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How to be a PR Squad Member. A guide.

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  • How to be a PR Squad Member. A guide.

    WELCOME TO PROJECT REALITY!

    Project Reality is a modification of Battlefield 2. The aim of this game is to generate a more realistic environment but still maintaining gameplay balance. This is achieved by weapons and gameplay tweaks and general other tweaks. Project Reality is mostly based of good teamplayers that migrated from vbf2 (Vanilla, the un-modded version of BF2).

    First, please, DO read the manual.

    This guide's aim is to teach you the things that are NOT in that manual, such as how to be a teamplayer. Know how to do what your Squad Leader tells you to. This teaches you BASIC things.


    What are you? You will most likely start as a squad member (I suggest infantryman). Your job is to follow your squad leader's orders as effectively as you can. You must always try to self-improve. For infantry kits (from medics to Heavy Anti-Tank guns), you can just ask help from your squad members or leader. To fly vehicles (aka assets), please do seak a training server. Specially concerning choppers and planes. THIS GUIDE WILL FOCUS ON TEACHING THINGS THAT YOU CAN'T DO ON TRAINING SERVERS!

    The Squad Leader: Squad Leading in Project Reality requires skills. NORMALLY your squad leader will have a good knowledge of game kits and mechanics. This by NO MEANS means he knows everything. Much the otherwise, he is learning just like you. Follow him. If you don't like him, leave the squad and join another one.

    YOUR DUTIES AS A PROJECT REALITY PLAYER:
    -Know how the deviation works.
    -Know how to drive.
    -Know what is a grenade trap.
    -Know what is a mine.
    -Know that you can't drive over mines or walk over grenade traps.
    Remember: PR players LOVE to help new guys. Just remember, follow your SLs orders and he will gladly help you out.




    Now for the real guide:
    To be an effective infantryman you need to know:
    1. Formations
    2. Forms of fire
    3. Rules of Engagement
    4. Firefight Techniques
    5. Individual Roles


    1.Formations: Though this is not used by all Squad Leaders, knowing this is always good. (NOTE: The advantages and disadvantages of each formation will be discussed in the squad leader's guide. You can check that out too!) Be advised lots of squad leaders don't know formations, so suggest them and teach them if they don't know what is it! You might get some respect points from your squad leader too!

    (NOTE: Most SLs do NOT use formation. Therefore, as a general rule, do not bunch up, as a RPG can kill you all (that DOES happen) and an AR or grenade can get you all with one burst. Remind your Squad Members to do that too! As a general rule, though, stay within nametag distance from at least 1 squad mate, and do not strafe apart more than a grid (ex. from A1 to B1 or A2) from your squad unless told otherwise/sent in flanking maneuver.)

    1.1 The Column Formation: Standard movement formation. Single file.

    DIRECTION<----1----2----3----4----5----6----

    1.2 The LINE formation: Attack/Basic ambush formation/Line of Fire. Shoulder to Shoulder.

    ------------------------------------------------1
    ------------------------------------------------2
    ----------------------------DIRECTION<----3----
    ------------------------------------------------4
    ------------------------------------------------5
    ------------------------------------------------6

    1.3 The Staggered Column formation: Bigger coverage area for movement. In streets, means each 3 people will be on a side of the road.


    DIRECTION<---1--------3--------5
    ------------------------------------------2--------4---------6

    1.4 The Arrow Formation: Good flank coverage.

    -----------------------------------------------------1
    -----------------------------------------------2
    -----------------------------------------3
    ---------------<------------DIRECTION-----4
    -----------------------------------------------------5
    -----------------------------------------------------------6

    1.5 The Vee Formation: The same as Arrow but the opposite.

    -----------------------------------------------------1
    -----------------------------------------------2
    -----------------------------------------3--------------DIRECTION-->
    -----------------------------------------------4
    -----------------------------------------------------5
    -----------------------------------------------------------6

    These are the basic formations.


    2.Forms of Fire: Basically there are 3 types of fire:

    2.1 - Effective Fire
    2.2 - Defensive Fire
    2.3 - Offensive Fire


    2.1 - Effective fire: Normally used if your squad was not detected. For this fire form, you must wait for full deviation-settle and shoot to hit. Little use of ammunition. Normally this will make the least amount of noise, if your squad leader does not request knifing.

