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PR Tips guide - Old salts to green recruits (A work in progress)

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  • PR Tips guide - Old salts to green recruits (A work in progress)

    For some time I have been jotting down ideas, philosophies etc that occur to me when I am playing or have just finished playing PR. Call it therapy if you will. I thought I'd post them here in there somewhat raw state for anyone that cares to read them. Please feel free to deride me at your leisure!

    Getting started

    - Announce yourself on joining the squad and do a very quick mic check.

    - Hold spawn. Critical. Do not randomly spawn at a firebase or at main.

    - Wait for the SL to acknowledge you and then if not already told ask what kit the SL needs and where he would like you to spawn.

    - If your new to PR, say so, you will get help. People generally like helping new players.

    - Don't take a requestable kit without asking. They are not MW2 unlocks, they are not inherently better than the rifleman kit. They are task specific equipment. If you are not designated to carry out that specific task you may not need that specific kit.

    Movement and contact

    - Check your fire condition with your SL, are you free to fire, only to fire when fired upon etc. This is critical as half hour of cautious movement can be undone in a moment of "I have a gun and I am going to stand up and shoot it loud and proud".

    - Cover your sector. Even if your SL hasn't designated you an area to cover or a fire sector take a look around. Where are the gaps in coverage? Is your rear covered? Is someone watching East? Find an area that is not covered and watch your squad mate's backs.

    - Be disciplined on comms but don't be afraid to speak. When engaging, identify your target and confirm when it is down. This isn't bragging, this is intel. It let's your SL know which targets are eliminated in which areas and allows him to focus on the remaining threats (plus it is a bit braggy and sounds cool)!

    Relay information quickly, accurately and concisely, the Sl may have other comms ongoing. If he does not immediately acknowledge you, wait, don't assume he has not heard you or is ignoring you. Only repeat the message if the threat is immediate, as in pulling his bayonet our of your back when you are behind the SL.

    General comms guidelines

    - When the Sl is chatting freely, join in, get to know people, have a laugh. When the Sl says, "Hold Comms", "Break", "Wait one" or "Silence Earthlings" stop talking immediately, mid word if necessary. Let the SL deal with his additional comms and process the information and formulate his plan. Be patient, you will be able to chat later.

    - Mumble usage and the wandering SM. If you are in a squad, be in that squad. Do not wander off and freelance as an appendage to another squad because you can talk to them on mumble. In doing that you are leaving your actual squad a man short, worse still if you are a medic.

    - If you are running medic, realise your importance to the squad and the fact that it is not a rifleman kit with extra bandages, this ain't BC2. You literally are life and death for your squad and the difference between success and failure. You are the second most important kit in the squad, in bad times the most important. Treat the role with respect and give it 100%.

    - If you want to use a requestable kit, ask. The Sl may be able to find a use for you in that role but don't pester him about it. He isn't denying you the chance to shoot the giant rocket gun because he just wants to spoil your fun, there may be a genuine reason.

    General stuff

    - If you have a question about the plan or a particular tactic, ask, but ask at the right time.
    -If you are under fire and the SL seems preoccupied, don't be offended, it's because your SL is preoccupied with being shot at. It will hopefully pass and you can chinwag after.
    - If you have had a good round, say so. Your SL will love to hear that you enjoyed yourself and will appreciate the feedback.

    Individual attributes and key skills

    - Comms procedures

    So what particular skill sets are you looking for in squad members and what areas do you need them to focus on.
    Situational awareness - Possibly the single most important aspect. Your squad needs to be constantly observing and analysing the information in front of them to ensure they are making the most informed decisions.

    To ensure your squad has the best chance at accumulating and maintaining the highest level of situational awareness you must emphasise the following behaviours -

    - Absolute comms discipline - speak only when required, audio sign is critical in the early identification of threats. In addition this allows all squad members time to think and process information, another critical stage of the decision making process. Finally, good comms discipline allows SL’s and FT Leaders to issue orders that are heard and understood first time.

    When using comms have an agreed standard and semi shorthand. Ensure your comms are accurate and concise. Get the message to the right person at the right time and then clear the mic. Let the recipient hear the message, understand it and begin his decision making process without hindering him with further superfluous comms.

