Room Clearing

CaptainGasper
Posts: 25
Joined: 2009-08-01 23:51

Re: Room Clearing

Post by CaptainGasper »

T.A.Sharps wrote:The Quick, and the dead.

That's not available on PR. You can't fire the weapon while moving, you will miss the target; Your ability is nothing. You will face the enemy and then wait 4 seconds to open fire. :razz:
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lukeyu2005
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Re: Room Clearing

Post by lukeyu2005 »

be careful when you breach a room from two directions you may just end up team killing
Elem3nt0
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Re: Room Clearing

Post by Elem3nt0 »

lukeyu2005 wrote:be careful when you breach a room from two directions you may just end up team killing
Thats why i would never have a room breached from two directions lol.

Thanks for these pro tips guys ill definately try these out. Its just whenever i kill people without aiming down the sights, it makes me feel like a skill less ******* lol.
K4on
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Re: Room Clearing

Post by K4on »

Bunnyman
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Re: Room Clearing

Post by Bunnyman »

It also depends on the size of the room, which in turn depends on your familiarity with the map. One of the things that detracts from the reality of PR is that most players are already familair with the map- in real warfare most soldiers are moving into any given area for the first time unless they are insurgents or guerrillas on home territory.
I'd say that the size and layout of the room can alter the need for variable tactics. For instance a second floor room connected to a stairwell with an open window has lots of oppurtunities for lobbing grenades and getting stuck on the stairs! It's not always possible to use the four corners tactics especially if you are cutting cut down in the doorway.
Also I suppose some large indoor space like a hangar or warehouse could be considered a room, but naturally you won't force entry in the same way. Typically FIBUA at least in the British doctrine favours attacking buildings from the top down where possible, but obviously this is not really within the means of most general infantry. Also the top down assault usually requires a helicopter, which in urban areas is a big risk due to the ease of using hit and run AA weapons or RPGs quite easily.
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Dai
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Re: Room Clearing

Post by Dai »

Top down can be accomplished with grapling hooks. Added bonus is the Speacialist also has a shotgun.

From what I've learned from watching military docs and so on (not old enough to join) and some thinking, I've got this:

A) Stack up on the door:
Minimum of 2 men (never breach with a single person! It's suicide) one on either side. Automatic Rifles or Bursts are closest. One is designated to toss a grenade (whoever has the scope will be given this in a 2 man breach, multiman breach whoever is not right beside). Other man breaches first, or in multiple person situation one is designated to enter first. (These can actually be assigned beforehand if you are clearing out an entire building. Thus you don't have to be constantly working this out)
Having four people would be quite effective I think; two on either side of the door aiming at the sides of the room, one to chuck a grenade in, and one to go in.


B) Grenade, Grenade, Grenade:
Soldier designated to grenade tosses a grenade. If you know there are enemies, toss another one or even two depending on the size of the room. Two for a small room (About 3 meters by 5-6 meters) 3 for a medium room, and for a large one you should use as many as you feel necessary. If the room has windows and you can get someone in position to toss a grenade from outside try to do that as well. But be careful: A grenade tossed into a wrong window or wrong angle will result in it flying through the doorway into the hands of your teammates.
Remember: You do not have to stand in a doorway to toss a grenade. Stand off to the side with an angle such that you can toss it into the room, preferably off a wall. In a small room a grenade anywhere will kill or wound anyone in the room. You can also charge the throw with the right mouse to plop it a few feet from you, then quickly back into the wall. If you are tossing several grenades don't take turns tossing, you may be killed by your buddies grenade. Preferable to toss at the same time, or if you can't, one tosses it far into the room, one tosses at an angle.

C) Breach:
The man who did not toss a grenade, or if he tossed the grenade first, enters and moves to a corner (whatever side he was on is the corner he goes to; if he was on the left of the doorway he goes to the left corner, if he was on the right he goes right. While he's moving fire fire fire. If you don't see a target just keep firing. If you see a target fire while you start pointing the gun at him. A large room is the only one that requires aiming. The one who last tossed moves in right behind the first breacher not firing until he has moved past the doorway. He moves into his corner and does the same as the first.
REMEMBER: As soon as the grenade(s) go off you rush in. You hear the woompf and your inside shooting.

