CAS_ual_TY wrote:This is not a loading screen tip. This is a tip for loading screen tips. All the milsim trash thats mentioned there does not help or barely helps anyone.
Explain stuff like:
- Aim for the side or back of vehicles for maximum damage
- A lot of vehicles have thermals, keep in mind when using smoke
- *how the GTLD works*
- Preflaring when entering a hot area with an airborne vehicle increases survivability (once flares work again)
etc.
All of those mechanics are mentioned in the manual, the thing you read to find out every little detail about the weapon, vehicle or kit you are using. These tips are for specific skills and methods that apply with those mechanics, including dropping kit to play dead, you got simple mechanics the game is meant to do then staged mechanics that just work. I'm trying to accomplish many real life things here, not just make people better at a game. Keep up with when Im talking about game situations and real life situations, use common sense.
You haven't noticed this is more advanced than all the basics right? This game is given 4 hour matches with 550-700 tickets per map, its meant to be realistic if people played like it practicing survival. For example Fallujah has 4 caches, 4 hours, manage time and forces correctly to harvest kills for intel then dump all breach forces on one of the two caches completing the mission as SAFELY and QUICKLY as possible with MINIMAL RISK. Literally, if you spot a civilian call in to commander to make sure no armed insurgents are watching the civilian. Nobody is meant to die more than 10 times for 20 tickets each AT MOST. Watch Active Self Protection YouTube channel, if you want to compare the reality of Project Reality to reality watch best gore.
Don't just play a game or watch videos, learn something while doing that, most games you cant learn from. Aside from placing gore stress of knowing what many types of wounds/situations look like in real life as I see people get shot while playing, watching videos on BG has helped me learn anatomy, basic bleed out prevention, survivability, the reality of the movements. I've seen humans not tied up about to be killed who sat there and took a single death blow as if running away or fighting would have made their death worse when they could have put a hole in their killers, I want to change that mentality of shutting down or freezing up.
Think about how in Call of Duty to use a knife you press a single button, slash someone then put it away in under 3 seconds ready with firearm again then think about having to pull out your knife in Project Reality when everything else failed dedicating yourself to that weapon against another knife or firearm. The world can be a better place if you teach people to survive criminals and put holes in them. Instead of watching a door with your rifle waiting for enemy to come through every single time you are in that situation try standing off to side of door with your knife, I've downed first man in before many times and ran past the rest for them to panic and TK each other if they shoot. Step one to survival is being near cover ready to use it properly as a individual and as a unit, then the rest is not getting tricked or wrongly comfortable.
Like for the sniper section on my tip threads I did not mention to press 3 to control breathing while scoped in with sniper rifles, the people should already know that. Mechanics like that I don't include(edit: dont know why im stupid, thats like key), these people learned as kids to hit a tank in the *** from Call Of Duty, I go for the more detailed skills. Imagine on a map like Fallujah you come across the big red truck, like on a long straight away road, your full infantry squad/platoon is moving down the road.. I play dead next to the truck or sit in passenger seat waiting for the ideal road kill zone to trigger the trap. That has happened in real life, I've seen security footage of combat and attacks where a vehicle is used as a weapon. Whether the vehicle hits some one or not the suspect is either shot dead inside or stumbles out running away attacking with pistols, knives etc.
This is the perfect game to practice survival in whether it be driving(slow down on curves), attention span, awareness, mental reaction time, identifying friendly or enemy body in a chaotic cluster with accuracy(fights) and proper tool use. In my tips I make a tip like that then how to counter it, with the counter to the big red truck roadkill trap intertwining with previous formation/positioning(1 person per cover) solutions to trip wires and mines.
Which if you read everything I write and apply it as a individual or a squad leader it is useful. Camouflage, playing dead(Reznov), suppression, coordinated speed breaching that gives the enemy no reaction time after hand grenades.
Its all common sense things to do where you can survive 100% of them time, if you want to die on your own time you simply play dead where the enemy would kill you anyways. Camouflaging your "dead" body is 100% surefire way to survive. Its like useful Call Of Duty campaign skills you see NPCs doing explained in detail and made for unscripted survival, Reznov inspired me to play dead, rappelling down cliffs fast. I have some more tips prepared on the uses of rappelling to stay alive evading enemy, useful in maps like Lashkar, Korengal Valley... Ive had times as both BluFor and OpFor on those maps where I had 2 choices, take my chances with a nest of insurgents/full squad of Germans/US Army or slide down the mountain.
Weaponizing everything with your mind every way you cant to have an effect on or survive your enemy, like as a sniper snapping bullets past enemy in cover without bullet impacting near them to avoid triangulation and get bullet flying to as close past them as possible to give sound effect of getting shot at. Then like I said recently about "Known known/Known unknown/unknown unknown point and area targets"--all these concepts help, point target is a single landmark location easily described and seen whether it be bunker/tower/house/tracer source/ left, right, middle mountain peaks, specific colored building or obstacle differentiated from the rest. Area target is woodland, jungle, desert with heavy berm and light micro terrain defilade, area targets are the area around the single individual point targets.
Anything you can fire randomly into, especially defensively, at the height of a man where you cannot see the man in cover or concealment, whether the ground is level or not for the bullet to travel long distance along the angled path at the height of a man is an area target. Ideally, unless not compromised as a unit, all area targets where no friendlies are around objectives should be probed and suppressed with fire continuously. Probed with tracer fire aimed at height of a man in the hopes enemy responds with rifle sounds or tracers revealing his location, then his area suppressed once revealed, this is what we call making contact with the enemy.
Send out a strong message, see if you get a response, if your enemy is well disciplined and their squad leader told them "do not fire, they don't actually see us" when getting shot through dense jungle/forest or over their heads while they are traveling behind berms you still keep firing. If done right it will allow them to travel undetected until the final point of view where as they get closer they are more likely to fail on their camouflage, probing all areas enemy could approach applies a type of denial.
At some point they will need to all take up position without being seen or getting scared of random bullets, in a squad vs squad attack/defend scenario, if your enemy squad is firing randomly 100% of the time at the areas they wouldn't be able to see a camouflaged human body moving behind you would all need to find a way to kill them all quickly or you all die quickly, either you show yourselves mistakenly one at a time or you pop up from different spots all at the same time with pre-mental mapped loop holes you can find enemy target opportunities in within a second of popping up. Otherwise nothing is going to change, the enemy would just keep firing..
The enemy knows areas you are watching, they know you aren't afraid to dump crates worth of ammo on areas you might be in, the ground is getting shot from friendly toes to enemy toes literally clearing any spots that could hide enemy. Grenades are clearing the areas in grenade throwing range at a good random rate to the point trying to crawl up to get your nades out gets you killed at the very edge of their grenade range. Their claymore guy can just walk right out there, bullets flying past him 10 meters of to either side and keep placing claymores.
There is an art to firing randomly and it applies with every weapon and their varying effects, not just the kill or projectile impact effect, but even the sounds of projectiles going by hitting close. Even if your commander has UAV giving you actual eyes on enemy traveling out of sight behind berms should still fire over their head, this will cause a psychological doubt of how they are being tracked.