PR Loading Screen Tip Suggestion Thread

Suggestions from our community members for PR:BF2. Read the stickies before posting.
agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: PR Loading Screen Tip Suggestion Thread

Post by agus92 »

doop-de-doo wrote:That doesn't work.

Co-pilots:

SHIFT + "E" activates TV guided bombs. They are a little buggy though.

I suspect that activates free falling copilots as well.
agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: PR Loading Screen Tip Suggestion Thread

Post by agus92 »

A serious one is the deviation indicator. I had to teach that one a lot.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: PR Loading Screen Tip Suggestion Thread

Post by Rabbit »

doop-de-doo wrote:That doesn't work.
Image
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AfSoccer "I just don't see the natural talent."
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: PR Loading Screen Tip Suggestion Thread

Post by doop-de-doo »

When using the TOW weapons system, enlist a friend to keep you re-armed and request smoke cover. It could save your life.

:evil: B4TM4N :evil:
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

These Tips are my personal standing orders derived from Squad v12 and Project Reality 1.5 teamwork playlist for training. Look it up and save it on YouTube. They can be used as orders. You may have seen them in the in-game chat with me as commander or as squad leader before or heard one of my after game lectures.

-To avoid getting killed by CAS get under overhead cover such as trees, buildings, bushes, sheds, tall grass. Police up cover and exposure of nearby friendlies to prevent them from drawing CAS fire to your area. Move with vehicles or on foot from overhead cover to over head cover 1-3 seconds or less to avoid being seen.

-When attacking but not in contact take extra care to avoid exposing yourself, keep watch for enemy close and far but avoid over exposing yourself. Be eye level with your cover and target zones, use camouflage by peeking through foliage.

-Always divide the fire and attention of the enemy before, during and after a firefight. Don't bunch up, spread out far enough away so that you are not sharing any possible incoming explosive impact angles with friendlies.

-When using smoke do not throw it directly on your position or on bodies that need to be revived. Throw smoke between you and where the enemy could possibly be if you don't know, throw smoke where there already isn't cover to fill in danger gaps.

-To effectively use camouflage as a unit don't stick out your body or weapon, peek through the leaves like camouflage netting, move the least amount behind foliage to get clear picture of target zone. Police up each others camouflage to avoid being compromised, let someone know if they are sticking out. Enemy should run right by without knowing.

-When not compromised use unit fire discipline and use camouflage with unit. Do not fire unless you see the enemy see you, call out "hold fire, enemy on (compass bearing) watch him till we are out of sight or he is out of sight."

-When setting up ambush use unit fire discipline and camouflage, police all that up with positioning, keep friendlies out of desired target zones. Once set with enemy in sight, hold fire, pick targets left to right corresponding with your position. Await command to fire.

-Claymores have a 40-45 meter reach and 60 degree arc in PR. Use the full range and arc when placing to increase time window of opportunity enemy will be running in front and to not waste claymores, keep friendlies out of claymore target zones. To daisy chain place one claymore, re-arm fully then right click, place another on same detonator up to 10 total claymores per detonator.

-Everyone shouldn't be looking the same direction while defending, traveling or attacking. Scan all around high and low, close to far for enemy on all possible angle while using every skill to conceal and cover yourself along with your friendlies. Call out the directions you are scanning, don't take your eye off it for more than 3 seconds. Be ready to respond to contact on friendly bearing angle and watch where your other friendlies are looking to fill in gaps nobody is watching.
Last edited by Grump/Gump.45 on 2019-02-08 00:45, edited 7 times in total.
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

More of Grump/Gump.45 standard orders from Squad v12 and Project Reality 1.5 teamwork playlist

-When defending or awaiting enemy to ambush in woodland/jungle maps watch and listen for disturbance from birds. Birds can be used for early warning when they fly off, keep friendlies out of desired target zones to avoid disturbing birds.

-When defending thick jungle or vegetative terrain, use camouflage with unit, use the disturbance of birds. Set up foxholes within un-shared possible explosive impact zones 10-20 meters apart to cover each other in camouflage. Properly police up positions of MG/AR and medics so they don't get killed in the same foxholes or in holes directly next to each other. Fire at the height of a man if paranoid. 2-3 men per hole. crates behind holes.

-Look up the "Squad v12 and Project Reality 1.5 teamwork" playlist to learn 20+ useful skills to survive and be more effective. Subjects include individual movement techniques, combat techniques of fire, individual fieldcraft camouflage, artillery, METT-TC and a lot more.

-When defending suppress all area and point target zones of cover and concealment for enemy at the height of a man where no friendlies are till you have accurate visible signs of enemy to shoot.

-When moving as a unit divide the fire and attention of enemy even if they don't see you. Move from cover to cover 1-3 seconds in the open maximum, keep something between you and possible enemy angles.

-Your job as an individual in a firefight, especially with a rifle is to stay alive and draw the fire and attention of the enemy repeatedly to keep your friends alive. You are to distract from one direction holding all the attention while enemy is hit from opposite side.

-As insurgents with iron sights weapons in cache defense, don't go looking for the enemy, don't go looking for close combat, let it come to you. Fire out at the height of a man through foliage or other concealment at distance to suppress enemy.

-For sappers in Insurgency, set up defensive positions with roadblocks around the cache for cover watching down roads/paths. Place 2 trash roadblocks close together to make a narrow trench giving cover to front and rear for explosives. Use these positions to watch and cover sappers going down then coming back up enemy approach paths and police up access to the minefields to prevent teamkilling.

-As a sapper placing IEDs, mines, claymore or other ambush devices do not place it in sight of enemy. Hide mines in trash like paper,piles on ground, behind visually thick close layer grass, single clusters of grass poking out of pavement, matching color ground etc. Manipulate enemy movements with cellphone IEDs into trash IEDs. Don't let them smoke up the minefield for their combat engineer. If they do smoke up the mine field put it under constant fire till smoke clears, the engineer will be checking trash for IEDs.

-When going to place mines in enemy path as an insurgent sapper, move with either a medic for their rope with smoke and/or the insurgent grenade booby trap kit for his smoke and extra booby traps to place per trip into minefield. Sapper teams help minefield navigation in and out or identifying minefields in general.

-When placing mines, booby traps or stone mine markers always place them on the opposite side of cover from where enemy will come from. Place mines, trip wires, stones markers on friendly side of cover. Place stone markers them at minefield entrances out of angle where enemy could see.

-While traveling to objectives in urban or woodland/jungle environments, to stay safe with your unit give the order to "scan high and low, close to far, move cover to cover 1-3 seconds to avoid giving the enemy a window of opportunity to see you, shoot you etc. Divide the fire and attention, do not fire unless you see the enemy see you, call all enemy bearings. If we hit contact fire at the height of a man as deep as you can on all possible enemy angles till visible sign to engage"

THATS ALL FOR NOW FOLKS
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Last edited by Grump/Gump.45 on 2019-05-18 13:38, edited 10 times in total.
Reason: More basic tips
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

3rd post of Grump/Gump.45 standing orders/tips learned from Squad v12 and Project Reality 1.5 teamwork playlist for training with 20+ skills to learn. Mix all standing orders together as they are needed to survive.

