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| Red Orchestra - General Discussion General discussion for Red Orchestra: Ostfront 41-45 |
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#1 (permalink) |
![]() Join Date: Jun 2005
Location: Kansas City
Age: 35
Posts: 1,586
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Smoke Grenades
I'm reading through the tactics guide and it seems many of the tactics really require smoke grenade/pot concealment to be effective but there are NOT smoke grenades in-game, correct?
If not, I would think it needs to be a priority to add them since they are so crucial to squad effectiveness. Thoughts?
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#3 (permalink) | |
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Join Date: Jul 2005
Location: Scotland
Age: 20
Posts: 2,081
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Re: Smoke Grenades
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#4 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 8,273
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Re: Smoke Grenades
hmm... and if artillery can be called in... that's really effective at disorienting the enemy... each barage doesn't last too long, but if you can time it right, it's definitely long enough for you to move 30m cover to cover...
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#5 (permalink) |
![]() Join Date: Jun 2005
Location: Kansas City
Age: 35
Posts: 1,586
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Re: Smoke Grenades
Good points guys. It just threw me that it specifically mentions smoke several times yet there is no smoke available in game. I can see how it could detract in certain ways.
Covering fire definitely works for these situations because I remember playing a few days ago and being stuck behind a sand bag watching tracers fly over my head. Then all of a sudden a grenade plops down beside me. Obviously the machine gun fire kept my head down long enough for at least one soldier to get all the way to the other side of the sand bag.
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#6 (permalink) | |
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Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Smoke Grenades
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Knowing our players, I think this is the kind of tactical play we can expect on our servers every day. |
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#7 (permalink) |
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Join Date: Jun 2005
Location: Hamilton, Ontario, Canada
Posts: 648
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Re: Smoke Grenades
That's odd. I'd expect assault engineers to be able to lay smoke as required, though the average soldier certainly would not.
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#8 (permalink) |
![]() Join Date: Jun 2005
Location: Kansas City
Age: 35
Posts: 1,586
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Re: Smoke Grenades
Speaking of, I can't wait to play on OUR servers. The round time limits on the beta servers seem WAY too short. It would seem like in a TG environment it would not be out of the question to have round limits set to at least 60 minutes. On the beta servers it seems like you are sometimes abandoning tactics in order to reach objectives before the clock runs out.
I'm really learning some good stuff reading the tactics guide and I think to effectively implement these tactics takes a significant amount of time because of the caution and planned nature with which you need to move and organize.
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#9 (permalink) | |
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Join Date: Jul 2005
Location: Scotland
Age: 20
Posts: 2,081
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Re: Smoke Grenades
Quote:
For anyone that feels the blurring under fire is a bad thing, it's actually done very well.
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#10 (permalink) | |
![]() Join Date: Oct 2003
Location: Denver
Age: 38
Posts: 3,132
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Re: Smoke Grenades
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#11 (permalink) |
![]() Join Date: Feb 2006
Location: London
Posts: 37
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Re: Smoke Grenades
2 points: first is that, yes, "correct" smoke would be hard to do - but it is on the list. Secondly, hand-held smoke wasn't that common. Assault engineers MIGHT be issued it, but no guarantee. Actually, thats just an excuse
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