PR Guide: Tips & Tricks
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Re: PR Guide: Tips & Tricks
Maybe you can make your ultimate guide to Ambushing and Sabotage. I think that'd be a good read. Miscellany about the less understood aspects of the game would be cool. Everyone wants to post guides on fire and maneuver and formations. Something about how to be a 2 man army that costs the enemy 150 tickets would be pretty cool I think.
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Re: PR Guide: Tips & Tricks
eheh P*Funk
Well, think it this way... There are some things that will only be as effective as they are unknown. The more you spread them, the less useful they become.
The specialization in ambushing and sabotage is something quite rare as one of the most important aspects of it is having the ultimate patience (specially in boring moments). Besides the fact that unfortunately this role is often seen as lone-wolfing with low or no teamwork. The reality is that a single soldier or a fire-team can inflict enough damage on the opponent, that will reduce their resupply, reinforcement, armor support and spawn ability on/next to the front lines.
If you look at this guide, you will see that you have quite a few tips on explosives and their deployment for max efficiency. That is often related to ambushing and sabotage. But you will need to rely on Terrain Analysis, Tactical/Strategic Analysis and Map Knowledge to become a good ambusher. And that requires alot more than reading a few lines on a guide. In the end it is all about testing and practicing.
To conclude, I will always keep something only for myself![Wink ;)](./images/smilies/icon_e_wink.gif)
Well, think it this way... There are some things that will only be as effective as they are unknown. The more you spread them, the less useful they become.
The specialization in ambushing and sabotage is something quite rare as one of the most important aspects of it is having the ultimate patience (specially in boring moments). Besides the fact that unfortunately this role is often seen as lone-wolfing with low or no teamwork. The reality is that a single soldier or a fire-team can inflict enough damage on the opponent, that will reduce their resupply, reinforcement, armor support and spawn ability on/next to the front lines.
If you look at this guide, you will see that you have quite a few tips on explosives and their deployment for max efficiency. That is often related to ambushing and sabotage. But you will need to rely on Terrain Analysis, Tactical/Strategic Analysis and Map Knowledge to become a good ambusher. And that requires alot more than reading a few lines on a guide. In the end it is all about testing and practicing.
To conclude, I will always keep something only for myself
![Wink ;)](./images/smilies/icon_e_wink.gif)
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Re: PR Guide: Tips & Tricks
True that.Onil wrote: Well, think it this way... There are some things that will only be as effective as they are unknown. The more you spread them, the less useful they become.
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Re: PR Guide: Tips & Tricks
Yay i'm famous lol
You should go and do some more videos that show everything you said as-well.![Smile :)](./images/smilies/icon_e_smile.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
You should go and do some more videos that show everything you said as-well.
![Smile :)](./images/smilies/icon_e_smile.gif)
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Get the motivation Not to give up until you Faint or Collapse
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Re: PR Guide: Tips & Tricks
it's vis major which don't want this stuff recorded - several try's ended up in bluescreens and data losses of all recorded stuffZiriix wrote:Yay i'm famous lol![]()
You should go and do some more videos that show everything you said as-well.![]()
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Curry.
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Re: PR Guide: Tips & Tricks
No shit "Silly productions" that's just like begging for problemsOnil wrote:yeah the Silly & Silly productions had some technical problems![]()
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
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Get the motivation Not to give up until you Faint or Collapse
The best way is the silent way
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Re: PR Guide: Tips & Tricks
Ok... here's another little video to inspire you to think outside the box:
Climbing Techniques are a combination of Terrain Analysis and Perfect Timing Between Jumps. It allows you to go up steep hills, accessing places where you wouldn't be able to use a hook to get to.
A Sequence of Jumps is done when the timing in between them is Perfect to the point where only the first and sometimes the last jump can be noticed. The jumps in between are not noticeable as the player appears to slide up the hill very quickly. In the video about the Use of Environment some tricks required a double jump which uses the same principle.
