Derived From Insanity: Comprehensive Pointers to Project Reality
After playing one of the most frustrating rounds of my entire life (on Battle for Qinling, mind you), I’ve decided to create a list of prerequisites for various roles in-game. These are things all players should know; these are things all players should do. I originally posted this in the TF21 members only forums, but I have decided to post it here as well. I have become particularly frustrated with the level of gameplay on the server stemming from the top to the bottom of the totem pole- from the newest and the most experienced members. I feel these pointers can be of great value to many, many readers on these forums. and no, although I am very, very good, I do not claim to be perfect myself.
- You should know that micromanagement is not the answer.
- You should know how to talk to INDIVIDUAL SQUADS. This is done by pressing the squad number and ‘b’ (the default squad chat key). Every squad leader in the game doesn’t need to know that squad 5 has permission to wipe their ass.
- You should verify what a CAS marker or an Area Attack request is BEFORE accepting it. Everyone on the entire team checks their map to see where the marker is in hopes that it’s supplemented with (whatever it is) spotted. Good thing we just dropped a JDAM on a sniper. I’d be willing to bet I could get a Commander to drop a JDAM on himself.
- You should know what your assets do. The command post produces 5-tons, but it is visible to the enemy team. Great, thanks for placing your new command post right next to our strategic firebase.
- You should know how to effectively call in CAS. By coordinating attack markers of both squads, the air unit can effectively find the target. This should be the easy part if the target has been verified. You are also the intermediary and trouble shooter of confirmation and problems between relaying the laser.
- You should never give a Squad an objective order to a flag. First of all, it’s pretty friggin clear which flag they are attacking, so if you’re thinking of giving a squad an order to something they’re already doing, please don’t; and if you can’t infer the squad’s intentions from the move marker the squad leader has set, usually in close proximity to a specific flag, please resign.
- You should realize what the squad consists of before giving them an order. Giving a sniper squad orders to build a bunker is probably not the best use of resources – what? You’ll report me if I don’t comply even though I’m explaining our situation with you? gg commander.
- Remember, just being commander doesn’t give you expert knowledge of the battlefield and exact context of each squad’s unique situation. Maybe working on your listening skills is the best option.
As Squad Leader:
- You too should know that micromanagement is not the answer. “Okay, ‘Colorado’ Seal, you’re going to be AT this round, don’t fire without my permission, and I want you no more than 10m away from me at all times.” -> Ummm…what’s the button for middle finger?
- When you set a rally point, do it in terrain you know is relatively safe. All too often a squad does an all-out sprint to a flag dropping the rally at 101m only to notice there is an enemy squad at 90m. gg squad- meet you at main…and guess what, there isn’t any transport available.
- You should manage your squad with actively participating squad members. That sniper of yours up in A1 isn’t contributing anything to your squad /kick
- Informing commander about significant assets is as important as updating him on progress to their demise.
- Commander orders are negotiable! As stated earlier, commanders often don’t know the context of your situation. Maybe you can move out AFTER you eliminate the enemy rally you’re tracking.
- Just like the commander, you might not know the extent of the situation some of your squad members. Continually saying “I need two guys on me” progressively louder and louder isn’t going to make the tank pinning your squad down go away.
- Don’t blame your squad members for something they might not have known. “Well if one of you told me our rally went down, we wouldn’t be stuck here…” STFU.
As Squad Member:
- You should follow your squad leader because (1) he knows more about the situation on the battlefield than you do and (2) it is the only way to be effective.
- Nobody cares about how many times you’ve been ‘headshotted’. Seriously. Before you say something, ask yourself if anyone who will hear you will gain any value from what you are about to say. Chances are, the answer is no.
- Don’t ask where to spawn. If you wait 2 seconds, you’ll see a big green circle with a familiar number appear on the map. You’ve just found your answer.
- Don’t ask SL what kit he needs- ask yourself what kit the squad needs.
- Know what you’re getting into! I once had a guy ask me to set a rally in a “No Rally” squad. He had to click “No Rally” to come in. Honestly.
- sh1t flows downhill. You are the bottom of the barrel and the easiest to blame. Kill before you’re killed and we won’t have a problem.
- Just because the squad leader told you to dump him in the hottest LZ on the map doesn’t mean you have to. Guess what, you are the flying, which means YOU are the ultimate decider. ‘!reporting Seal, not dropping me close enough to my hot LZ.’ Doubtful.
- Seahawks are not invincible. I know you want them to be, but they aren't.
- Running a tank into CQB or ahead of infantry is what gets them killed. Whatever team’s tanks stay alive is the team that wins the map. Every time.
- Don’t get out. Period.
- Check your fire. That infantry squad running out in the open poses no immediate threat to you. You have time to check your map to determine friend or foe BEFORE firing. And that guy you just killed spazzing about while spamming 'negative'...yep, he was trying to tell you to stop firing, but you were too dense to get the message...
As Specialty Locked Squads (Ambush, Spec-ops/Sniper, etc.):
- Contribute something to your team
- Maintain the integrity of your squad. All too often we see 6-man Sniper squads or 6-man attkhelo. Wtf. The lock option is there for a reason.
Common Sense: Few and Far Between