    2.2 - Defensive fire: If your squad is receiving effective fire from the enemy, feel free to get to cover (unless told otherwise) and return fire. Return A LOT of fire to keep the enemies head down and then allow for effective fire or flanking maneuver.

    2.3 - Offensive fire: Consists of using the highest amount of firepower available. This include grenadier grenades, hand-held grenades and AT rounds. Smoke may also be used. Normally consists of the squads Machine Gunner and Grenadier/AT soldier to suppress the enemy while the 4 other squad members move in (which will move, suppress, move, suppress.... sometimes combined with leapfrog tactics).

    2.4 - Check 4.3 (Ambush)

    3. Rules of Engagement (ROE): Consists of engagement rule for insurgency games and other ocasions.

    3.1 - Civilians. Civilians are available in Project Reality Insurgency Games agains Iraqi Insurgents. Currently they dress in white, however some armed insurgents also wear white clothes. They may not be engaged, UNLESS...
    -He used his medical bag to treat someone.
    -He used a rope recently.
    -He has driven a car or used a stationary gun.
    -He used an armed insurgent kit recently.
    ALL of these conditions expire 60 seconds after the occurrence.

    3.2 - Return fire only. Do not engage enemy personell UNLESS FIRED UPON. If you are fired upon answer with defensive fire. Otherwise, do not.

    3.3 - Weapons free. Upon enemy movement/contact, call out the bearing and engage. GO FOR COVER first.

    3.4 - Weapons ready. Upon enemy movement/contact, call out the bearing, go for cover and ask Squad Leader permission to engage. If the enemy has seen you (or is even aiming at you) engage with effective fire. If there is a large number of enemies, suppress (use defensive fire) and ask squad leader for fire form (offensive or keep defensive).



    4. Firefight Techniques:

    4.1 - Retreat: Run back, suppress, run back, suppress. Only run back if someone is suppressing for you. Use the leapfrog tactic. Smokes may be deployed.

    4.2 - The Leapfrog tactic: consists of a turn based movement: while someone suppresses, you move. After you reach for cover, suppress while the others move. And so forth. May be used on normal movement when firearms are not in use.

    4.3 - Ambush: Normally consists of hiding behind some concealment and waiting for enemy visual to be estabilished. Hold your fire until squad leader commands firing. The ambush normally starts with some loud weapon firing, such as SAW or Anti-Tank rocket. Perhaps a trip-flare. The objective is to eliminate the enemy before they reach for cover. Depending on the distance all available weaponary should be used.
    OBSERVATION: DO NOT USE SMOKE IF THE AMBUSH CONSISTS OF VEHICLES (more vehicles than one AT round can handle). If you only have infantry, ask for squad leader's permission to throw smoke. That's useful if the squad needs to relocate or there are a LOT of people being ambushed. If smoked is deployed, it is normally followed by position change (while the enemies are disoriented, move to higher ground or flank. Or go for bayonetes. Ask squad leader).

    4.4 - CQC - Close Quarter Combat: Normally existant on urban areas, use your weapon of burst-mode or full-auto mode. Iron sights or Aimpoints should take point. Engage any enemies you encounter. When clearing buildings, a grenade should be tossed before going in. BE CAREFUL WITH CIVILIANS. Never spring into buildings or corners. Stay close to your buddy or buddies. Watch all directions. Don't hesitate when firing, but fire at the enemy.

    4.5 - Check your map: All the time. Keep record of friendly positions and movement. Check the map to prevent friendly fire.

    4.6 - Flanking: One of the most common firefight maneuvers, consists of a fireteam (or some selected squad members) to move around under concealment in a position from which you can engage the enemies while someone else suppresses them. Whatchout, you might run into an opposite flanking party too! So be ready to engage, but DON'T be trigger happy.)


    5. Individual Roles: A more specific section of the guide for standart and limited infantryman kits.

    This section's objective is to teach the basic roles of each kit. This does NOT teach HOW to use your equipments, but rather WHEN to use them. (NOTE: As a general rule, stick with the kit you are assigned to for the full duration of the round. If you wish to change kits, talk to your SL which will be glad to help you out. He just wants to see you enjoying the game. Remember that.)