-For especially Snipers/Marksmen/Spotters/Officers but all other kits can apply this as well... Sit well back from Field Of View(FOV) of windows, port holes, gaps in cover or concealment such as debris, trash, bushes, trees with low hanging foliage branches without sticking out or showing the muzzle of your weapon. Only expose yourself to what you are currently looking at through scope. Match the background color of your silhouette to a furnishing inside the building if possible.

-One technique used by Snipers/Marksmen to manipulate enemy movements, danger space awareness and other psychological based factors is fire past the enemy in cover either just out of angle of window/behind berm etc. making sure no bullet impacts near enemy to avoid triangulation. It buys more time to scan other compass bearings and target zone sectors while pinning them behind length of cover. Enemy may move into sight of windows set you fired through and through the building with to avoid impact.

-For Snipers/Marksmen/Spotters/Officers doing surveillance for long periods of time, or for anyone in woodland/jungle combat or playing Whack-A-Mole with your enemy in the desert. It helps to reduce eye fatigue by blinking one eye at a time. This way you avoid missing target/intel opportunities by having one eye open always even for the split second you blink.

-As a Sniper/Marksmen/Officer/Spotter or anyone small force of a squad or less in a enemy objective cap radius... Stealth, patience, vigilance, camouflage, noise, light(lighted areas), movement discipline are needed to survive for the critical moment when reinforcements begin the attack from another side and you need to pin enemy down then. Never try to kill all enemy as a lone infantry squad to NOT waste tickets and time to move into position for another attack. Wait it out.

-As a Sniper or Marksmen taking out any target, especially long range, get a comfortable position with your body, remain still and relaxed. Breath control by long deep breaths in and out slowly, steadily to reduce heart rate and stress of noises, close enemy, explosions, talking or general chaos around you. Line up and compensate shot. Do NOT click to fire, CLICK and HOLD fire(LMB) button to "squeeze" the trigger rather than pull it on exhale. This delays cycling the bolt-action till fire button released.

- As a Sniper/Marksmen circle critical target zones such as objectives to attack, defend or critical targets to neutralize and get to know the areas firing positions to change to and from as needed. Ideally you want each position to have a close nearby shared angle just out of sight of each other to watch 2 or more variations of the following together...Enemy FOB in angle or Friendly Defend Objective and Enemy Attack Objective in angle. Try your best to get 2 critical target zones in sight.

-For Snipers/Marksmen/Officers/Spotters or anyone else gathering intel you should be acoustically ranging every noise you hear from all around to get idea of what is happening around you. Take note of the sounds constantly to use the noises of explosions, firearms and ambient noises of jet/thunder etc. near you and/or your target zone to mask the shot of your rifle. Noises near the target zone only mask the sound to the target zone and noises near you mask the rifle sound within your area. They wont know what hit them.

-As a Sniper team or any squad using stealth let your enemy within your target zones get comfortable to kill many fast in one blow. Also you can kill in intervals of 1-5 minutes taking out critical targets such as TOW/HAT/Officer/Sniper/Medics as they come out. Leave the un-important targets alone so others feel comfortable. Take note of their behavior, knowledge and discipline with the 20+ skills. Kill the most skilled and cautious first once he is comfortable.

-As a Sniper/Marksmen if you have ammunition different from the regular rifles assigned to most kits for a differing distinction in sound... if no target is available when friendlies are pushing an objective with enemy out of sight to you. Stress the enemy by firing rounds as close as you can to areas where you think the enemy will be able to hear the rounds snapping over their head or hearing the general shot of the rifle. This will increase friendlies chance of survival more the closer you get.

-When sniping a target zone freely to get enemy pinned, if the enemy is very skilled they will be policing up each others cover, concealment and general exposure. Good practice is to shoot anything that looks like an enemy, it wont always look like the full expected shape of a human. Shoot anything where no friendlies are that looks suspicious like a dot, a head, a leg, a rifle barrel etc. Shoot it if you suspect it, track the sign of leg, rifle, barrel, slightly exposed equipment to lethal area of body for shot placement.

-When working with Snipers and/or marksmen call out and spot targets on bearing for them to take aim, be ready to fire as soon as you hear your Sniper/Marksman team fire theirs. The Sniper and Marksmen are to work together with simultaneous shots, sniper always takes first shot then marksmen follows up immediately with semi-automatic cone of fire followed by everyone else.

-As a sniper, marksmen, officer or anybody in general who doesn't want to be obvious and get shot. Don't always go for the top floors of buildings for positions if you can get the same visual angle from a lower floor on your target zone. Same goes for cranes, highest mountain peaks or other obvious places.

-The procedures to safely finding an enemy sniper without him finding you first. Listen for first sign of enemy sniper, ask other sniper you are working with if his team fired to confirm. Also listen to slightly differing caliber sounds.(I.E Mosin Nagant Vs M40A1). Expose yourself to only one angle at a time as you look for sniper, look for any body parts, rifle or another sign of sniper sticking out from all possible positions from obvious spots to proper spots(A/C units, divided defilade clusters, obstacles to peek through gaps on).
Last edited by Grump/Gump.45 on 2019-05-20 04:38, edited 17 times in total.
Reason: Posted to save, editing to shorten to PR tip format.
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

4th post of Grump/Gump.45 tips thought of from Squad v12 and Project Reality 1.5 teamwork playlist, tips and methods for CQC learned from Mike Mah a Vietnam combat veteran on NoStressMike YouTube channel.

-As a defender of an objective in woodland/jungle terrain, use indirect fire support from mortars and CAS to hit areas that have camouflage, cover or enfilade fire angle position etc. away from your camouflaged foxholes 10-20 meters apart. Call in gradual creeping fire to clear enemy hiding close to you out of hand grenade range. Kill anything that's not in a hole, stay in your holes unless you communicated a position evacuation

-Use directional acoustic ranging methods to return fire at the height of a man on the enemy to give friendly enemy is shooting at covering fire. Engage the area where enemy rifle sound is as an area target till you have visible sign of enemy to shoot. Call out approximate bearing the enemy sound is coming from.

-Once you have expended half or less of your units ammo for effective firing techniques move up for CQC (close quarters combat) cover to cover 1-3 seconds exposed maximum, switch off drawing fire as it naturally happens to distract enemy. If you are not being shot at its your job to kill and be ready to react to do the same distraction for the man you saved. Survival is important so you can get shot at again as a distraction.