D) Clear:
You have breached the room, but you aren't done. Move from the corners to cover and continue into the room. If something moves, shoot it. If it moves or makes a sound again, shoot it again. If it isn't moving shoot it. (Luckily in this game there are no civilians you might shoot, so every target is a bad guy in a building that's not manned by friendlies.)

E) Exit:
As you saw in the *cough* breaching video, you call out that it's clear, stack up at the door, call out that your coming out, and come out. Continue until you've taken the building.

If it's a large room, or large enough to sneak a grapple in, use it. If there's a breachable door and an open door you watch the open door, and breach and clear through the breachable door. If you can come from the top of the building, and preferably have two squads available, one squad breaches and clears from above, the other from the bottom. If you have armor of any kind they should lob a set number of shells in. Flashbangs are also extremely useful.

Basically: You want to disorient the enemy as much as possible, and you can do that just about any way you can think of. After that it's all about overwhelming firepower; put so many bullets into a set area that you're going to hit someone if they are there. Spray and Pray :P
Aiming is best if it's a long room, in a small room aiming just slows you down.
Steam101
Posts: 34
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Post by Steam101 »

If you are Opfor: Switch your ak to fully automatic and let it do what it does best.

If you are Blufor: Kill the nearest Opfor and use his ak.

:D
Mikemonster
Posts: 1384
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Re: Room Clearing

Post by Mikemonster »

Play Kokan skirmish all the time. You'll learn.


If someone is waiting for you don't bother. And don't waste a grenade, they will just go around a corner for a second and then go back to their camping spot.

If you have a full auto gun just spray whilst running at them. If unsighted run towards them, usually takes one mag, but you will kill them. Then reload and if you are confident or very fast take their kit and use their patch to heal yourself (you will have taken a shot but it's ok because it is rarely a serious one, normally just one patch is required (if it's two you will just have to take your 'personal' patch). The real danger is almost always their friend who has been in a different room.

Don't use shotgun if you have full auto available.


Camping is a realistic part of holding a building, and works in game and in real life (that's why there are so many destroyed buildings in COIN warzones). Don't fight them on their terms. I've killed an entire squad in a T-building because they were stupid enough to think they could kill me waiting with a PKM.

Personally i've gone from being fairly bad at CQB in PR to fairly good. The truth is even if you win you will probably have taken a round, but you can use their patch and yours and you will be ok.
Last edited by Mikemonster on 2011-09-23 16:56, edited 1 time in total.
Spec
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Re: Room Clearing

Post by Spec »

CQB in PR is all about having a pistol. That thing almost guides the bullets into heads, seriously. I've seen officers take out entire squads with ease. SMGs are the next best thing, better deviation than machine guns and controllable on full auto.
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Spec
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Re: Room Clearing

Post by Spec »

Pretty much like assault rifles, but with much lower recoil and thus better spray performance than both assault rifles and machine guns. Those recoil so much that, while each bullet is twice as deadly, fewer hit. With pistol rounds you just hope for a headshot, but both pistols and SMGs/machine pistols are good at getting headshots because they feel so 'light'. If you know what i mean... You don't have to readjust much after a failed shot to get the thing on target again. Easier to correct with it. With a machine gun, it's all down to chance, and with an assault rifle it's waiting ages for the perfect shot because they usually suck at spraying. There's a few exceptions though, the non-scoped TARs and L85s for example. The G36 on the other hand sucks due to the horrible optics.

One'd have to experiment with the exact deviation values, but they're just more controllable than assault rifles. And while they might share the deviation code with those, they're clearly better than machine guns. A ppsh can be fired very well on the move, for instance.
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Mikemonster
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Re: Room Clearing

Post by Mikemonster »

You didn't distinguish much between recoil and deviation there Spec, but I understand what you mean and agree.

I was under the impression that deviation values are the same for all guns apart from shotguns (2sec wait) and pistols (hell knows).