    RIFLEMAN: The backbone of the army and your squad. Normally takes point. Aimpoints and Iron sights are prefered for CQC, while scopes and ACOGs are prefered for long range engagements. Is used for Effective, Defensive and Offensive fiire modes. Don't use your ammo bag anywhere. Ask your squad leader before using this precious equipment. Use your grenade to flush enemies out of buildings and to scare enemies that are too close.

    RIFLEMAN SPECIALIST: Is issued a grapling hook to overcome obstacles such as walls and rocks and a Breaching Slug to breach doors and gates. Remember both are loud when using, so only use under your squad leader's permission. The rifleman specialist is also issued trip flares. Use this unharmful equipment when defending compounds or towns (which your squad can't watch every entrance) or triggering off ambushes, since they are lound and smoky. REMEMBER: You can pass over trip flares and grenade traps by CRAWLING through them.

    MEDIC: One of the most important kits in the squad. Your job is normally protect your squad and heal your squad mates. Do NOT wander off alone. Depending on your squad leader you can be on a defensive or offensive roles. However you don't take point. Ever. Don't be upset: you are the bloody here. You can ask your squad leader to changer roles if you want.

    SAW GUNNER: You have one of the most lethal direct-attack guns in the game. You are able to deliver a volumous amount of lead for suppresive or lethal roles. You frequently start ambushes. Your gun makes a lot of noise. You are several times a tide-turner. YOU ARE IMPORTANT STICK WITH YOUR SQUAD!

    GRENADIER: Effective against infantry targets at long ranges. Your grenade is useful for long-range shots (up to 300 meters) and shines if you are under some kind of cover: you can bomb your enemy without them being able to hit you back. You have a great deal of lethal and suppressive fire. Feel free to use your grenades under defensive or offensive fire. Your smoke is also great to cover your squad's advance in offensive mode or smoke your squad's way out of there. When retreating, try to launch smoke on your enemie's position, so he can't engage you without being subjective to suppressive or effective fire!

    RIFLEMAN AT: You have a great weapon to take out enemy vehicles and light armors. Use that rocket wisely. However, remember: if you are attacking the enemy in offensive mode (which fire supperiority wins) don't be scared of using your LAT round on the enemy position! Some bunkers are destroyable, so blow your enemies to tid-bits! IF IN DOUBT ask your SL before using your rocket. You can always resupply your rocket from supply crates or ammo bags from riflemen.

    MARKSMAN: You are able to take out enemies in a one shot-on kill manner at medium to long ranges. Do NOT use your weapon for suppressive fire. Ever. You must always use your gun in an effective manner, otherwise you are useless.


    Well, again, welcome to Project Reality! This is a very long read, I agree, and I am not forcing you to read this. However I am sure you will learn from this.

    Thank you, and good luck!




    Feel free to contact me via Private Messaging or:
    XFire: goguapsy
    EMail: [email protected]

    Cheers!
    GoGuapsy.


    (Constructive Feedback welcome! Please comment (and rate the guide for me to get an idea on the quality of this) and I will evaluate and include your feedback into the guide. This is just a basic writing of it, perhaps it can become an integral part of the manual in the future!)

    COMING SOON: How to be a PR Squad Leader. A guide.

  • #2
    Re: How to be a PR Squad Member. A guide.

    Shame you took so much time writing that and got very little replies.
    So heres one to bump your thread! good work.

    Comment


    • #3
      Re: How to be a PR Squad Member. A guide.

      Originally posted by Pwn3ge View Post
      Shame you took so much time writing that and got very little replies.
      So heres one to bump your thread! good work.
      haha yes *very* little.

      However at realitymod.com I've got a few more replies (some encoraging heh)

      Comment


      • #4
        Re: How to be a PR Squad Member. A guide.

        Here's the condensed version:

        How to be a good Squad Member in Project Reality.

        Chapter One

        - Listen to your squad leader and follow his lead.

        THE END

        Comment


        • #5
          Re: How to be a PR Squad Member. A guide.

          How to be a jerk on the Tactical Gamer forums

          Undermine everyone's efforts

          THE END


          I'm sure the guide is much more effective to ambitious new players, but a lot of it is the same stuff that's been hashed out far too many times. However, your guide does have a very good structure, and I applaud you for your attempt.