-When charging an objective with CQC methods do not run directly to the enemy and don't stop at the enemy trying to kill them on the first pass, if you miss keep going. You run through and past them with your unit killing if you can with CQC weapons such as dropping grenades, shooting/suppressing defilades or bayoneting distracted enemy.

-To counter incoming charges of enemy from the closest bushes they use to get right up on you for their CQC charge, DO NOT throw grenades far, this is a waste as they will run right past them. If you must throw it right outside on the ground of your foxhole and take cover. This all happens within 5-15 seconds so be blinking one eye at a time to catch them when they pop up cover to cover on their 1-3 seconds.

- As a defender memorize your target zones and what is concealed behind bushes obscuring your FOV distance, use the bushes to dictate your positions as you take away possible enemy positions. Manipulate the cover/concealment enemy has. Ensure your position overlooking the target zone is within defend cap radius. Good distance between your camouflaged foxhole and the next un-occupied bush is 20 meters or more for manipulating maximum initial charge distance of enemy.

-Surround your units camouflaged foxhole positions with smoke grenades all around at the maximum throwing distance from outer edge foxholes to give the jungle and enemy between the smoke and you silhouettes backgrounding against the smoke. This may force them to come through and either effectively charge or walk into slaughter.

-The NVA and Vietcong would let their enemy get comfortable, if they were not attacking or doing anything to effect their enemy for extended periods it was always calculated to get the enemies guard down. This psychological warfare method versus impulsively attacking every moment, at every opportunity the enemy expected you to attack means the difference between getting 3 wounded/KIA and 15 wounded/KIA respectively when the actual time comes for the initial attack. Its un-expected.
Last edited by Grump/Gump.45 on 2019-02-15 03:07, edited 12 times in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
Graysun
Posts: 71
Joined: 2009-03-24 05:21

Re: PR Loading Screen Tip Suggestion Thread

Post by Graysun »

Carl Weathers wrote:Dude i just made a thread with that exact suggestion. Yes this would be VERY helpful devs! Also doesn't break immersion since this is part of any pre deployment briefing.
should have been done already
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

5th post of Grump/Gump.45 standing orders learned or inspired from Squad v12 Teamwork playlist lessons

Mostly tips for Insurgent defense but has uses else where with same tips

-Techis .50 cal trucks for insurgents patrol the objective caches, moving forward into cover for driver and least amount of exposure needed for gunner on corners or road blocks. Do not one man techis or other mounted MG vehicles, keep them at range suppressing where no friendlies are to keep enemy on their toes. Use the ammo, re-arm, repeat. Techi trucks run insurgent transport

-Unless you are behind cover with mounted machine gun techi trucks defending the cache, don't sit still with the techi to shoot accurately at range with iron sights. Enemy will shoot you without cover. Drive as fast as you can drawing attention and fire to the truck at distance. Anticipate armor, TOW and incoming CAS directions to keep yourself and the vehicle near evasive cover to move to while driving fast. Longer you are exposed more likely you are to die.

-The technical machine gunners should be firing at the height of a man as best as they can no matter how bumpy or unstable to draw fire and practice aiming while going on bumpy rides, don't get close to attack the enemy, keep far until proper suppression is applied by large force to push in and out repeatedly. Longer you are exposed speeding and more you are watched more likely you will die. Use the Ammo and re-arm, repeat. Keep alive

-For ammo techy trucks run ammo to positions where sappers can re-arm from crates you placed in cover. Run ammo to good fighting position buildings/roadblocks close to the cache as well to encourage friendlies to man the position creating a decoy cache the enemy wastes time trying to reach. Man buildings around the cache and put roadblock trenches around defending decoy buildings to create decoy cache buildings enemy will waste breaching tickets on.

-Build roadblock trenches of 2 roadblocks narrowly put together with enough room to walk in between. Trash roadblock trenches act as insurgent emplacement cover to guard the cache by suppressing long range or covering a close section path to cache. Grenades land in front or over behind the roadblocks, should one land inside run out then back in. Don't waste roadblocks blocking the cache room as this marks it and enemy will just destroy them as they do the cache.

-For rocket techy as insurgents defending the cache its recommended mortars are claimed as well to increase fire power capability on area targets. When firing over and past friendlies fire farther than needed then bring it in closer, with enemy between artillery and friendlies position, fire shorter then gradually increase range. Learn from Karmakuts Rocket Techi tutorial, Cpt.MikeMei mortar tutorial and the Squad v12 and Project Reality 1.5 Teamwork playlist Artillery skill subject.

-As insurgents setting up positions waiting for enemy to come within sight of routes to the cache position yourself to control the maximum possible engagement range all around. Ideally 50-100 meters is good for acquiring accurate targets quickly when watching full time. Set up positions to shoot at different ranges with each appropriately manned with kits and proper cover.

-As insurgents engaging long range targets as part of a group, fire at the height of a man on all area and point targets of cover and concealment until you have accurate signs of the enemy to shoot. This will have many effects including making them move more slowly and cautious later on as they get closer. This among many other factors buys you time and advantages.

-When using bomb cars/trucks to attack enemy move from cover to cover, along the length of cover out of sight of the enemy as long and as far as possible while traveling. Do this until you are at the final speed stretch to detonate right on the enemy, especially stay out of sight angle of armor/mounted MG vehicles till at target destination.

-When setting up grenade traps or IEDs don't be lazy setting them up close to cache where friendly is more likely to pass through before enemy. Go to areas with choke points, areas of possible search, exploration or possible travel to cache. Place the grenade traps/IEDs in the specific spots enemy would have to pass through that no friendly would reasonably pass through for safety reasons. This helps to avoid teamkilling a lot with mines. Don't forget to conceal IEDs/grenade traps in camouflage or slightly behind cover concealing critical parts.

-When attacking area targets with small arms fire, even if you miss your enemies with every bullet fired, the enemy will be hesitant to fire back and may be suppressed with their vision blurred. The enemy could also fight through this deterrent fire method by avoiding the random bullet impact angles near them while remaining the least exposed so their vision is not obscured as they search for targets. Hit every window, corner, doorway, sections of foliage in your target zone and anywhere the enemy could fire from.

-When the enemy is on their final breach to the cache, along with supplementing the small arms security on fatal funnel hallways, stairs and other narrow final paths... its useful to have a few guys constantly re-arming their grenades to clear the outside of buildings throwing grenades out of windows/doors. Or for caves/tunnels throwing going just a few meters further than the enemy grenades can reach friendlies behind. Careful to not get killed in friendly fire barrages while going down or coming back to throw grenades.

-Use the insurgent PKM machine guns as highly mobile HMGs, their 7.62x54mmR round is devastating in covering narrow roads, alleys, hallways, caves. It is also useful for manning roadblock trenches to engage long range area targets without getting killed in the trash roadblock trenches. The enemy wont risk going or wont like going through the fire the PKM can put down over a field of fire.

