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#46 (permalink) | |||
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,836
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Re: Working to realize the potential of PR
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#47 (permalink) | |
![]() Join Date: Jan 2006
Location: Warren, OH
Age: 28
Posts: 2,618
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Re: Working to realize the potential of PR
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Sounds like you 1stMIP boys had a helluva time last night. I came on later last night and had a blast, even though not too many TG'ers were on. Yeah asch, you did a pretty good job CO'ing last night on Jalalabad. Except at the end when you teamkilled me, on accident of course. The funny thing about that was I hadn't died in a while and I was just on a roll. And then you came rolling up in a tank and blew me to high hell. I think you did save me right before that when someone was shooting at me behind your tank and I'm pretty sure you ran him over. Can't remember. It's a good thing the round ended right there. I would have been really pissed.....just kidding. It was really awesome to be in a groove like that killing people left and right, all the while trying to stay alive.
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#48 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
Once we start playing the insurgent maps, how will we handle the suicide tactics?
What ever it is, it should be in the small TG PRM primer that I hope will be created. Other ideas for the TG PRM primer: 1. Quatermaster kit requesting. (orderly, and stress creating specific squads) 2. how SL and CO arty strikes work 3. (Review and or more specifc from TG primer) Perhaps transport chopper disipline by saying to creat such a squad. (as opposed to one guy taking it and heading out. With a 5 min respawn that sucks hard. 4. ...
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#49 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
Thought I would recycle this thread.
Granted there is a Surge in troops thanks to the latest .5 release, but things look like they may hold for a while seeing how there are so few PR servers. I was wondering about passwording the server in hopes of A. Creating better gameplay (a more realistic approach is needed) B. Players will come to the TG website to find the password and read over our SOPs. ___ In conclusion, I believe the server should be passworded at least three times a week after a couple of weeks of recuriting.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#51 (permalink) | |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,488
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Re: Working to realize the potential of PR
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Pubbies will be impressed by good teamwork, but only if it kills them.
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Support your right to arm bears. ~Cleveland Amory I am a kind of paranoiac in reverse. I suspect people of plotting to make me happy. ~J.D. Salinger |
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#52 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
After about a month, I would like to organize weekly, that’s right weekly scrims. Possible 20:00 (east coast U.S.A. time). Friday late evening would be nice. This would allow team Euro to stay up and participate in the scrim.
__ I do not know about you guys, but I would rather play two games a week at awesome quality than 10 at low quality. __ How it works: Nearly identical to the TG vs TG scrims, therefore it will have the same layout as the others.. Here are the changes. 1. After the conclusion of the weekly scrim, a new sign up thread is made for the next week. Mostly likely, early Saturday morning. 24 hours before the scrim, those who sign up will be in the reserves. This gives the CO time to have a finite number of positions laid out for the battle. 2. The commander of the two units will be drawn randomly and a PM will be sent to them letting them now they are the CO. Example: three people want to be a CO. Who ever is regulating the scrim, whips out the old 3 sided die, assigns each person a number and rolls to see who will be the CO. Obviously, there will be two rolls because two CO slots need to be filled. Those who were CO the last week will not be randomly chosen the next week, IF multiply players wish to be COs. From there, the CO (who no one knows is the CO) draws up their plans and PM their chosen SLs. (Note: this can be as complex as they want to make it; however, remember, there is not that much time, so sticking with the fundamentals {who is sniper, what squad defends, what squad assaults, what squad will be the saboteurs, what squad will be support, etc…} is all that really is needed. Lastly, the COs will be chosen 48 hours after the start up thread begins. This gives them time throughout the week to work their strategy. 3. The two units will be set up in various fashions. a. Those who became members of the community in even months vs odd months. b. Team U.S.A. vs Team Europe/Canada/Rest of World/and Irregs if teams are still not numerically balanced (specific maps will be set up for this). For example, due to team Europe having ping handicaps, maps where a side is slighlty more favored will go to them (with time, we will know these maps.) c. Old In-house squads vs. New In-house Squads d. Random drawings. I have a 100 sided die and I am not afraid to use it. e. TG vs Project Reality team/members. f. Players West of the Mississippi vs. Players East of the Mississippi. Team Euro/rest of world will be sprinkled in where need be. (Note: Canadians in Manitoba and Nunavut providences will be on the east side.) Each scrim will have a theme. U.S. Marne Corp vs PLA/MEC/Insurgents. Or Britian vs PLA/MEC/Insurgents. Because of this, players will not switch sides. (this should help out on teamkilling). 4. The maps chosen will be high quality maps that are well respected. There will be two maps/scrim. One AAS. One extraction or special. 5. teamspeak in PR will need to be set up for two factions. Accordingly, there will need to be a command channel and a enlisted channel. As always, listening in on the other channel will result in serious discipline. ______ In conclusion, I believe this mod requires more mechanized management for it to be fully appreciated. Lastly, I am totally committed to this project, and will set up the threads, themes, and team layouts, if need be. As I wrote before, If I had to play five hours a week, I would rather it be spent optimally, rather than mediocre pick-up and play games.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html Last edited by Rick_the_new_guy; 02-12-2007 at 11:02 AM. Reason: Included 48 hours notice on who will be the CO |
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#53 (permalink) |
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Join Date: Feb 2007
Location: Slovenia
Posts: 45
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Re: Working to realize the potential of PR
I can say that I love the PR mod and didn't think it would be that cool and awesome.
