Kits of INF in falkland, :)

General discussion of the Project Reality Falklands modification.
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Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Kits of INF in falkland, :)

Post by Jolly »

Tried falkland in CIA server as a infantry, and a squad leader today, and I am sharing some of my finding.
:smile:

Since falkland is very large with it's open field and DEVs removed binoculars, long range fire is so important that if you have no long range fire, your squad probably suffer heavy lose or traped when attacking.
As a consequence, some of kits are becoming much more important than normal PR.
First of all, marksman. It's always being ignored in normal PR MAPs, cause rifleman can do most of it's jobs. When I was attacking brits flag on the central of the island with 2 men, we were halted by a sniper for mins and my medic was down, but I can not shot him beacause he is 300 yards away, hiding from us. Then I asked my men took marksman and attacked again. It's very useful when attacking, my marksman successfully supressed enemy AR, and the rest of us were able to move forward then cleared the objective.
Squad leaders, pls ask your men request a marksman, it's very helpful!

Second staff I am going to mention is not the sniper.
But hat KIT.
bazooka is very powerful againist both APC and Infary in open or buildings, since your CAS may not always give you support, bazooka is another option for you.(Still confusing about CAS, no lase, how can I let the pilot hit where I want to hit?)
Fast prepare is good enough to react to any contacts.

Last thing is rifle grenade.
Y its' so important?
Yes, It's smoke is a great thing to mark the enemy!
This tactic I had already used in PRV, and it works damned perfect!
Except some supressing Job, it cam blind enemy too!


Hope those expriences can be helpful and hope you guys can forgive my sucky english. :D


BTW, sniper is great to take out stationary target, but it takes too long to shot and really weaks during CQB.
Jolly, you such a retard.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Kits of INF in falkland, :)

Post by Pvt.LHeureux »

Yeah, it's the first time in PR that I tell my squadmembers :

"I need a medic, AR and a marksman"

Also, the grenadier kit is freaking great to mark enemies with smoke for CAS to bomb :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Kits of INF in falkland, :)

Post by 40mmrain »

Pvt.LHeureux wrote:Yeah, it's the first time in PR that I tell my squadmembers :

"I need a medic, AR and a marksman"

Also, the grenadier kit is freaking great to mark enemies with smoke for CAS to bomb :)
did they ever use launchable flares? That would be immensely useful especially at night.
pedrooo14
Posts: 88
Joined: 2012-04-02 14:57

Re: Kits of INF in falkland, :)

Post by pedrooo14 »

40mmrain wrote:did they ever use launchable flares? That would be immensely useful especially at night.
One thing that would be awesome to see is ilumination rounds for mortars, those thing where used a lot in the war. And can be used to mark targets.
Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: Kits of INF in falkland, :)

Post by Lange »

Got some good points, but I find the bazooka to be basically worthless right now due to the APC having the vision of god over a wide landscape and due to its limited range and easiness of getting spotted from hundreds of meters away with little to no way to hide and approach the APC like you often can in wooded maps or otherwise, armor domination is apparent right now. Only useful way i've found you can engage an apc is if your behind a hill or rock or something and the apc doesn't see you when approaching your position etc but chances are rare.

Definetely good point about the binos and optics, makes for some new needed strategy having only Irons on most kits.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Kits of INF in falkland, :)

Post by Rhino »

Lange wrote:Got some good points, but I find the bazooka to be basically worthless right now due to the APC having the vision of god over a wide landscape and due to its limited range and easiness of getting spotted from hundreds of meters away with little to no way to hide and approach the APC like you often can in wooded maps or otherwise, armor domination is apparent right now. Only useful way i've found you can engage an apc is if your behind a hill or rock or something and the apc doesn't see you when approaching your position etc but chances are rare.
Best thing I've found to counter the Scimitar is the A-1H Skyraider with rockets. Taken two Scimis out with it now and its 5min spawn time and close proximity to where abouts its going to be makes it the perfect weapon to take it out, only things you need to worry about is harriers and AA at San Carlos but if you fly low then you can easily avoid both and providing you have good ground intel, just spam a load of rockets at it and it doesn't have a chance :D

Although one has tried to shoot me with its 30mm cannon when I didn't get it on the first run as flying away it did little damage :p

EDIT: not excatly an infantry kit but something the infantry need to utilize from anyone flying the A-1H (and other CAS jets) to take the scimi out :D
Last edited by Rhino on 2012-10-07 02:50, edited 1 time in total.
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Lange
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Re: Kits of INF in falkland, :)