-To get the most accurate fire as insurgents, set your primary weapon to semi-auto if needed, when you have a stationary target look at it through your binoculars. Line up the target just under the vertical 3 on the reticule, don't move your mouse, switch to your primary weapon. Have it pre-set to semi-automatic before firing or looking, remember to not move your mouse after setting target in the binoculars then aim down sight. Hit target on a cone of fire after initial most accurate shot.

-Even with insurgents firing wildly into their cache path target zones without enemy knowingly "present", bullets will land in the most random of places. You could have an enemy crawling through trash, been hiding behind the limited urban obstacle cover scared out of his mind as close as 10 meters or as far as 500+ meters from defensive cache positions. For enemies not hiding within that mess they will spend their time thinking about things like "what is going on over there" instead of thinking how to get past it effectively.

-When area attack, mortars, armor or anything with high explosive damage attacks narrow trash roadblock trench positions... you must dig constantly till the attack is over to keep your cover up and useful. Have 1 medic per trench to heal. Repair and maintain cover to full capacity, check periodically to maintain even if there was no major explosions. Its useful to have one of the insurgent combat engineer kits in the roadblock trenches instead of looking for FOBs with that kit.

-For the insurgent combat engineer backpack kit, with the artillery IEDs and double mortar IEDs its best for them to go to the cache and daisy chain their cellphone IEDs just out of blast radius of the cache. More duties include checking the cache periodically for damage to repair it, repairing damaged vehicles that come to the cache still having ammo to use, being the final man alive at the cache ready to blow both sets of daisy chained IEDs once no more friendlies in blast zones.

-Every cache building needs one cache guard squad. If only one squad is available to defend a cache they are to get inside the final cache paths, buddy teams of 2 at least per final hallway. They are to lay low until reinforcements arrive to secure the building and search surrounding buildings for enemy who may be searching for the cache. Once reinforcements have secured cache site resume standard effective cache defense operations.

-Do not rush the enemy as insurgents on foot or in vehicles without good reason to giving the enemy intelligence points. We need to defend one cache as long as possible by keeping their intelligence points down by not giving them easy kills. Don't go looking for a fight, let it come into your defensive positions angle with proper support to engage with you. Use martyrs appropriately without them getting arrested to draw enemy into fighting positions.

-When 2 caches are known everybody should be at a cache within a short 100-200 meter perimeter. When 2 caches are up it divides our forces in half to defend where the enemy could dump all 50 of their players onto one cache for attack. So its critical during 50 vs 50 to have 25 at each cache supporting the defense. This will prevent enemy overrunning and silencing defensive positions. With one cache up keep 300-400 meter perimeter around that one cache, with 2 draw back to 100-200 meters to close perimeter gaps due to less people.

-To use civilian martyrs your team is dependent on you to not get arrested, to draw enemy into your friendlies booby traps or firing positions and to get killed by the enemy. Keep yourself out of range of the enemies shotguns and hand cuffs, it helps to move with a few smart insurgent 10+ meters away who can watch and save you. To get killed as a civilian use these following methods, have out your binoculars or shovel.. don't ever be empty handed, pretend to take cover showing yourself to snipers or any enemy with a scope. Give them a body part to shoot at, go bleed out and die somewhere safe away from friendlies if not dead on initial penetration.
Last edited by Grump/Gump.45 on 2019-05-20 05:23, edited 20 times in total.
Reason: More tips, will edit to PR tip format length
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

6th installation of Grump's tips/orders

-As insurgents require the enemy to use proportional force to the threat you pose as insurgents by using civilian martyrs in explosive suppression impact zones and in the way of other suppression or breach hazards.

-Learn to drive in Project Reality as if it is real life, not only will you crash less but you will prevent running over friendlies and pissing people off. Watch your speed when near friendlies who are on foot, slow down on tight turns/curves. Keep distance and don't crash into other vehicles. Only times to go full speed are for evasion and traveling on unobstructed straight roads you can maintain control of high speeds on

-Fire and move away from your own tracers and friendlies last tracer outgoing locations immediately and keep up the fire as you go, this will draw fire to areas you have already vacated and make you seem like a larger force than you really are. As well as making the enemy miss. 4 guys can feel like 8+, this method also gives machine gunners good covering fire.

-If you cannot aim for your target zones without being acquired as a target by your enemy too quickly, suppress from behind cover firing as close to over the enemy heads as you can to get them in cover. Keep in mind this will only work until the enemy realizes that psychological warfare you doing up over their heads, use the limited time to move or accomplish something.

-Lay near potential enemy fighting positions in camouflage over looking the cap zone at the farthest visual distance that will intersect with their likely direction of approach. Be a look out for defending forces and a harassing guerilla, patrol a ring perimeter all positions moving 1-3 seconds or less in the open camo to camo. Knife enemy then throw their grenades on blast radius to cover your escape causing chaos, have confidence and speed with this method and you will survive. Just Do It

-Go outside in real life, smell the ground, smell the plants, feel the suns heat, prone in the shade of a dense bush cluster, get friendly with the bugs, feel the wet muddy ground. Smell the smokeless powder, get eye level with the cover a good fighting position of tree roots or good defilade. This will immerse you further and give you an idea of the feeling as you are playing Project Reality.

-When fighting in a woodland, jungle, anything of dense vegetation, urban rubble of ruins environments... take up good position with your fire teams within objectives. You are not looking for human shaped or sized object, if you can see them that is great but engage anything that moves or looks suspicious within your managed target zones keeping friendlies out of the target zones until a controlled breach or communicated adjacent position occupation can be accomplished.

-Set up in sight of each other, cover all possible positions and angles enemy could fire on you or your friendlies by locking down the target zones, scan across your mates backs, area targets and each point target position every 1-10 seconds should a enemy peek a target quickly. Give the enemy no chance to see anything, be ready to shift maintaining this same method to a new position within objective before grenades and return fire mimicking suppression comes in.

-When running armor such as APC or TANK, upon entering the combat zone within possible field of view of enemy spotters or other threats... Know there is no stealth with armor unless against other armor that has no or little effective intelligence along with your proper use of terrain features concealing your armor target body. Once armor threats are down feel free to suppress target zones with explosive impact zones and MG area targets, re-arming, repeating. Assess your damage for the infantry confidence to push

-When running armor do not bunch up the armor for any reason, use the same skills you would as infantry but with the body of a armored vehicle. All skills such as cover, concealment, communication, proper spacing without bunching up, terrain features for safe travel, combat techniques of fire, intuitive based X-Ray vision for hitting parts of armor concealed by foliage, target identification and proper scanning methods to stay alive.