When watching someone do it or doing it yourself, you will understand when a sequence is being done correctly. If you see the jumps, then its not being done perfectly even if it may get you up the hill. You will also notice when you're doing a good jump or a bad jump, independently of what keys you might be pressing, you may get one of two results.
Body goes Up & Forward = Good Single Jump
Body goes Up & Backwards = Bad Single Jump
One Jump & Slide Up = Good Sequence of Jumps
To archive the best effectiveness, it is advised that you practice different sequences depending on inclination and size of the hill. The bigger the hill, the more jumps in the sequence. As a minimum, I always do a sequence of 3 jumps for small hills.
Choosing the right hills or objects to use this technique, you should analyze the inclination and find the lines and angles in the terrain. The line between the ground and the hill and the line where the inclination stops. The first one will be your Starting Line while the last one will be your Ending Line. The closer you jump to the starting line, the least jumps you will need. The more you jump after the ending line, the bigger the chances of falling back down with a Bad Jump.
You also need to find spots where lines connect to each other (triangles) and avoid them as they will prevent you from jumping in the inclination. Choose a location with only one angle of inclination for the best effectiveness.
When going down a big inclination, it is advised that you jump towards the opposite direction that you will be sliding/falling down to. That will allow you to reduce the speed and avoid loosing health.
This video might not be the best to show such tricks but it gives you an idea of how they work.
Some of you might consider this to be some type of exploit or bug but the simple fact that in real life you have the ability to grab objects and climb makes this technique as close to that reality as possible.
Enjoy and Practice![Wink ;)](./images/smilies/icon_e_wink.gif)
Climbing Techniques are a combination of Terrain Analysis and Perfect Timing Between Jumps. It allows you to go up steep hills, accessing places where you wouldn't be able to use a hook to get to.
A Sequence of Jumps is done when the timing in between them is Perfect to the point where only the first and sometimes the last jump can be noticed. The jumps in between are not noticeable as the player appears to slide up the hill very quickly. In the video about the Use of Environment some tricks required a double jump which uses the same principle.
When watching someone do it or doing it yourself, you will understand when a sequence is being done correctly. If you see the jumps, then its not being done perfectly even if it may get you up the hill. You will also notice when you're doing a good jump or a bad jump, independently of what keys you might be pressing, you may get one of two results.
Body goes Up & Forward = Good Single Jump
Body goes Up & Backwards = Bad Single Jump
One Jump & Slide Up = Good Sequence of Jumps
To archive the best effectiveness, it is advised that you practice different sequences depending on inclination and size of the hill. The bigger the hill, the more jumps in the sequence. As a minimum, I always do a sequence of 3 jumps for small hills.
Choosing the right hills or objects to use this technique, you should analyze the inclination and find the lines and angles in the terrain. The line between the ground and the hill and the line where the inclination stops. The first one will be your Starting Line while the last one will be your Ending Line. The closer you jump to the starting line, the least jumps you will need. The more you jump after the ending line, the bigger the chances of falling back down with a Bad Jump.
You also need to find spots where lines connect to each other (triangles) and avoid them as they will prevent you from jumping in the inclination. Choose a location with only one angle of inclination for the best effectiveness.
When going down a big inclination, it is advised that you jump towards the opposite direction that you will be sliding/falling down to. That will allow you to reduce the speed and avoid loosing health.
This video might not be the best to show such tricks but it gives you an idea of how they work.
Some of you might consider this to be some type of exploit or bug but the simple fact that in real life you have the ability to grab objects and climb makes this technique as close to that reality as possible.
Enjoy and Practice
![Wink ;)](./images/smilies/icon_e_wink.gif)
Last edited by Onil on 2011-11-11 13:58, edited 4 times in total.
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Re: PR Guide: Tips & Tricks
Added some more topics to the Comms Protocols list due to the latest Mumble Improvements:
* Think what you're going to say before you start transmitting! It reduces the length of Comms.
* Mumble Local Speech should only be used for Inter Squad Comms or Directional Comms when needed! Your Main Comms should be either on Voip or Squad Mumble Radio to avoid disturbing a near by squad with chatter.