    I personally favour a semi militaristic jargon that can be understood by most users.

    Information relay - the right intel at the right time

    What information needs to be relayed then. Well obviously enemy forces need to be identified. One mistake I hear a lot of people making when identifying enemy forces is the calling ‘contact front’ instead of enemy spotted when they are not in contact. This is actually a critical error when trying to move stealthily as the correct response to contact front is to bring overwhelming firepower to bear on the point of contact. You would then either push through the contact and eliminate your opponent or begin a fighting withdrawal. Now if your point man had correctly called ‘enemy spotted, 100 m north, you would have the option to consider your options and simply avoid contact if desirable. The outcome is clearly quite different.

    When engaged squad members can state their pattern of movement to ensure the rest of the unit knows which sectors are covered. In addition they should call targets engaged and confirm kills. Confirming kills has 2 key benefits:-

    - Allows the squad to make educated assessments of how many enemy remain unaccounted for, assuming you have positively identified the size of the force prior to or at the point of contact.

    - Psychological impact, in the same way that cries of “I’m down, medic” ringing out through your squad can have a negative impact, shouts of “1 down east, 2 down front” boost the squads collective mentality and establishes a feeling of dominance. There will be evident tangible benefits to this attitude.

    Your squad must be able to think for themselves, the loss of individual initiative leads to players waiting to be told what to do, failing to react. You need a squad of individual thinkers that can follow orders, not a herd of well disciplined drones. You get no points for having 5 guys follow you about in an orderly fashion. There will be times when things go wrong, players get separated or they simply end up being the last man standing. You do not want that guy to have to be told how to react. He should know instinctively and already be planning.

    In addition you do not want to be distracting this guy with comms chatter because you are down. Let him think, let him hear, he is quite possibly the last chance you have of reviving your squad. He needs to be able to use all his senses, including his initiative. I have lost count of the number of times that I was last man standing and I’m in the process of trying to retrieve the situation when I am killed due to not being able to hear my enemy over the ‘talk of the dead’. Quite possibly the single dumbest, most selfish thing you can do in that situation and also the most counter productive.

    Remember all comms temporarily reduce the recipients audio awareness of a situation whilst being transmitted, so it’s short, to the point and accurate all the way. You do not want the enhanced situational awareness the sharing of information should bring negated by the loss of awareness that too much comms can inadvertently cause.

    Mumble and the SL channel

    Mumble has the fantastic functionality of localised comms, you can talk to other players on Mumble on your team in the local vicinity. This is a giant leap forward for the game. However it is critical that your ears are open to your squad or squad leader as a priority. Mumble should assist you to play in teamwork orientated manner, it should help you to help your team. It should not become your sole reason for getting on the server.

    - The SL Channel

    If you are not an SL you shouldn’t be in there, it boils down to that basically. Why? Because additional people in the channel will add to the ‘noise’ in channel and make the job of the other SL’s just that much harder. It doesn’t matter that you ‘will only say something when it’s important’. That is not your call. Got intel to relay, follow the chain of command. Tell your SL and he will determine if it needs to be fed up the chain, passed to the CO or marked on the map. If you are an SM it is not up to you to make that call and frankly you shouldn’t have the time to be thinking about it. What you should be doing is your job, following orders and making sure your SL is not shot in the back whilst he is on comms with the rest of the chain of command.

    This seems to be such a hard one for people to understand, I can only assume because they don’t wish to see the simple truth of the situation. It is the SL channel, the channel is set up for SL’s in this way for good reason. An SL already has multiple comms going on, he is monitoring the activity of his squad and he is trying to plan his next move within the context of CO orders/team needs. He does not need to hear one of his SM’s relaying information again in the SL channel. This is a duplication of effort that reduces the effectiveness of the squad concerned and increases the ‘noise’ in the SL channel. Think of it this way, instead of 1 person in a 6 man work detail being on the phone you have 2 people. Problem is they are both relaying the same message and one of them is supposed to be keeping a lookout.

    You as SM simply wanting to listen in, to have the latest intel is not a good reason for being there.
    You don’t need the latest intel. You don’t need to know what the armour in H3 is doing when you are a rifleman in an infantry squad. You don’t need to know the overall strategy of the team, you need to be focusing on doing your job…..period.