          Comment


          • #6
            Re: How to be a PR Squad Member. A guide.

            good read. im going to send this to my father when i get him on PR the christmas.

            The 189th Infantry Brigade: Taking the 'the' out of psychotherapist since 2010.

            XFire: mrthomasking

            Comment


            • #7
              Re: How to be a PR Squad Member. A guide.

              Originally posted by Celestial1 View Post
              How to be a jerk on the Tactical Gamer forums

              Undermine everyone's efforts

              THE END


              I'm sure the guide is much more effective to ambitious new players, but a lot of it is the same stuff that's been hashed out far too many times. However, your guide does have a very good structure, and I applaud you for your attempt.
              I wasn't trying to be a jerk or undermine anyone's efforts. I was simply trying to emphasize that regardless of whatever you want to teach people about fire and maneuver, formations, or communication protocols; the cardinal rule of PR is: follow your SL. If you can do that, you're golden. Everything else will follow.

              Comment


              • #8
                Re: How to be a PR Squad Member. A guide.

                Originally posted by DiscoJedi View Post
                Here's the condensed version:

                How to be a good Squad Member in Project Reality.

                Chapter One

                - Listen to your squad leader and follow his lead.

                THE END
                This is the first rule!
                Äh - there's a second one also - but I forgot) :D




                ---------
                |TG|DarkDancer

                Comment


                • #9
                  Re: How to be a PR Squad Member. A guide.

                  I've been told the same thing about "follow your SLs orders" on realitymod.com too.

                  HOWEVUR... The aim of this guide is make good PR Squad members. Squads are much more effective when everyone knows what to do. If you they ATTACK! There are several things that can happen. Some will start shooting in full-auto. Others will only shoot what they can hit (not suppress). Others will flank all the way around without being told so. This is mainly a guide for new players and some things that some intermidiate players simply don't know yet... or forgot.

                  Comment


                  • #10
                    Re: How to be a PR Squad Member. A guide.

                    Originally posted by DiscoJedi View Post
                    I wasn't trying to be a jerk or undermine anyone's efforts. I was simply trying to emphasize that regardless of whatever you want to teach people about fire and maneuver, formations, or communication protocols; the cardinal rule of PR is: follow your SL. If you can do that, you're golden. Everything else will follow.
                    I'm just busting your chops. I forgot to add me a [/sarcasm].

                    Comment


                    • #11
                      Re: How to be a PR Squad Member. A guide.

                      Good post. Though hard to implement without practice. Good reading for any want to be Squad Leader as they can ask such things of their members. I've found that on a good few occassions I can get a very willing squad. They of course haven't read pages and pages of good advice, but they are willing to listen to me.

                      Many times this simple willingness to be a part of something organized has saved my squad's life. Especially on Urban INS maps. Never ever underestimate the cardinal rule's importance. Their is no such thing as bad soldiers, only bad leaders.

                      Comment


                      • #12
                        Re: How to be a PR Squad Member. A guide.

                        good thread, I found the formations part very useful. it would be nice if everyone were familiar with them and actually used them.Its always a problem in pr and we unfortunately find ourselves using the Column Formation which is not the ideal for most situations if a firefight developes.

                        Good job man.Keep it up.

                        Comment


                        • #13
                          Re: How to be a PR Squad Member. A guide.

                          Finally got around to reading it and I liked it. Well done on the kit part and Fire roles.

                          +1

                          Comment


                          • #14
                            Re: How to be a PR Squad Member. A guide.

                            A few things that could be worked in:

                            Medics should never be the point man. A basic rifleman kit is best.
                            Radio discipline.
                            Your squad is your primary focus, assist blues after getting SL approval or if you are in a safe area only.
                            |TG-6th|Snooggums

                            Just because everyone does something does not mean that it is right to do.

                            Comment


                            • #15
                              Re: How to be a PR Squad Member. A guide.

                              my only real rule ever is "dont be a d1ck"


                              Be mellow and you'll be good.

                              Its not the new guys who are trouble, its the guys who have been around for a while. A new guy will follow you around and listen, the older guys will do what they think is best
                              doYouEvenLuftwaffe

                              Comment

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