* When Whispering in Mumble, make sure you Request Comms and Identify yourself (Squad Number) before transmitting. (Ex: Squad 2 to CO/Sqd7 - Then wait for the go ahead or standby for a reply).
* Only use Whisper to All Squad Leaders for extremely important information that is relevant to the whole team! Keep in mind that currently this whisper doesn't transmit to the CO.
The new PR Mumble was setup in the same way as the PR Tournament teams used Team Speak Whispers. It combines the best of two worlds by providing a better Inter-Squad Comms Structure that reduces general transmitting by integrating direct squad "frequencies".
This is an awesome addition but it is only as useful as the community using it. It requires Teamwork and Discipline to be as effective as it can be!
* Think what you're going to say before you start transmitting! It reduces the length of Comms.
* Mumble Local Speech should only be used for Inter Squad Comms or Directional Comms when needed! Your Main Comms should be either on Voip or Squad Mumble Radio to avoid disturbing a near by squad with chatter.
* When Whispering in Mumble, make sure you Request Comms and Identify yourself (Squad Number) before transmitting. (Ex: Squad 2 to CO/Sqd7 - Then wait for the go ahead or standby for a reply).
* Only use Whisper to All Squad Leaders for extremely important information that is relevant to the whole team! Keep in mind that currently this whisper doesn't transmit to the CO.
The new PR Mumble was setup in the same way as the PR Tournament teams used Team Speak Whispers. It combines the best of two worlds by providing a better Inter-Squad Comms Structure that reduces general transmitting by integrating direct squad "frequencies".
This is an awesome addition but it is only as useful as the community using it. It requires Teamwork and Discipline to be as effective as it can be!
![Image](https://dl.dropboxusercontent.com/u/17092517/PRT/Onil_C12_PR_Forum.png)
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Re: PR Guide: Tips & Tricks
The way I see it, if you want the quality of the game to improve and be more challenging, then you need to give something back to the community that pushes it in the right direction. Most people don't look for ways to improve, they reach a certain level of skill and they stop trying to improve further unless if something grabs their attention and makes them think a bit outside the box.
As I said before, I'm not gonna show everything but just enough to get the ball rolling. And it has to be something quite original or else people won't even care. Which I'm not even sure if they do.
Anyway, I guess we will see if the game-play slowly evolves into something more creative or not.
As I said before, I'm not gonna show everything but just enough to get the ball rolling. And it has to be something quite original or else people won't even care. Which I'm not even sure if they do.
Anyway, I guess we will see if the game-play slowly evolves into something more creative or not.
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Re: PR Guide: Tips & Tricks
very good guild I have read it twice already just studying the breaching and covering tactics.
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Re: PR Guide: Tips & Tricks
Yesterday I had the pleasure of seeing multiple players using the climbing techniques on Asad Khal. Of course I can't be sure if it was due to my video but I saw some players on top of the hills shown in the video (which you can only reach with the technique) and that made me happy.
I would ask these guys to give some feedback in this thread to keep it alive. That would be appreciated.
I would ask these guys to give some feedback in this thread to keep it alive. That would be appreciated.
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Re: PR Guide: Tips & Tricks
When I saw you make those jumps I was like 'WOOOOOOT?!?!'Onil wrote:Yesterday I had the pleasure of seeing multiple players using the climbing techniques on Asad Khal. Of course I can't be sure if it was due to my video but I saw some players on top of the hills shown in the video (which you can only reach with the technique) and that made me happy.
I would ask these guys to give some feedback in this thread to keep it alive. That would be appreciated.
![Razz :-P](./images/smilies/icon_razz.gif)
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Re: PR Guide: Tips & Tricks
Bumping this because it definitely needs more attention, and in my mind a sticky.
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Re: PR Guide: Tips & Tricks
Needs a bump!
Curry.
Curry.
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Re: PR Guide: Tips & Tricks
I'll do that after 1.3 as I'm sure the Devs will be including a metal detector in the Specialist's kit ![Razz :p](./images/smilies/imported_icon_razz.gif)
![Razz :p](./images/smilies/imported_icon_razz.gif)
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