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07-21-2008, 10:00 PM #31
Heavy defences - one way spawning
Ok this USMC on Ejod, typically the marines get wiped off the map if they lose ruins.
I load up the game and Im on a pubbing side, I recognise about 2 or 3 guys on my side with most IHS on the other side.
Very predictable what happens next, no one goes commander so I decide to play bob the builder.

This is intended to be a last refugee, not a drive through. The idea of this base is it to be heavily defensive, you must hop over the wall in order to exit, its 1 way only. Obviously you should set an rp, etc
Ideally we would have nicer bunker elsewhere but the team never had a chance so it was defending ruins from the first 5 mins.
One guy didnt understand or care for the idea and blew up the wire, bunker and himself most likely with c4. The team had to spawn at HQ then because they didnt really have RP. Shortly after we lost ruin and gas as normally happens.
It was a success for 20 mins due to an increased population at ruins purely from the spawn spam off this bunker. They should have set rp asap but theres no bypass for a decent team unfortunately
I dont believe the MEC can jump on their truck or vodnik, not sure. With hindsight I could have maybe got a spec ops kit hook up for guys to easily climb over but I think that is only temporary
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07-22-2008, 11:45 PM #32
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08-09-2008, 11:33 AM #33
Re: 1 minute tactical tips
I has one:
Dont bring a sniper/marksman into the woods... You will lose.
§Sirsolo|TG-Irr|Sirsolo since 18OCT08.
Carpe Diem


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08-09-2008, 11:46 AM #34
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08-10-2008, 01:51 PM #35
Re: 1 minute tactical tips
But if you are sitting on a hill.. then theres nothing to approach.. you dont even have a front door, let alone a back..
The problem isnt that the fighting is messy.. the problem is that the rifles are ment to be long range. There are VERY few long range spots in forests.. and most of them are shooting out of it.
§Sirsolo|TG-Irr|Sirsolo since 18OCT08.
Carpe Diem


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08-11-2008, 09:14 PM #36
Re: 1 minute tactical tips
Sitting on a hill can mean your back is covered because they can only approach you from one side.
A good position is a ledge just below the top so even if they do climb, they will still overlook you. I need to get a screenshot to show it but a sudden change in horizon can mean people will look less at their feet.
Wouldnt really apply if you had just fired a sniper rifle but still, cover can be found even in relatively open areas sometimes I think.
Anyway just posting because I thought of another small tip.
The MEC AAV is a pain in the butt to drive because the driver cannot view the direction of the hull. However if you drive it backwards you do receive this clue as to your orientation and it can save the task becoming totally awkward. The reverse speed is similar to forward
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08-18-2008, 01:51 AM #37
Blind corner on the vertical axis
REVERSE SLOPE DEFENSE
An alternative to defending on the forward slope of a hill or a ridge is to defend on a reverse slope (Figure 5-13). In such a defense, the company is deployed on terrain that is masked from enemy direct fire and ground observation by the crest of a hill. Although some units and weapons may be positioned on the forward slope, the crest, or the counterslope (a forward slope of a hill to the rear of a reverse slope), most forces are on the reverse slope. The key to this defense is control of the crest by direct fire. The MGS platoon is located on the counterslope to maximize its standoff.
a. General Considerations. These considerations generally apply when defending on a reverse slope.
(1) The crest protects the company from direct fire. This is a distinct advantage if the attacker has greater weapons range than the defender. The reverse slope defense can eliminate or reduce the standoff advantage of the attacker. It also makes enemy adjustment of his indirect fire more difficult since he cannot see his rounds impact. It keeps the enemy's second echelon from supporting his first echelon's assault.
(2) The enemy may be deceived and may advance to close contact before he discovers the defensive position. Therefore, the defender may gain the advantage of surprise.

http://www.globalsecurity.org/milita...-21-11/c05.htm
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08-23-2008, 11:55 AM #38
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08-30-2008, 05:18 PM #39
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09-01-2008, 01:09 PM #40
Re: 1 minute tactical tips
A simple tip video from Charity
http://www.wegame.com/watch/Project_...nade_tutorial/
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09-01-2008, 01:51 PM #41
Re: 1 minute tactical tips
Standing behind wall - good
Standing on Grenade - bad|TG-XV|CryWolf

Thanks for the sig Bandaid (look at how well made my avatar is!)



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09-28-2008, 03:10 PM #42
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10-08-2008, 01:05 AM #43
Medics in PR 0.8
When you are wounded & dying on the ground you are restricted to 2 calls for a medic. Each call of the medic gives them a marker on the map where your dead body is, in order that may find & revive you
If you right click on the 'give up' button it will allow you to call further times in order that they may find you over the couple of minutes the game now allows.
However if you are not revived within 30 seconds of your lethal shot then your bodybag kit will disappear. Any revival past that time will mean you return to life with whatever spawn kit you have currently selected on the kit choice screen.
medic call tip courtesy of soccer
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10-14-2008, 08:39 PM #44
Re: 1 minute tactical tips
Just a couple shots of what I reckon is decent improvised cover



Wrecks will take a full HAT hit and leave you fine behind it, because of the game engine the wreck model is often stronger then the original vehicle so even a jeep wreck is good to use
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10-25-2008, 03:58 PM #45
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