    In my personal opinion due to the nature of the game over emphasis on formation leads to reduced combat effectiveness. I personally view formations as mere foundations for all other aspects of small unit infantry tactics. Whilst it is key to have a solid foundation when attempting to implement new tactics you must not become ‘bound’ by the desire to have all your ducks in a line. To do so, to become obsessed by the shape of your unit, usually leads to a failure to actually implement any of the later steps that will naturally shape your unit into a cohesive yet fluid structure. By merely using formation as a base and accepting the realities of actual combat action you can focus on the more important aspects, how your unit actually functions under fire.

    Never the less there are some very standard formations that can form the basis for your squads structure when moving.

    Wooded terrain - generally I prefer a loose, staggered line formation. Good spacing whilst remaining in easy visual range is quite effective. The amount of cover provided to your opponent makes this terrain ripe for ambushes. You therefore need a bit of spacing to ensure that when your point man is bumped, ie stumbles into ‘contact front’ you are close enough to immediately bringing a decisive volume of fire to bear without losing half your squad in the first contact. A decent spacing will allow your squad to support but do so by moving to an advantageous firing position of their choosing. If they are too close together they will simply be reacting instinctively to contact, without the option of moving to flank and turn the tide of the engagement. More on this later.

    Urban - Similar rules apply, however due to the 3 dimensional nature of urban battlefields you will need to consider more staggered movement. Mutual covering of squad members movement is critical in this cover rich environment. Use of smoke is also a consideration, both cover and diversionary cover.

    Key principles of movement

    Remember the human eye tracks movement far better than stationary objects, the human mind is trained to recognise patterns. Now movement is unavoidable, so how best to fool the human eye. Use bursts of movement, pepper pot between cover. When patrolling allow a little flexibility in your squads spacing where you can. A squad moving in a wooded/jungle environment is easier to spot if moving in perfect formation, the eye tracks the movement, the brain discerns the pattern even if all the visual clues are not quite there. The mind identifies 6 shapes moving in a pattern that does not occur readily in nature and thinks enemy squad. By contrast short controlled movement, irregular patterns and irregular spacing tricks the eye and mind, irregularity is part of nature and the mind takes longer to discern a pattern.
    This pause for thought as it were buys you time, hopefully enough for you to close with your opponent and engage on your terms. Also whilst your opponent is ‘focused’ on this irregular pattern, his mind trying to ‘compute’ what he is seeing he has lost situational awareness and become ‘scope locked’. This increases the chances of your unseen squad members successfully flanking your opponent

    Immediate action drills

    Okay let’s take the scenario of a forward contact, ie your point man is ‘bumped’.

    The first thing that should happen is your point man yells “Contact front” and engages, weapon dependent full auto is preferable, the aim being to get a volume of fire on target as quickly as possible. This presents an image of a larger force, does as a much damage as possible and gets your opponents heads down. Furthermore it is the first step in your squad establishing dominance.

    Your squad should then pile towards contact, in my opinion dependent on proximity, it is generally best to hit an ambush head on and attempt to push through the contact. If your opponent is lined up in a classic ambush position, ie strung out in a daisy chain ( most commonly used) you should attempt to hit a point in the line and get amongst them, hurt them and push through. They have leveraged their early spot on you and positioned themselves to increase the size of their kill zone. You by contrast are a fairly concentrated force geographically and therefore have to use your ‘mass’ to its fullest advantage. You do this by focusing your force on a point in the line and hammering it and moving swiftly through the breach you have hopefully created.

    Turning tail and attempting to extract from a close proximity ambush will usually result in you being wiped out. Why? When your turn tail you immediately reduce the amount of guns on target and increase your opponents ability to engage you accurately without suppression or return fire.

    You do of course have more options the more distance there is between you and your ambusher.

    Long range ambush.

    The further away the ambush, the greater the range of options available to you. If possible attempt to return fire with your tail end element, use smoke and extract past your rear element. Rinse and repeat.

    Within the general counter ambush procedure you of course need your squad to think and act independently, within the framework of your common objective.