I did try playing on a pub server of the new mod, but seriously, it isn't like TG and I just love playing on your server or getting into a TG squad. I do think though that we should take practical use in the SOP to make it second nature for everyone new and anyone that may forget. I will try to learn and take the leads of SL and CO at times now, and I have to get the hang of trying to communicate and use standard SOP and get it in practice, since proper discipline really take the win in the situation (take an example on the 1stMIP), There still has to be more coordination and such in a game. The CO realls is esential, if you are a strategy gamer, then that spot is for you... but you don't build buildings and make units... Try to coordinate attacks and from which side squad 1 will come and from which one squad 2, giving attack plans, and or sending recon to the fron to inspect the thing and having jet pilots there. I really can't say how organized a whole team can be with a CO. I'm new to this and can only give so little input and can't say if what I am saying would be good... but I sure know that using the SOP more and trying to teach new guys this, will show them how we act and are, and let them decide for themselves if that is their cup of tea. The ticket counts are ok so far, they are a decent size and gives a decent time of play on a map. The server still has some problems loading maps and crashing aswell. This will mostly be better with patches or updates from the Dev team of PR. I would sure want to try out the tacmod aswell sometime soon now, so I can input my info on it aswell. It surely plays differently then the PR mod. Oh yes, and for the last, I have a very important question for you TG guys. If you are playing a PR map, do you ussualy comunicate via VOIP and/or use Teamspeak together with it? A good idea would be that the commander and squad leaders are on Teamspeak and are relayed orders as the squad leader relays the orders to his team in that fashion. That way he can communicate with all squad leaders and all the other squad leaders can listen to the plan aswell, and are going together with a other squad and they can relay their attack plans together and giving eachother SITREPS at the assault or defense, stating soldier status, administrational needs. That would actually knit the whole team together. So basically: Teamspeak: CO and SL's (pilots and crewman SL's in here aswell) VOIP (ingame): all other players and SL. my not so two cent input |
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#54 (permalink) | |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Quote:
Greetings PolarisFOX, glad you are enjoying yourself. During random pick up and play, the teamspeak has two variations. 1. In-house squad members get in their channel to talk and coordinate stuff. 2. The standard PR channel is for admins and players to frequent. This channel is used mostly for communicating infractions and feedback in-between rounds. During scrims, we use a simple two channel/side system. As you said, the CO and SL would get in the one channel, while the grunts (squad members) stay in another.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#55 (permalink) |
![]() Join Date: Aug 2004
Location: Atl, GA
Age: 29
Posts: 659
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Re: Working to realize the potential of PR
This is sounding better and better the more I read it.
THIS is exactly what PRM needs. It needs this kind of C&C. With the possibility of having a scrim each week the two sides could work up some pretty awesome tactics. If they fail, well try again next week. Dedicated squads are DEFINITELY needed. That way for USMC you won't have 5 different people wanting to fly, of which 1-2 actually can. Of course this is seldom the case on TG. Great work guys.
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#56 (permalink) | |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Quote:
The awsome mod can only go so far in making great gameplay. We have to do our part If it is too taxing for the Admins, then it can be pushed down to 2 scrims/month. ___ PM the squad leaders your plans, and having them PM to their squad members is all that is needed. the reserves can take the place of squad members. __ One the word gets around (letting the PR team about this, once it starts come spring time (if it does start), I can gurantee a full roster after a couple scrims. ____ I do not know about the west side vs the east side theme. I am pretty confident that the West side are stacked with great players. Texas is loaded. Granted, I am from Virginia. J.K., it should be balanced.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#57 (permalink) | |
![]() ![]() ![]() Join Date: Sep 2005
Location: Massachusetts
Age: 43
Posts: 2,504
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Re: Working to realize the potential of PR
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The pilot(s) never placed us where we wanted to go and seemingly chose the least intelligent routes, placing us in harms way unnecessarily time after time, only to lead to mass casualties over and over again. A very frustrating experience...eventually leading us to the conclusion that we needed a dedicated chopper pilot in the squad (or better managed chopper squad) to fight effectively on this map in the future.
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|TG-22nd|Grunt ![]() "When force is necessary, it must be applied boldly, decisively, and completely. But one must know the limitations of force; one must know when to blend force with maneuver" - Leon Trotsky |
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#58 (permalink) |
![]() Join Date: Dec 2005
Location: Palo Alto, CA
Posts: 1,293
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Re: Working to realize the potential of PR
Its certainly a chore trying to herd the pubbies in the right direction. I've had several good games with great, communicative squads made up of old and new faces (and sometimes just new faces). What I tend to find (later in the evening with few TG people on) is that the games tend to degenerate into my and maybe one more squad working towards objectives, sticking together and generally playing well, and, well, the rest are for whatever reason, clustered in the rear base or airfield, playing poach the asset.
On maps like Oman WAC for example, the only way the USMC are going to get a foothold is if the commander has a good plan, and the SLs execute it with precision. I think this has the potential to be frustrating for people, but it will be sweet when it comes together. If the server is too heavily loaded with pubbies, you get no movement or progress and the team with the harder job gets totally wiped out by the defending team. I think this is both the greatest thing about the mod as well as its greatest weakness. It requires teamwork to actually have a good game on some maps. If your teamwork is weak, and the commander doesn't have a plan and co-ordinate both offence and defence well, your team has no chance at all. I guess its up to us to make that happen.
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Do or do not, there is no try.... -- Yoda, Dagobah |
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#60 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Miami, FL
Age: 38
Posts: 8,170
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Re: Working to realize the potential of PR
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The private server can be set up for you guys to get some practice in, however.
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Battlefield 2/2142 Game Officer Contact me with server/player/admin issues. ![]() ![]() ![]() ![]() -- Suits are what you wear when doing things you shouldn’t want to do anyway. FROM THE TACTICAL GAMER PRIMER. 3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine. |
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