Only a few loading screens change the tips and for people with fast computers don't spend much time on loading screen. The tip box always has some empty space that could be used for multiple related bullet points.clueless_noob wrote:Agree on that tips should focus on beginners. Veterans just ignore them. However, patches are on weapon slot 8 by default. Only certain insurgent kits have patches on slot 9.
Also IDK the order the tips show up in or if it is randomly. The tips should be mentally stimulating in tactical creativeness, just some things to inspire ideas. Tips shouldn't just only hand give information, but mentally stimulate a tactical thought chain of logic.
You shoot from one way, enemy hears it, they look, it distracts them, somebody can then shoot from another compass direction. I have literally gotten enemy armor to swing their barrel around to face away from our armor to distract. One example is we had our tank west side, enemy BMP east side of map in standoff, first one to move in sight dies. I get in ammo techi and go far east of the BMP getting shot at by it as I weave in and out of view using hills for cover at enough distance to dodge. Its like a "Hollywood" plan, going to make enemy turn that cannon around.
One thing I want people to understand about suppression "The enemy could be there and they don't know it, because they don't know they don't shoot, so the enemy gets shot at less. They DON'T shoot because they don't know, I DO shoot because I don't know."...
Tired of people asking "What are you shooting at?". Just that whole area, I don't like that whole area, enemy is over there, I don't like enemy, I shoot. Even if I saw one enemy in woods, enemy gets shot at, he moves so it is pointless to ask and have me be your eyes for them because they are too lazy to look for themself putting a 2nd pair of eyes on the target zone. They rather sit there and watch my character model shoot, than put their eyes on target zone of perimeter, thinking they are more intelligent because they only shoot at things they see.
Whether they have played 10 years or 10 days, some people just don't get it. The people asking that die before using up any ammunition or kit at all very frequently.
Only a few aspects are needed to intensify gameplay, one of them being "Grazing fire" from combat techniques of fire. Part of the immsersion is using and understanding suppression effects and its not "wasting ammo".
Then prolonging fire fights by having people die slower. 1 man per piece of cover, 1 man hit per RPG/tank shell/mortar formation(call/set the threat spread as leader). When getting shot at take cover, move, get shot at again wasting enemy time, attention and ammo.
1 man should be seen within enemy scopes, that is how to spread out so they have to scan, look around, look a different way, somebody they just saw dissappears when they switch to an easier target which also disappears. This happens until they die or they could mirror the small tactic of take cover, shoot, move, take cover, shoot.
We have people thinking they are smarter simply because they only shoot when they see the enemy. "What are you shooting at?".. Clearly I am firing in the enemy direction they come from on their side of the map, but also 360 degrees all around on areas of map with no friendly.
Clearly they never watched any combat footage before coming to the game or were raised under different regional doctrines of surgical precise fire power strictly playing whack a mole with the enemy. Even American Hollywood movies inspire me to shoot more, Michael Bay movie style. It looks cool and 1 bullet per square inch of reachable ground in enemy territory might hit some enemy or close to them.
The enemy could be there and they don't know it, because they don't know they don't shoot, so the enemy gets shot at less. They DON'T shoot because they don't know, I DO shoot because I don't know.
In fact as part of Recon by Fire/probing fire, you can make the enemy think they are compromised where they impulsively fire back giving off the fact of their prescence and location.
This is the logic I want the tips to cultivate. People don't seem to grasp cause and effect even though they get shot at all the time themselves in game, its like they don't see the benefits. They know what getting shot at makes them feel or do, so they could mak use of empathy to make the enemy slow or go a different direction other than forward to objective.
We are given weapons, terrain and a body, people have a hard time thinking this game is realistic in terms of force on force. They equate the games realism with their own capability to execute a plan, their falures make them think its unrealistic. It just shows how it would go down within force on force just aimlessly throwing themselves at the enemy in some way.
But also like others said the tips should focus more on functions/values of gameplay aspects.