    Another fundamental mistake commonly made is the failure of players to prioritise targets and engage in an orderly fashion, in a parallel ambush situation ideally you want to be engaging your opposite number first, killing him, announcing the kill and then switching to the next target.

    Failure to suppress correctly/ failure to simply get rounds downrange

    When suppressing make sure your whole squad gets in on the act. Far too often I see people playing the waiting game and waiting for the killshot/headshot. Don’t, establish dominance first, get effective suppression on target then have one or two shooters start systemically slowing their rate of fire and selecting target for elimination with aimed shots.

    You will need to drill this over and over with your squad members. Effective suppression requires the squad being in sync. What it is not is the pointless spamming of rounds downrange aimlessly. You can’t scare people off by making a lot of noise. You must make the other squad fear that it is going to be ‘fully wiped out, medic and all’. Killing a lone infantry at range, where they can be successfully revived is not going to turn the tables in your favour. It will not send an intelligent squad into full retreat.

    Your opponents need to believe there is a real risk that their entire squad will be wiped out in short order with little chance of a revive as their position is compromised, locked down from range and shortly about to be overrun. This will hopefully result in the desired response of withdrawal of the squad or their demise, either is fine.

    You must bring all your weapons to bear, placing sustained, intense, accurate fire on your target. At medium to long range that means controlled bursts with the LMG on positively identified targets and directed suppression. For your rifleman that means sustained rapid single shots at both identified targets and likely positions.

    Likely positions - effective use of suppression and ammo conservation

    What do we mean by this, well fairly obvious really. Do not burn through your entire ammo supply with indiscriminate fire. Without adopting the opposing shooting gallery scenario as described earlier you are looking to place a volume of accurate fire on your target. One approach is to have 3-4 members of your squad suppress with steady, aimed, single shots fired in quick suppression, with 2-3 long range shooters looking to take their time and pick their shots. This means your opponents heads are down and you are less likely to start trading corpses with them. This also allows your long range shooters to gain minimum deviation and selectively eliminate the priority targets.

    Priority targets

    - LMG / AT rifleman
    - Medic
    - SL

    Eliminating any of the above effectively anchors the enemy squad to that position both psychologically and physically, they will have to try to retrieve the medic, for example, as that kit is essential, even more so now without the Rally Point. In addition each ’kill’ will allow you to increase your volume of fire on target, with less fire incoming. Your effectiveness increases exponentially with each kill and at this point you must press your advantage. A decent medic will not rush the revives and will try to arrange some degree of covering fire for the rest of his squad. This is manna from heaven as it will force the remaining enemy to expose themselves to your now withering fire. In addition the already reduced squad will have a split focus, the medic is concentrating on the revives and the remaining squad members are trying to counter suppress your suppressing force. Now is the time for your flanking Fire Team to overrun them.

    Suppressed enemy - flank assault

    The key to a successful flank assault with a small fire team is getting in to position quickly, quietly and unobserved. You must exfil your original position, from which you were suppressing the enemy, without being seen. To do this you will need your suppressing Fire Team, lets call them Alpha, to increase their volume of fire to keep up the pretense of a full squad and ideally shift firing position regularly, again ideally unseen. This too should contribute to the deception.

    So you now have FT Alpha suppressing with a high volume of accurate fire, shifting position and generally leading your opponent to believe he is still being engaged at long range by a full squad. You then lead Fire Team Bravo, your flanking assault force to a position adjacent to your target. As stated previously your objective is to get into position unnoticed. Once there ensure your Assault force maintains fire discipline until all targets are identified. Then give the order for your suppressing Fire Team (Alpha) to increase the intensity of their fire to fully focus the attention of your opponents.

    In position - applying the Coup De Grace

    I personally favour a ‘synchronised shoot’ where possible in the final take down. Let’s assume you have been able to move to within 75 - 100m of your opponent. Now ensure your assault force is ready in the firing position, assign targets adjacent to each of your shooters and clarify they have all positively identified their target. Instruct each member that they are to take down their assigned target with single shots before switching to auto/burst if preferred for the actual assault and secure. On your fire command you are looking for a simultaneous volley of single shots, hopefully it will sound close to a single shot ringing out.
    Once targets are dropped move in and clear up. Ideally there should be no need to clear the area as all targets will be down.