-For tank machine gunners you should be very good at using iron sights and spotting enemy target dots alone with effective firing techniques. Your job is to hit area targets and point targets once in the danger zone of many threats, know your tanks status as far as being compromised. Fire at the height of a man everywhere a HAT/LAT/ close combat engineer sapper could be hiding. Use good fire control methods of 3-5 or 5-10 round bursts to conserve ammo surviving until enemy armor is down.
Last edited by Grump/Gump.45 on 2019-05-23 17:10, edited 11 times in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

7th installation of Grump's survival orders and methods from the Squad v12 and Project Reality teamwork playlist

-For helicopter pilots transporting troops, take a look at where you are requested to take the guys in the chopper. If it is too dangerous of a location due to distance from possible enemy tell the squad you are transporting the safest, next closest landing zone you can take them to. Tell the squad 500 meters is 2 minutes on foot, 1000 meters is 4 minutes.

- Ideally as a chopper pilot your chosen route should provide cover of hills or concealment of tall forests. Stay out of range of enemy until you have the final safe direction approach. If you go around and come from enemy main direction you can confuse enemy.

-As a chopper pilot who needs to go into a hot landing zone to pick up or drop off troops and supplies, to ensure survival call in artillery or for airstrikes designated by ground forces or yourself on the map on areas the enemy could possibly fire on you from. Reduce the window of opportunity that your chopper is a target, don't come in from the same directions each time.

-As a transport squad leader if you are evacuating a defensive unit who needs to move up to the next defensive cap zone, but they are still under attack work out a LZ for them to break contact and fall back to. Help out by communicating the plan to your commander and giving him a marker to mark for evacuating squad leaders pre planned LZ. This is faster than the squad leader evacuating having to look for that grid and mark it for his squad or having to plan it himself (Stresses Grump Out).

- As a transport pilot for fast hover drop off, 10 meters is the proper elevation to safely drop troops un-injured on to the ground without landing. Watch and get a feel for this elevation, remember to not be moving except to turn chopper during the fast drop.

-Drop supplies for troops in cover close to their fighting positions if you have the time, behind clusters of foxholes, defilades, good camouflage positions to keep them alive. This will allow them to access ammo quicker without running out into the open to get ammo from a poorly placed crate, giving them more immediate firepower and grenades. 2 crates close together in same spot allows for faster grenade re-arms.

-A chopper gunners job is to suppress all areas of cover and concealment where no friendlies are upon entering the most likely possible danger zones where enemy could spot or hear the choppers direction. They should also jump out upon landing with the troops as only flares and evasive maneuvers will save the chopper from AA and other return fire. For CAS door gunner who stay in suppress everywhere no friendlies are on attack runs.
Last edited by Grump/Gump.45 on 2019-03-21 23:59, edited 2 times in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: PR Loading Screen Tip Suggestion Thread

Post by LiamNL »

Hey Grump, I know ya mean well. But the loading screens are for quick tips that you can read in a second. Not a paragraph of information that takes longer to read than the game loads. Also I'm fairly certain that some of your tips are already suggested or even in the game.
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

LiamNL wrote:Hey Grump, I know ya mean well. But the loading screens are for quick tips that you can read in a second. Not a paragraph of information that takes longer to read than the game loads. Also I'm fairly certain that some of your tips are already suggested or even in the game.
Does it really need to be said that aside from me editing, if any of these are to be used in the game they will be edited and remixed by the people making it. It says my reasons for editing are shortening by re-wording to PR tip format. Loading screen stays on 15% Objects for a while, its slow loading for everyone relatively. On top of the fact many people read it here.

8th installation of Grump/Gump.45 standing orders from Squad v12 and Project Reality 1.5 teamwork playlist

-Program your mind to survival, awareness and communication. Be aware like a radar using senses of sight, sound... know all possibilities in any situation based on angles, assets, safety, terrain etc both on your teams end and the enemies end. Be aware of what enemy may know or assume. The goal is first to stay alive to keep the objective. Keep others alive.

-Your mind is the greatest weapon regardless of the kit you have, don't let the enemy mess with your mind or manipulate you and do everything to mess with the enemies. I.E use methods like probing fire giving the enemy tracers to shoot back at revealing their position to you, force enemy out of terrain by shooting at them even when you don't see them. Stress them.

-Base teamwork off METT-TC considerations (Mission, Enemy, Terrain, Troops - Time, Civil considerations) to apply to each situation. It should be considered before and during each match to keep people alive, Mission is always to keep people alive first to complete objectives. Think about enemy equipment and how they might use terrain to survive with it. Know all possibilities and in depth status of friendly/enemy/objectives then apply time to be more effective and better anticipate enemy.

-Use less ammo than the enemy, draw fire to your location in one spot by shooting less than what enemy is using. Shoot through foliage, through loop holes, over rubble or other areas of concealment remaining eye level with it to stay least exposed. Once enemy attention is drawn to a location move to another, waste the enemy ammo and time by being frustrating target.

-Use tracers to direct your teams firepower identifying target zones with both outgoing and incoming tracers. For a team with iron sights going up against scopes use the tracers of the team with scopes to direct large volumes of firepower aimed with iron sights over and around the enemy general location. Saturate all areas at the height of a man, don't forget to be eye level with your cover/concealment.

-Stay out of angle of enemy armor especially if it has thermal FLIR vision, don't peek to look at it, don't stand up around friendlies hiding from it, move around it behind deep cover and don't give it any target opportunity. Always be aware if you are going to be exposed to it from a future or current position, make sure others are aware of the danger. Don't get other people killed.

-Apply window of opportunity concept to every situation. For example the window of opportunity to be shot, to be seen, the time to safely move, the window of time where no armor will be a threat. Wait for these windows of opportunity and manipulate them to you advantage. It can make a sniper shoot a specific location or get a full squad across open desert.

-This historic explanation I(Grump) learned about colonial volunteers questioning their orders as noted by French General Marquis de Lafayette in the American Revolution explains the structure of my orders. "These Americans frequently question every order and carry it out slowly, or even with incompetence.. they seem to more effectively follow orders once a justification, description or explanation follows it or is included."-General Lafayette letter, source YT:channel -Yale Courses- Search-Yale Courses American Revolution professor Freeman.

-When throwing smoke grenades from within cover and/or concealment such as a field of tall grass. Arc the throw of your smokes low enough for them to go far, but not too high of an arc that the enemy can immediately track the origination of that smoke throw. This way you avoid attracting immediate fire and attention from throwing smoke.

-When crossing open ground with a lot of distance to cross before your next safe cover or concealment position, always while under the risk enemy fire use what is called the "Rush" technique for moving. Its a 1-3 second sprint then going prone through tall grass or using far away cover to angle yourself away from possible enemy firing positions. You run 1-3 seconds, go prone whether seen or not, always moving forward and to the left forward or right forward by crawling the repeating sprint

-A good basic defensive positioning technique for the defend objective is to use a fence line, berm line or other linear obstacle you can see along the whole length of. Build foxholes and emplacements along the fence line and facing HMGs towards areas of cover, foliage concealment or otherwise good terrain for enemy to get close without being seen. The enemy will have to either engage and/or cross the open ground or follow the fence line to your position within objective.