But I heard somewhere that shotgun deviation is now different (more nerfed), and aside from that I swear there is a difference between rifles, the M4 is a lot quicker to get a shot on target than the G3, for instance.
007.SirBond
Posts: 276
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Re: Room Clearing

Post by 007.SirBond »

The proper way to clear a room.
Stack on the wall beside the door.
Toss a grenade in, due to fps gameplay, u will have to restack yourself along the wall.
Now side step away from the wall and begin slicing the pie.
There will always be two blind corner spots you cannot fully see until you actually enter the room
These two points will be the corners closest to the wall you are stacking on before you enter.
When you toss your nade, u ideally want it to hit everything in the room. But if its a larger room.
You can toss the nade to ensure it hits the one blind corner that you won't see because it won't be completed even after you have done your first slice. Example: if you are stacked on the left wall with the door to your right. You will be slicing the left corner blind spot. So you need to ensure the nade is hitting the right corner blind spot on the rightside of the door.

Also feel free to fire early before you get to the blind spot. If there really is a target in the blind spot, the rounds hitting near him will distract him and your already firing first, therefore the moment you drag your line of fire on him. He's dead, he still has to begin firing and he will have a more difficult time because of the rounds landing near him. This method of dragging the line of fire ontop targets is proven to be effective in room clearing.

Ps: on large rooms. Sometimes tossing 1 or 2 smokes is better than a nade. Just remember to slice that pie. The majority of your slicing is done before you enter the room, id say 90 percent of it is! Also if your the second one going in, your first area to check in the room is the other blind spot your 1st mate didn't get to look at.
Last edited by 007.SirBond on 2012-12-18 07:38, edited 2 times in total.
L4gi
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Re: Room Clearing

Post by L4gi »

What you explained doesnt work. The slower you come around the corner, the more time the defender has to shoot you.
Tit4Tat
Posts: 514
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Re: Room Clearing

Post by Tit4Tat »

If i know that there's an enemy in a room and in what area, i throw a nade and banzzzzaaaai after (split second after the explosion). But its not the same every time, weapons, room sizes/layouts all play a difference when room clearing is considered.

e.g On Muttrah i'm confident to "rush" a room with my G3(iron sight) and be successful over my enemy due to size of the room i.e very close range and stopping power of G3.
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Nate.
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Re: Room Clearing

Post by Nate. »



Watch 0:10 - 0:30
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Souls Of Mischief
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Re: Room Clearing

Post by Souls Of Mischief »

TBH, those to IDF guys were terrible.
Nate.
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Re: Room Clearing

Post by Nate. »

Well they propably did not expect an attack, if that is what you mean.


Going inside unscoped is the best in most situations for small rooms.

Do not use grenades when you are alone, because people tend to run out of the room and kill you while you don't have a weapon.
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007.SirBond
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Re: Room Clearing

Post by 007.SirBond »

L4gi wrote:What you explained doesnt work. The slower you come around the corner, the more time the defender has to shoot you.
Well I respect your opinion. But I disagree. If you just enter a room without slicing the pie. There is 180 degrees of area the enemy can be and they will have their rifles trained on the door. Of course the best way is to enter the room from a unexpected approach. But if you have to clear the room with only one entrance. It is absolutly a must to slice the pie.

I am not saying you must slice the pie from the sighted firing stance moving slowly. You can do it from hip firing position as well. But if the room is large and the target is far, he will be sighted and you won't be. Putting him at a advantage. Regardless you cannot enter a room unless there is immediate cover upon entering. You must neutralize dangers before you move into a exposed position.

You have sliced 90 percent of the pie before going in. If you feel more comfortable checking the one of 2 blind corner spots with a the faster hipfire stance. You can.

And its much better to be killed outside the room while slicing, than to actually enter the room, get killed on exposed ground. Your medic wud have a easier time reviving you if your body isn't inside the room.
ShockUnitBlack
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Re: Room Clearing

Post by ShockUnitBlack »

The best option is always an attack from multiple directions. If you can't do that, spam C4 and smoke.
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