    The advantages of the single shot volley takedown are numerous :-

    - Surprise
    - Accuracy, reduced deviation in comparison to burst/auto
    - Reduced audio signature, less likely to draw the attention of other enemy forces in the area
    - Confusion, hard to identify an audible point of origin for the shot as each target will hear what sounds distinctly like a single shot, however for each target it will sound like it has come from a slightly different direction. Some of your targets will undoubtedly call out ‘sniper’ or ‘marksman’, further adding to the confusion of any of their surviving squad mates. This should increase the likelihood that they will be looking further afield for their opponents rather than realising you are almost upon them.

    You need to maintain strict fired discipline now, get your identified targets down and cease fire. This will reduce the likelihood of nearby enemy reinforcements getting an audio fix on your location. In addition it lets the dust settle on the carnage and allows people to get eyes on the target area and scan for previously unidentified threats and survivors. Your assault may draw attention, so cease fire, melt back into your surroundings and wait. You are now in position to ambush any patrol that has been drawn to the area. Too often I see squads do a good job eliminating an enemy squad then lose all discipline, start picking through the kits, cycling them for others etc congratulating themselves on the kills. What happens, a further enemy squad who has been radioed in hits them from the side and wipes them out, reviving their teammates. All that hard work for a 6 ticket loss.

    The Grenadier kit and the use of smoke

    For me one of the least effectively used kits. Many seem to pick the kit up and think “hey I can lob grenades further now” without really using what can be, potentially, the most effective tool in the grenadiers arsenal, the smoke round.

    There are several uses for the smoke round, masking assaults/withdrawals, obscuring the vision of long range threats, eg light machine gunners etc. This is the major advantage of the UGL, the ability to smoke your opponent rather than simply placing a narrow visual barrier right on your position.

    Let’s picture a scenario. You are ambushed by either a heavy MG or LMG in a fixed position. You have a man down in the open. The enemy is chewing up your squad and is at the effective limit of your assault rifles. Now whilst 300+ rifles shots are perfectly possible they are not easy when being suppressed by heavier weapons at range.

    What is the classic response to this scenario. Well, often your medic (due to having little other choice) will attempt to pop smoke between you and the enemy. The problem is that this is generally not that effective against high ROF weapons. Yes, the enemy’s view of the target maybe partially obscured but this merely gives them a larger kill zone to cover. With a high ROF weapon it is very easy to saturate the area with blind fire and pick up ’percentage kills’.

    With a competent grenadier you can instantly blind the threat with a smoke round dropped exactly on or in front of their position. The smoke will be thicker where you need it, i.e. right in front of the threats eyes.
    You will have to ensure the grenadier avoids the temptation to go for the kill with an explosive round. The potential for a first round kill on a HMG gunner at extreme range is low, whilst a smoke round only has to be close to the target to be effective.

    Once a couple of smoke rounds have found their mark (use an SL marker if possible) your grenadier is then free to light the target up with explosive rounds if you wish. He will have a much easier time doing so as the direct threat to him is blind.

    Remember when the threat has spotted you, smoke first then bring the explosive rounds to bear. When the threat has not spotted you its bang first and smoke after to extract.

    Armour threats - What to do

    I have discussed the issue of my squads rarely taking AT into the fight with BigGayAl recently and I will now discuss why. The obvious reason is that HAT is a limited availability kit and is usually snapped up when inappropriate. I personally would love to see this kit left in the armoury until its needed then requested from a crate or APC, used and then dropped in a secure location so it can return to the pool of available kits. This would make the kit ‘mobile’, and within the respawn constraints, available to any squad that had access to an APC or crate. The kit could effectively teleport across the map in a matter of minutes, putting the HAT wherever it is needed . Lets say I’ve got the HAT in my squad on South Bunker, Nardini reports armour near the firebase he just built in C2. I drop the HAT and Nardini just has to keep his squad in cover till it respawns in the cycle. I have done this before and I’m sure it’s not a new idea, just wish more players would do it. Not only does it make the kit available to the whole team, it drastically reduces the chances of it being stolen by the enemy.