-When you are the last man in a defend or enemy objective on a failed attack, there is no shame in playing dead. This deceptive practice can lead to causing mayhem for the enemy. To play dead find a good spot with bodies, rubble or other inconspicuous spot, face yourself a good direction to watch. Drop kit, prone, put hands up, don't move. Enemy cap zones may have crates with many rifleman kits dropped next to it, sneak to crates, clear the area with their un-used grenades/smokes. Don't forget to cycle your own kit every time you can drop your kit again.

-When securing an objective and patrolling/waiting for counter attack check all the bodies to confirm that they are dead, utilize enemy munitions such as un-used LAT/HAT, grenades, ammo bags, ropes and machine guns for suppression. Call out when you are using enemy weapons in local to avoid confusion, call it out many times before, during and after you fire enemy weapons.
Last edited by Grump/Gump.45 on 2019-04-24 15:44, edited 10 times in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

9th installation of Grump/Grump.45 standing orders and tips

-For CAS attack helicopters engaging enemy helicopters don't let the enemy draw you over the reach area for their ground AA. When coming into contact with enemy attack chopper engage with AA missles, AA locks when out of missiles and cannons. The more you can make the attack helicopter evade by trying to hit it the less accurate his cannon gunner will be and makes it easier for you to pop flares to his missiles.

-To keep CAS attack choppers alive from all threats you must learn to assess risks all possibilities based on weapons the enemy has with full time awareness. For example if your main is on the North side of the map and enemy main is south side of the map, the further you go south past your defend objective the more likely danger you will be in. Distance, suppression, AA wall and friendlies on the ground plus ammo at main is your friend.

-When CAS attack choppers come under AA lock or incoming missile on approach from distance deploy flares in wide bursts then turn around immediately to previously identified safe zones from ground AA. Always do what you have to do quickly and in order of safe target destinations coming in and exiting from safe directions from secured ground areas.

-When engaging enemy attack helicopters an effective tactic is to get under and behind it to stall out the fight giving you an advantage over the enemy. The enemy will try to get behind your chopper from above so maneuver to stay under the belly at a distance till you can get your AA lock positional altitude angles.

-When there is no current threat from enemy attack choppers use that time to suppress ground area targets at a distance to support the defense and attack flags. Treat every area where no friendlies are surrounding objectives, especially woodland terrain with lots of camouflage as area targets. Suppress at a distance for assumed safe time periods of 1-15 seconds, coming up, suppressing with missiles/cannons then backing off and repeating from another safe direction. Don't go where you don't need to.

-Don't go all over the map with CAS, stay on your side of the map and plan every time you want to reach past it. Plan what grid and direction you go into enemy territory in and how far, deep and amount of time you spend there. Plan your altitude and multiple safe exits. Know why you are going into enemy territory, know the risks and consider if its worth it all while lingering/patrolling your safe side of the map ready to hit contact. Hit targets from distance if possible.

-When making attack runs for friendlies on the ground don't try sending missiles or cannons over friendly heads. If infantry in on a line north to south and you come in from east to west on attack you may hit your friendlies rather than enemy you are suppressing. If friendlies don't call out direction for attack you set it to a safe linear parallel attack run on a line, use that line in your mind to mark area targets on the side of the line where no friendlies are.

-While in attack helicopters if you go over enemy territory looking for enemy on the thermals slowly you will take a sudden AA lock and have tunnel vision reducing your awareness and tracking of your location and not survive first visual contact with enemy if you make it that far. This will lead to you not planning safe entry/exit of enemy territory, you will spend less time considering safety factors, you will come against sudden threats due to un-awareness or acknowledgement of them, your team will not have effective CAS or CAS to help at all. Use your ammo before dying, don't look for accurate targets, if you see it take it out.. otherwise keep shooting from friendly side of the map.
Last edited by Grump/Gump.45 on 2019-04-24 16:22, edited 3 times in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: PR Loading Screen Tip Suggestion Thread

Post by LiamNL »

I'm not trying to hate on you for adding something to the community, but I still think your time is better spent on other tasks than adding a novels worth of tips for loading screens based off of real life combat tactics that might not even apply to the game. Or repeating what others have already mentioned in more words.

Like sure loading is stuck for a bit on 15% but giving them a wall of text doesn't make them want to read it.
Also I don't believe your claim that many people come to this thread to get a couple of tips, and even then you post such haunting walls of text (though they are somewhat formatted but still wall-like in stature) that they would probably not even bother reading it.
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

Liam, as a habit that I do with my playlist statistics I track incoming traffic manually by the numbers provided on thread visits. When I started the first installation of the tips I wrote down the number of visits before my pre-written standard order post. 72,203 and before that it took a month or so to get it from 72,100s to 203, last recorded count since 6th post was 74,011. My same post on Squad forums numbers speaks for itself. Have you ever read a book? Barely a paragraph space or indentation with tiny letters. Theres a lot of useless clutter in this forum not even tips, going through all the pages to find someone else tips is hell. All of these tips apply to the game and many others, Ive used most of them or seen them done, seen things happen. I have solutions that will keep people alive

I do lots of stuff in my spare time like study psychology, anthropology, human tactics(historic, modern), I study insects, chemical dependency, symbolism(corporate logos etc.), working on Sniper 101 playlist lessons from Tiborasaurus Rex, basic anatomy, 2nd amendment related gear for paintball/SHTF stuff to give to future son, surveillance methods in general, corporate control methods(monopoly dependency, manufacturing), I study MKUltra which is included in the Project Reality training playlist, I study human trafficking in all aspects, I study all religions. I work and I teach people for free. What do you do aside from CLUTTER MY WORK SPACE, you go to a coffee shop and leave me to my biznuss.

10th installation of Grumps tips

-When you build an HMG nest of .50 cal emplacements you may notice you come under accurate fire within that HMG box often. To reduce the effectiveness of the enemy fire throw smoke grenades at least the max throw distance from the HMG. Visually memorize your target zone and suppress through the smoke, enemy will miss more.

-To place effective counter laze to draw enemy CAS fire away from objective or your position place your laze 100 meters off your position in a believable location away from friendlies. Call out your laze location to other squads to make sure their squad mates stay away from counter laze. If enemy infantry or vehicle is in the area place counter laze on it while you hide in hopes of a trigger happy enemy CAS gunner even if your own CAS is down.

-When defending a position that is scarce on ammo with no way to re-supply, as a leader apply and set fire control techniques to control rates of suppression as needed to keep the position defended and defenders alive. When not in contact call out for probing fire 1 round every 3-30 seconds as needed, when in contact call for 1 round every 1-15 seconds with mag dumps as needed. Encourage good shot placement and enforce height of a man as deep as you can.

