up again as frustrating until the commander bug issue is patched. And of course the Militia commander can always tell people not to camp the bridge if they so choose to be more sporting.
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Old 01-06-2008, 12:02 PM   #26 (permalink)
 
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Re: Against the rules on fools road?

Actually, I think ppl are whiniong for no reason.

If this is the game I was in: heres what happened.

After the tank respawn, me and ym squad in both T72's and a BRDM, assaulted the Train Depot, warehouse and Village. Upon Capturing VIllage we locked down the bridge and destroyed 5 APC's and 4+ Command Trucks trying to cross it. At roughtly about same time, the enemy counter atatcked with a lot of infantry in mountains and AT support, and my squad pulled out to rearm and repair. This is why we didnt blow the bridge, it allowed us to engage and rip apart enemy vechiles and APC's.

Now, we let the enemy cap village whilst repleneshing ammo, and by the time the village was capped, we had a squad who was near the enmy Main Base.

After a couple mins I noticed chatter on my screena nd reasing it I saw someone moaning about base rape on TG servers. Id like to point out that its ALLOWED to attack main base if we had all the Outposts capped (like we did), and its not the squads fault that we lost village whne they allready started engaging main base.

My opinion is that someone is just whining (EDITED.) Other than that it was a great game and btw, my squad came top 5, Gold, Silver and Bronze, but im only boasting now. :P

PS: Sorry, but my keyboard has sticky keys, (veyr old keyboard) and I might of jumbled up some words, but have no time to fix since I got to get to work now.

Last edited by khaerus; 01-06-2008 at 12:16 PM. Reason: Comments of a personal nature and name-calling are NOT allowed.
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Old 01-06-2008, 12:08 PM   #27 (permalink)
 
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Re: Against the rules on fools road?

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Originally Posted by ColonelVonLugen View Post
After a couple mins I noticed chatter on my screena nd reasing it I saw someone moaning about base rape on TG servers. Id like to point out that its ALLOWED to attack main base if we had all the Outposts capped (like we did), and its not the squads fault that we lost village whne they allready started engaging main base.
It isn't the squads fault but they have to pull back as fast as possible once the other side manage to recapture or even neutralise another CP. Those are the rules, 'we were allowed to do it until 5 minutes ago' isn't a valid reason to basecamp unfortunately.
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Old 01-06-2008, 12:21 PM   #28 (permalink)
 
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Re: Against the rules on fools road?

Quote:
Originally Posted by Dirtboy View Post
Ok...after reading all the post's, here is my opinion.

It is a strategic bridge that is essential for the Brit's, There is no other way to cross the river without it. Is it fair to blow it up? No...it is not! Granted, it is a excellent tactic, it still kind of cheap. With that being said, I think that it can be destroyed but not camped when getting repaired. I think mining it is sufficient also.

It's more or less a Gentleman's Agreement on this tactic. Go there, blow and mine the bridge and LEAVE. Do not camp it, Do not abuse it, and have some fun! The Brit's should be able to repair it fairly easily without any opposition. And if it is blown, it will also hinder the Brits in a fast assault. They would have to wait there and call for an engy!
This seems fair but why not go ahead with the concept of treating it as a commander asset that is part of the UCB? Since taking down those assets is considered a stealth mission that would infer no vehicles of any kind. So the squad would be allowed to blow the bridge, stay and make sure it stays down, but would not be allowed support from any vehicles of any kind.

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Old 01-06-2008, 02:14 PM   #29 (permalink)
 
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Re: Against the rules on fools road?

Quote:
Originally Posted by ColonelVonLugen View Post
Actually, I think ppl are whiniong for no reason.

If this is the game I was in: heres what happened.

After the tank respawn, me and ym squad in both T72's and a BRDM, assaulted the Train Depot, warehouse and Village. Upon Capturing VIllage we locked down the bridge and destroyed 5 APC's and 4+ Command Trucks trying to cross it. At roughtly about same time, the enemy counter atatcked with a lot of infantry in mountains and AT support, and my squad pulled out to rearm and repair. This is why we didnt blow the bridge, it allowed us to engage and rip apart enemy vechiles and APC's.

Now, we let the enemy cap village whilst repleneshing ammo, and by the time the village was capped, we had a squad who was near the enmy Main Base.

After a couple mins I noticed chatter on my screena nd reasing it I saw someone moaning about base rape on TG servers. Id like to point out that its ALLOWED to attack main base if we had all the Outposts capped (like we did), and its not the squads fault that we lost village whne they allready started engaging main base.

My opinion is that someone is just whining (EDITED.) Other than that it was a great game and btw, my squad came top 5, Gold, Silver and Bronze, but im only boasting now. :P

PS: Sorry, but my keyboard has sticky keys, (veyr old keyboard) and I might of jumbled up some words, but have no time to fix since I got to get to work now.

Must have been a different round. As far as I remember, my team never lost village.
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Old 01-06-2008, 11:54 PM   #30 (permalink)
 
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Re: Against the rules on fools road?

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I was the person in question putting C4 on the bridge.

I swam across the river, put on the C4, and blew the bridge. The action was kind of natural to do because that bridge was probably the most strategic asset on the map. I understand how this could be abused and turn into camping, but I doubt that would happen very easily. I don't understand how this could be so hating because the bridge is easy enough to defend from this kind of attack; one man at either end of the bridge could easily stop an enemy engineer from planting or having enough time to arm the C4. I understand this tactic is a nuisance but that is the intention; it's a tactical nuisance.
You don't even need one man at either side of the bridge, just the UCB end, the end by the village is in such a wide open space you shouldn't even play FPS games if you can't hit a guy running to the bridge.
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