    Another reason that I dislike taking the HAT kit in my squads is the ‘anchor’ effect. Kits like the HAT, Sniper, DMR and even the LMG effectively anchor your squad to a location. “This is a great spot for ambushing armour, hold here”, result = 6 infantry sitting in one location doing the job of 2 men or one friendly armour asset could do. Not effective or correct deployment of resources. You become a support system for the kit rather than having the kit support you. Furthermore the above kits have a massive audio signature that attracts too much attention.

    I dislike being tied to a location unless I am defending it, in other words unless I have chosen to be there for tactical reasons.

    Personally I don’t like seeing HAT in 6 man squads as a default, it is a situational kit. It should only be a default kit in a small, specialised Anti-Tank squad. Having an entire infantry squad acting as back up to the HAT kit is a waste of resources, and hurts the team.

    Enemy armour is something I leave to the rest of team generally. This is not always by choice, there is never usually a shortage of players snatching up the TOW or the HAT etc. I simply cannot afford to waste the time trying to obtain the kit and I have no desire to be subservient to it as described above. For me the 6 man Infantry squad has a purpose and it is not engaging armour. Most maps allow you to dodge armour for long enough to get your own assets in position to neutralise it. Hell I have played hide and seek with Armour for 30 minutes and survived. There will be occasions when this fails but to a degree that is not just your failure, that is your teams failure to appropriately deploy its own armour assets to counter the threat.

    I don’t think it is effective to try to be a jack of all trades squad every time, hedging your bets against every eventuality. To me you become the Swiss Army Knife Squad, jack of all trades, master of none. I’d rather be the Commando Dagger squad that is lethally effective at it’s specified role. Yes, there are times that an AT capability is desirable, so pick the kit up then, use it, drop it and refocus on being a highly mobile infantry unit.

    Sniping/Marksmanship - deployment of the urban marksman

    Before everyone face palms this is not a kit specific topic. This is more about the employment of an individual in a ‘marksman’ type role. In fact in urban enviroments the use of a marksman kit or even scoped rifleman kit is usually desireable. The sniper kit is limited in availability and it’s distinctive audio signature draws far too much unwanted attention. In addition, many urban maps offer limited scope for the use of the kit in way that mitigates the risk of losing it to your opponent. So what do we mean by ‘deploying an urban marksman’.

    One potential method is to deploy one of your better long range shooters into a fixed position in the urban enviroment as part of a 2 man team. An ideal spotter would be rifleman specialist. Let’s take Blu-For on insurgency as an example. Have your 2 man team take a roof and provide overwatch and intel whilst you hunt for the cache. Once you have cleared the area, your 2 man team can exfil their ‘hide’ site and you can move on to the next location. Having already chosen your next ‘hide’ your remaining 4 man squad can continue it’s sweep of the area.

    One advantage of a 4 man ’search’ squad is the smaller visual footprint on the ground, it’s just stealthier. Throughout your sweep you retain an eye in the sky as it were that will, hopefully, be able to provide you with effective cover fire should the need arise. They will also be able to feed you real time intelligence about the pattern of movement of your opponent and help you to simply avoid confrontation at times. Furthermore they will have an advantage in getting eyes on your opponent’s point of origin, ie hideout/cache etc.

    As stated before the scoped rifleman kit and a good shooter will suffice in most urban environments due to the following :-

    - Rate of fire
    - Ammo
    - Expected engagement ranges
    - Mobility, less likely to feel ’tied’ to a good spot and not a fish out of water whilst moving

    Urban marksmanship differs from other situations in that the one shot and move principle is not paramount. Movement in an urban environment carries it’s own risks, your opponent is generally closer and is able to move unseen on your position. You won’t have 600m of open field to see them coming.

    Therefore contrary to many pre-conceived notions urban marksmanship can be about picking the best location of a bad bunch and digging in, ensuring you have some kind of ’escape plan’ or egress route and then making your shots count when you have to engage.

    Discipline - the individuals responsibility

    Discipline, ahh, discipline. So hard to achieve, so difficult to maintain.

    In simple terms, what is your job, what are your orders.

    If you are an SM forget the big picture, focus 100% on your job. Nothing else, don’t keep checking your map, that’s a distraction. Let the SL check his map, you keep your eyes open and focused on covering him whilst he does so. What do you need the map for anyway? You won’t be deciding where the squad goes next nor do you need to know what other squads are doing.