-When defending a position call out for ammo checks when ammo is scarce. Call out in a top to bottom fashion based on map position whether north to south or west to east "Belts, nades and mags, from north man to south man call out how many you got?"... Fix up positioning and dictate your survival orders based on status of everything. Call for those without ammo to set themselves up like camouflaged trap spiders with their knives, preferably sneaking to nearest possible enemy firing position or wounded enemies.

-When you see a friendly start to move cover him immediately by suppressing known and unknown possible enemy positions to draw fire and attention to yourself as a priority target. Divide the fire and attention away from your friendlies by firing and moving to set this naturally occurring non-communicated teamwork action as an example for them to mimic.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: PR Loading Screen Tip Suggestion Thread

Post by LiamNL »

Well that does it, aren't you a smart guy. Seriously pretentiousness gets you nowhere. And threads on a community forum belong to said community. They are not any one persons property so fuck off with your "work space". It's fine you want to contribute, but nobody is going to do anything with the tips you provided due to their denseness of the brick wall you provide them with. The most prominent reason for people to watch this thread is because it's lighted up again because somebody posted in it.

Also dear freaking god the assumptions, fuck man. I was trying to be friendly about it all but fuck. Yes I read books. Though sure I'm not reading like a god damn conspiracy theorist about every little thing and claiming myself an expert, I read for my own enjoyment so there you have it.

But sure, the tips you write are decent enough half the time, when they aren't way too long. If you could summarize the core in a sentence or two you would have some proper ones. Though real life still doesn't work half the time in games, and most people who play (for their enjoyment) will probably not abide by half of them.

But seriously my overtly worded friend, you do you. If this is your enjoyment then please by all means continue, but for the love of all that might be holy. Lose the pretentiousness, assumptions usually don't make a better man out of you.
Chuva_RD
PR:BF2 Contributor
Posts: 300
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Re: PR Loading Screen Tip Suggestion Thread

Post by Chuva_RD »

Alex Jones installation on PROJECT REALITY TACTICS ANS GRAND STRATEGY
Grump/Gump.45 wrote: -When you build an HMG nest of .50 cal emplacements you may notice you come under accurate fire within that HMG box often. To reduce the effectiveness of the enemy fire throw smoke grenades at least the max throw distance from the HMG. Visually memorize your target zone and suppress through the smoke, enemy will miss more.
Throw smoke to no be able to shoot. Visually memorizable tactic.
Grump/Gump.45 wrote:
-When defending a position that is scarce on ammo with no way to re-supply, as a leader apply and set fire control techniques to control rates of suppression as needed to keep the position defended and defenders alive. When not in contact call out for probing fire 1 round every 3-30 seconds as needed, when in contact call for 1 round every 1-15 seconds with mag dumps as needed. Encourage good shot placement and enforce height of a man as deep as you can.
so as you you begin to ***** about guys spending too much ammo, they begin to spend less and die more often.

And when not in contact everybody makes one shot each 15seconds, let everyone know where your people :mrgreen:
Grump/Gump.45 wrote:
-When defending a position call out for ammo checks when ammo is scarce. Call out in a top to bottom fashion based on map position whether north to south or west to east "Belts, nades and mags, from north man to south man call out how many you got?"... Fix up positioning and dictate your survival orders based on status of everything. Call for those without ammo to set themselves up like camouflaged trap spiders with their knives, preferably sneaking to nearest possible enemy firing position or wounded enemies.
DICTATE YOUR SURVIVAL ORDERS

isn't it easier to just ask whole squad in general on ammo status rather than this reporting from north to beneath?
Grump/Gump.45 wrote:
-When you see a friendly start to move cover him immediately by suppressing known and unknown possible enemy positions to draw fire and attention to yourself as a priority target. Divide the fire and attention away from your friendlies by firing and moving to set this naturally occurring non-communicated teamwork action as an example for them to mimic.
and then expect friendlies to do the same. As a result, you have a blob of idiots shooting without cause and giving out positions. If I see it in PR at least once I would die from laughter.
Grump/Gump.45
Posts: 492
Joined: 2018-12-15 21:35

Re: PR Loading Screen Tip Suggestion Thread

Post by Grump/Gump.45 »

I'll keep this widely educational in all aspects taking each part as a conceptual lecture of common sense and logic. Read the rules of the forums please. I don't care how nicely you word what you say, makes no difference but euphemism like telling someone to stop being constructive in that way, no other post in this old thread put down any other tips, nor YOU assuming nobody reads it due to it being like a novel. You can learn a lot from this HERE. Im not here to be your friend or like you let alone accept what you said as something final. Ill be as pretentious as you perceive me, you talked and got a response. Then you not knowing or forgetting people can see through a veil of sugar coated **** I don't have to take from you or anybody. If its sugar coated and smoothed out, I don't care, I will come back with all the hostility you tried to smooth over and sugar coat in your wording to get your point across.


No idea what you were trying to accomplish telling me the useless opinions of my tip structure that I already considered the less intelligent may have way before you exhibited the opinions. I thought for a second you came up with tips to add I didn't come up with, nope, pure ignorance and YOU assuming I didn't think of the likely possibilities of opinions, so you felt the need to tell me right? I have this conversation with myself every time I think of possibilities of what one of you people could say, I'm already aware. Not having a smart phone gives me time to think about my own thoughts and the thoughts of others in a short amount of time well spent, on top of everything else I spend my time doing.


You all have lots of interpersonal learning to do and understanding how YOU yourself may be viewed by others, one of the key features to being a leader who keeps people safe. Consider that before complaining I came back a bit hostile to sugar coated BS that wasn't needed and is against forum thread rules on the first post. I consider those all possibilities of what people might think of me and what others think doesn't stop me from what I do unless it seriously harms or inconveniences another person. In other words if someone else was making these tips I would leave the space for them and not even myself attempt to make a tip seeing how they come out with new ones weekly or monthly, on top of the fact I wouldn't be able to come up with anything new with all bases of subject covered. Learning something specific from the method reasoning to possible outcomes takes 5 minutes usually, but people neglect learning to entertain themselves full time. I will make this as educational as possible.


All of you are just cluttering up what I intended to be 100% educational dead space that was dead space in a forum thread aside from the tip here and there, you're just here to criticize. You don't understand your actions and speaking to me in itself enabled these responses, cause and effect, this is how I choose to teach. Why doesn't everyone annoyed by these tips speak up? Because they read the rules and I get random thanks for these tips and my time. Please don't respond with ignorance or shutting things down in a constructive place where thoughts are shared. HOLLYWOOD(player) and many others have mentioned these tips to me, thanking me and telling me to ignore haters in and out of game. If people followed the rules of this forum there would be no small post repeat tips, with 5 posts per page with 20 tips max versus the 40-60+ tips I provide. I read all the past ones and brought many up front to mix in with my wording to help me word it in ways any human can learn.


