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  • Rifleman

    The rifleman is the standard infantry unit on the battlefield. And although his ultimate role, for which his kit is for, may be simple, he is as important as any other unit in the battlefield.
    Riflemen can take on many loads, as assault, defence, spotters, ammo-runners and so on. Each rifleman is expected to simply prove a lethal opponent to the enemy and perform his set role with compliance. There is no time to argue, you are a soldier, and you do what your leaders need you to do. They are counting on you, don't think you are just another soldier who was sent to this mess, because some General needed more bodies to throw at the enemy. You are important, realize that.

    Each rifleman is equipped with all the kit he needs. A rifle with plenty of mags, up to 9 (8 shown + 1), frag and smoke grenades, and some spare ammo. Along with his entrenching shovel, his trusty blade, a field-bandage and an incendiary grenade. You is quite equipped with the tools to accomplish many things on the battlefield.
    His second-most important tool is your rifle. There will be times in the battle when you will need to make a skilled shot to save a friendly life. So don't let down your squad and team with your crap marksmanship.

    The basis engine for Project Reality comes from Bf2, and this engine uses a deviation system to determine how accurate you will be. Deviation is just a small amount of time it takes to simulate a weapon 'settling'. Important notes to keep in mind with this system are:
    *Every time you move via W/A/S/D keys or whatever your foward/strafe and backstep keys are, you reset the deviation system. Meaning that you will have to wait for the full settle time again.
    *Moving your mouse will only effect the deviation slightly. Sometimes you may need just another second to remain still, to be accurate again after moving via the mouse.
    *Constantly shooting with many weapons will gradually degrade the deviation system. So unleashing full auto with a rifle may have you waiting for a full settle time, where as using short bursts you will have less time. You just need to pace yourself between your shots.
    *Different weapons have different settle times.
    *When going prone from another stance your settle time will go slighty higher. This is to help prevent 'prone diving'.

    You also need to know how to aim. there are 3 types of sights equipped to weapons. These are:
    *Iron sights, these are metallic sights which consist of 2 smaller sights to make the actual sight. These are ideal for close-range engagements. They do sometimes obstruct your view however. You put the target on the end-sight of the gun. Usually, the front sight is a circle (known as open sights) or two split-parts which then have the end-sight in-between them.
    Aimpoint, these are red-dot sights which consist of a single red dot. You put the target on the dot and shoot. They are less obstructing than iron sights and are ideal for close-range engagements.
    Scope, these are magnified sights ideal for engaging enemies at long ranges with effectiveness and precision. However, they lack ability to be effective in close-range combat. For some sights, you put the target where the crosses for the cross-hair meet. For other sights which use some triangular-painted sights, you need to put the target on the tip of the triangle.

    After knowing this, you should seek to know how bullets damage people. Head-shots are almost always guarenteed to knock someone down, but the ideal shot is where you aim for the torso or their 'centre-mass'. This is the larger target and is easier to hit, and you shouldn't worry about trying to score headshots unless you are a sniper or marksman, where the name of the game is: 1 shot, 1 kill. It is made that standard soldiers with body armour can take a good 2 or 3 hits to the torso (depending on caliber of the weapon). Weak or no body armour cannot withstand hits as well. All conventional forces have good body-armour for all their soldiers. However, be aware that sometimes 10 bullets will not kill an enemy, simply because the hitbox of the Bf2 engine really sucks. And although you may see the enemy flinch like they've been hit, there is a good chance the hitbox didn't register the shot as a damage hit. And the person will not be damaged. But do not let that deter you.

    Finally, be aware of how the ballistics system and bullet drop system works. in Project reality, the bullets will come out of the center of the screen, I.E. where your sights are, not your muzzle. This is the Bf2 engine fault. Also, each weapon has a 'zeroed' distance, in which the bullet will continue straight to the zeroed distance with no bullet drop. After having past that zeroed distance, the bullet will drop. As a rifleman, your rifle has a zeroed range of 300 metres. Engaging targets past 300m will mean you will have to take bullet drop into account.

    Finally, as a last reminder, there are no crosshairs. To effectively use your weapon, use the sights on it.

    This should help you become a good marksman among your fellow soldiers.
    The most important weapon a rifleman can have is his common-sense and battlefield skill. Running in the middle of a street does not demonstrate this. As a rifleman, remember that although you have a rifle you are not invincible, and you need to seek cover and concealment.
    Cover is simply an object that will protect you from bullets if they are directly hit by them. Of course, not all cover positions can stop a tank shell. Some buildings in PR are destructable and although a normal rifle will not penetrate through a buildings walls does not mean a tank shell won't. Anyhow, cover is used to protect you from enemy fire, always be aware of the nearest piece of cover is to you. And constantly seek cover even when not in battle, just to be safe. Once a firefight breaks out, it is imperative that you seek cover if you want to stay alive during the first few seconds of the engagement.
    Concealment is quite different than cover, as ideal concealment usually means grass or bushes, for example. And these can not stop a bullet, however, they may prevent the friendly getting spotted in the first place. Concealment can be used to help avoid the enemy, or to act as good ambush positions, as the enemy is less likely to spot you in concealment than in cover.
    In an engagement, you should initially search for any nearby cover, followed by concealment. If there is neither, attempt to suppress the enemy long enough to retreat out of the area. Or just hold your ground and attempt to count on luck that a bullet with your name on it isn't heading straight for you.

    Some of the lesser roles the rifleman can perform is a builder, as he has an entrenching shovel, or ammo-man. Each rifleman carries a bag of ammo which is enough to resupply one soldier to near full or a few soldiers with an extra mag or two.
    As a rifleman, as a soldier, there is no asking, only doing. Your goal is to kill the enemy and help accomplish the objective. Let the leaders sort out the tactical side of things, your job is to do what they say to the best of your ability.


  • #2
    Re: Rifleman

    Thats a great one for beginners.

    But its very funny how some beginners/recruits think they can pick w/e class they want...
    I remember in TG server in PR there were some recruits and they were on thee mic litterally crying cause they couldn't get the medic class, but then one got it and never healed team mates...
    Great Squad Leader in Project Reality

    Hello Recruit, heres your carbine, stick with it.




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