Post by Lange »

[R-DEV]Rhino wrote:Best thing I've found to counter the Scimitar is the A-1H Skyraider with rockets. Taken two Scimis out with it now and its 5min spawn time and close proximity to where abouts its going to be makes it the perfect weapon to take it out, only things you need to worry about is harriers and AA at San Carlos but if you fly low then you can easily avoid both and providing you have good ground intel, just spam a load of rockets at it and it doesn't have a chance :D

Although one has tried to shoot me with its 30mm cannon when I didn't get it on the first run as flying away it did little damage :p

EDIT: not excatly an infantry kit but something the infantry need to utilize from anyone flying the A-1H (and other CAS jets) to take the scimi out :D
Yes that is a useful way asset wise with Jet coordination, and a good point but I am hoping a little more for infantry AT and maybe a nerfing to 1982 type technology for the armor(as the modern scimi is pretty high tech deadily as it is, even in normal PR). As I understand the 1982 scimi didn't have thermal and such? No Thermal would be pretty siginificant in the Scimis effectiveness, and more accurate zoom for the cannon and relative ammo to that era that could be changed in another patch may be little things adding up but in the end makes a significant change.

However the Bazooka is just a placeholder anyway and it would be interesting to see maybe how the actual AT gun fairs differently, it could vary significantly as right now the Bazooka has little range and significant arc(find it somewhat worse or on par with a iron RPG comparitive) in Vietnam its not so bad due to the wooded areas and significant terrain variation where one does not see or engage that far anyway) whereas the final Argentina AT(forgot what it was will check the community thread) could behave and operate differently.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Kits of INF in falkland, :)

Post by Rhino »

The M20 Super Bazooka is 1/2 of a place holder, as the Argies did use it during the war and will most likley stay as the L-AT wepaon for them. The H-AT planned, can't remember what it's called thou for Argentina and, even thou a different weapon, for the Brits aren't that much different from the M20 TBH.

But the new deployable AT planned for the Argies should be much better than the SPG-9 :D

And ye, scimi dose need its thermals removed, to be replaced with a NV sight but can't do that at the moment, for a future release. Not sure on how much optical zoom it had etc thou.
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Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Kits of INF in falkland, :)

Post by Cavazos »

Where do you find rifle grenades? You need the grenadier for the smoke grenades to provide concealment while moving across the vast open plains. You can use the marksman, but I believe the sniper is better due to his GLTD available which can mark the Scimitar while Argentina. It can be difficult to get a good situation in which your M20 Bazooka can aim, wait, and fire on that Scimitar. So having the GLTD as well is helpful.

I think medic, sniper, and HAT are the first choices now followed by grenadier and automatic rifleman.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: Kits of INF in falkland, :)

Post by Jolly »

MiamiHeat87 wrote:Where do you find rifle grenades? You need the grenadier for the smoke grenades to provide concealment while moving across the vast open plains. You can use the marksman, but I believe the sniper is better due to his GLTD available which can mark the Scimitar while Argentina. It can be difficult to get a good situation in which your M20 Bazooka can aim, wait, and fire on that Scimitar. So having the GLTD as well is helpful.

I think medic, sniper, and HAT are the first choices now followed by grenadier and automatic rifleman.
Sniper is a limited kit mate. only 2 of it.
For most of squads are inf, you may not get them.
Leave them to sniper squad will be better. :D
AR is basically not that favored since it can not magnify anymore.


I prefer leave the hardest enemy to friendly with heavy fire, you can always rely on your teammate in PR, and they dont fail you most of time.(But consider of my high PING, I am willing to let the friendly take the HAT, Sniper, It's really better.)
Jolly, you such a retard.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Kits of INF in falkland, :)

Post by Pvt.LHeureux »

AR is still heavily favorited since it can put a lot of bullets downrange quickly while being deadly accurate.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Kits of INF in falkland, :)

Post by Cavazos »

True they are limited, but last time I played Falklands there were only two infantry squads! Haha.
kangaroo
Posts: 75
Joined: 2011-08-23 06:49

Re: Kits of INF in falkland, :)

Post by kangaroo »

Would it be possible to have Tow-able Artillery guns or Deployable Guns which would have Significantly longer range than mortars? Having something like that could Definitely help with the argi side struggling when their Jets keep on getting occupied. If it could fire Flares aswell would help on the Night map.
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