Lets just start off "firing each 15 seconds giving your position away 'letting everyone know where your people'(sic)-are at". You move away from positions your tracers or rifle sound came out of, then go to new spot and do it again. Fire and move, not many know what this means so its better to word it all this way for full in depth understanding to leaders interested, to add to their own thoughts same as I read/watched from others experiences. Makes it seem like there is a lot of you to the enemy when doing it out of sight and fast, more on this method below. Sorry for the brick walls I put up guys, guess nobody has read any of the mainstream medias atrociously written articles. Sorry for using the full workspace of a page.


Lack of knowledge, application of skill or capabilities of others doesn't invalidate anything I say, you just have a black and white, either this way or that way type of unflexible thinking you quickly applied to this. Its not exactly "each 15 second" I say 1 round 10-30 seconds while defending to draw fire back from enemy or make hiding enemy run and pop out, many possibilities of things I have seen from the outcome of this method. Along with you omitting key things I said misquoting with your misunderstanding trying to make what I said out to be dumb or wrong to do. As if trying it even once to test the outcome makes someone look dumb, even though plenty of people do dumb things in this game without thinking anyway getting people or themselves killed.

Many times someone comes up to me while I'm firing eye level with my cover and target out of angle of a sniper while I'm shooting enemies in cover/camouflage. The sniper picks the guy causally walking up to me to ask "what am I shooting" because the only thing the sniper could see was my rifle, I try to be a frustrating target for my friendlies to waste the snipers ammo, attention, time and manipulate his actions while I keep my body out visual angle of him firing at other positions. At the same time trying to triangulate the incoming bullet angles of the enemy sniper position by his missed/suppression bullet impact points. Its all about practicing keeping humans alive, its what we should do in all aspects of our lives. That's my honest observation about how you people aren't mentally flexible enough to deal with these situations using these tips or anything of instructional value.



You don't use the tips individually, you use them all together. You have to understand what you would see versus what you imagine it being. Especially if you think that "cover when someone moves" is separate from the tip to draw fire to your last outgoing tracer locations. This manipulates enemy fire, which is a good thing if you are isolated from critical friendly breach positions. That means many things, you shoot the places you know your friendlies are getting shot from and if you don't know you shoot the unknown possible places they could get shot from. What ever angle friendlies are exposed to when you don't know enemy location you suppress to get enemy to back off, take cover or hesitate to fire for 1-60 seconds. This mainly applies to iron sights vs iron sights on long range combat since with scopes you play more whack a mole with enemy.



You say "DICTATE YOUR SURVIVAL ORDERS" cutting out parts of what I said to make some joke of me as a dictator. I don't dictate survival orders, the situation does. I made this clear, the situation dictates in many posts through many direct and indirect wordings in what I typed up. You are trying to be intentionally ignorant or make me seem dumb by misquoting and omitting a key part of what I said because you want to laugh, try to make me sound stupid to those who don't go back to read what I wrote and criticize based off a mis-understanding or just ignoring the full context of what I said. I observe all aspects of the situation to adapt and survive. Yet you sit here pointing out flaws in things that have a better chance of keeping people alive than just winging it without any type of plan. As a squad leader you just put it into words so others without developed awareness have it said to them... Your job as a squad leader is to make sure everyone knows the situation, when you are on a line in a forest/jungle objective with lots of foliage/defilade terrain cover or foxhole emplacements you will find either you or the terrain intentionally or naturally set up linear positions based on the situation of attack.



Calling out ammo once that order "north to south, call out ammo belts/mags number" is given each man says a number, I don't care if its the most northern man as long as it starts north so I can track and confirm which section is using the most ammo so I can call it specifically on their section. Takes literally 10 seconds to find out, if its hard for you that sounds more like a personal issue. Nothing wrong with the tip, something is wrong with you. I'm more concerned about the guys with low ammo and about when to take the chances to call a crate into a hot zone with AA locks or areas hard to access by vehicle. This tip is useless if you do not use all the other survival tips that are put into orders how I word them, in variation of course to re-word and make more brief. Your incompetence or others incompetence to complete this task is different from my capabilities which I want to share and teach so others may teach. If you use an order around people they will learn it and use it again themselves, I have seen it happen. Just because you haven't seen something doesn't mean it doesn't happen, nor does your opinion or lack of knowledge invalidate anything I say.

-too cheap for office so ill save this gold here All the Ads, they change and freeze the page up. The Ad articles with the click bait titles of slideshows or credit ads. A lot of the time the article you are on will take you to some "ALERT" virus page or something of that nature, making us have to open the article again from the subject page. Whenever there is a Russian or Chinese subject article it seems to be either hacked, redacted or otherwise made un-able to access.

Also the mainstream media sources like NBC, CNN, ABC and all the others refuse to cover the Epstein story, they refuse to examine and help investigate the claims of elite human trafficking involving bankers, corporate positions, financial investors, people in positions of power that can pull strings. There is a trail of credible information within all the mis-information of the conspiracy theories, which are based off real life events that happen. All the human sacrifices that the elite and rich do for their evil spiritual cult or pure hobby pleasure. The type of manipulative murderous scheming type of person who makes sure they are at the highest position of power, that is what it is and the media doesn't cover it. The media doesn't cover this, reporters would get fired because the bankers, corporations, anything else influential that controls all from law lobbying silently, products their content and everything PAYS and BUYS the media for its propaganda and agendas.


-I don't know what the hell you meant towards my HMG tip to throw smoke at LEAST the maximum throw distance from the HMG position. It appears you tried to point out the tip as being flawed while it actively works and is the solution to avoid accurately placed fire on the HMG. "Throw smoke to not be able to shoot" actually you can shoot, you can shoot through smoke as smoke doesn't block bullets. You cant see through the smoke, that's why we fire at height of a man on a "beaten zone"(takes 5 minutes to learn what that is) but then again what smart enemy that you should be concerned about is going to show himself so easily to an HMG position that has been firing for a while or saw the HMG position without being seen.


Based on this assumption of what you meant, back to the flexibility and black/white this or that way of thinking. You don't always throw the smoke grenade directly in front of HMG, sometimes you throw 2 off to the sides far away to block enemy view. The situation of enemy positions dictates what you should do to survive. All enemy can do in that specific situations is shoot through the smoke or walk/crawl through it as you suppress through the smoke to the sides and gap where no smoke firing at the height of a man. I get random kills I didn't know I got firing at the height of a man frequently, I thought I saw something more than half the time. No idea I hit it till I check scoreboard or hear revive sounds in bushes, a lot of bullets deny area to enemy.
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Last edited by Grump/Gump.45 on 2021-06-15 04:16, edited 15 times in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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