    This is one of the biggest mistakes experienced players make, particularly those who perhaps usually lead a squad themselves (myself included). They are still focused on the Macro game, still seeking the big picture, still strategising.

    Their focus is not on their specific job within the squad (that someone else is leading) and therefore to some degree they are dooming the squad to failure, or at the very least not contributing as much as they should or can.

    Each member of the team is a cog in a larger machine. If each individual cog performs like a piece of precision engineering, carries out it’s function to the highest standard, the machine performs beautifully, like an expensive car. If however some constituent parts are not performing at 100%, perhaps because their focus is elsewhere, then the whole machine will fail.

    It is critical that at times when you would normally look at your map you are instead looking at the terrain, covering your sector and providing security. If you have ever played in a squad that has good comms discipline and great situational awareness you will understand the difference between them and a ‘regular’ squad. They will speak when necessary and hold comms without being told. They will cover their angles and pull security without being asked. They will respond to contact swiftly and decisively. They will do these things because they are focused and that focus is what gives them their edge. They will each win the little battles because they are concentrating on the sights and sounds of the battlefield and will not be caught unawares.

    Focus like this is tiring, it’s not easy to do it every round. So ask your self this, when you stay on for multiple rounds waiting, hoping, for that elusive GG, where you are not left feeling cheated or frustrated. You know the type of round, the one where you feel you have performed at the top of your game as part of a well oiled machine. Maybe next time you will play with 100% focus and maybe that 1 round will be enough that you don’t feel the need to sit through 2 more bad rounds in vain. 2-3 hours is a long time to play a game with complete focus but it is achievable and the rewards are huge. Three 2 hour rounds is a very long time to play a game badly or to end up coming away not having enjoyed the experience.

    If you made it this far congratulations you are a bona fide masochist. I hope you found something useful, maybe something that at least gave you pause for thought and possibly something that made you laugh at the old grouch! I thank you for your time. If I ever get all this mess into a more organised and manageable format I may repost it.

    Good luck out there gentlemen.

  • #2
    Re: PR Tips guide - Old salts to green recruits (A work in progress)

    Absolutely epic post! Everyone who has ever played PR or ever will needs to read this. Twice.


    • #3
      Re: PR Tips guide - Old salts to green recruits (A work in progress)

      Perhaps Wickens and Zebra can get together and make babies... Or a super duper combined player guide is good too.
      Q: How many members of Congress does it take to change a light bulb?
      A: None. There is nothing wrong with the light bulb; its conditions are improving every day. Any reports of its lack of incandescence are delusional spin from the liberal media. That light bulb has served honorably, and anything you say undermines the lighting effort. Why do you hate freedom?!?


      • #4
        Re: PR Tips guide - Old salts to green recruits (A work in progress)

        A really well written and detailed post Wicks, good on ya. I laughed out loud as well on a few of the points.


        • #5
          Re: PR Tips guide - Old salts to green recruits (A work in progress)

          I <3 Wickens

          That's all I can say....


          • #6
            Re: PR Tips guide - Old salts to green recruits (A work in progress)

            Originally posted by Ferris Bueller View Post
            Absolutely epic post! Everyone who has ever played PR or ever will needs to read this. Twice.
            I heard that!



            • #7
              Re: PR Tips guide - Old salts to green recruits (A work in progress)

              Fantastic stuff Wicks !
              A must read for everyone.



              • #8
                Re: PR Tips guide - Old salts to green recruits (A work in progress)

                Great post... I've never played PR hardly at all, but my son loves it (or, rather did). I used to play BF2, then lots of POE, 2142 and now BC2.

                I'm itching to give it PR another shot.



                • #9
                  Re: PR Tips guide - Old salts to green recruits (A work in progress)

                  Thank you Wickens.

                  Ferris is right.
                  Also, there is alot of regular players that dont even know the basic stuff of Wickens post, Im especailly thinking on the Comms/intel/information part (ingame and on mumble..)
                  They should really read this...


                  "It's feedom for everybody or freedom for nobody"" - Malcolm X




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