Mats391 wrote:Warning, resigning or even kicking players in the INS team during insurgency for not sticking together is a very weird way to try and improve gameplay. In insurgency the INS team is meant to spread out to find and engage BluFor wherever they try to enter the city. Simply using physical distance to determine whether the squad plays together is a very bad metric here.
Only appropriate if they are not defending the cache at all on 50 vs 50 full server. Insurgents shouldn't move in squads in most situations. They should stay in view of each other and the cache as a squad. In order use these as bait. Cache is bait, then civilians in view of cache, and effective fighters giving enemy a hard time drawing a lot of fire. Starting from cache house, get 1 man per house, per bush before putting yourself as a 2nd man in there, divide the enemy fire and attention. While I am going through hell at the cache at time, I look at the map while taking cover looking at who isn't helping or near a cache. The players who play at less than 100% effects can't hear far away gunfire, I don't even think they know to help.
On 4x4 KM maps, being more than 1-1.5 KM away from any cache is not defending. Anti-air should not camp the main, issues there already in the rules. But they still camp main and never see the chopper, or get spotted lone wolfing by commander to be killed/avoided, kit taken and endlessly cycled denying AA kit. AA should use cache as bait to kill CAS from another location in view of cache. Things like this screw us over. On 1 KM maps 600 meters from cache is not defending. Unless they have SPG/rocket techi, roving .50 cal techis all over the map, mines or mortars.
These players not in view of the cache or another fighter, especially civilians walking toward enemy repeatedly getting arrested ruin the INS gameplay. Especially when the breachers over powered shotgun takes away all the teamwork, the point of having cuffs from BLUFOR when breacher actually moves with a squad. Also over rewarding lone wolfing cache ninja breacher who encounters civilians. Shotgun is over powered against experienced players, new players who don't even know it can arrest have no chance. Can't even use the rocks in a crowd together, only thing civilian can do to get killed by smartest player is pretend to take cover, look like armed silhouette.
Only things civilian can do is bait enemy into a chase to bring him to fighters to get killed or pretend to take cover. But repeatedly, bad players just walk towards enemy and give themselves up. Its sabotaging the team, I think intentionally so they can have their own fun being close to enemy, also giving cache locations faster so insurgency game mode can end faster.
All the insurgency game mode complaints because of BLUFOR assets and scopes, insurgents have binoculars and they don't even know to hide. They need to be reminded of ALL basics, including how being near somebody who doesn't know how or when to hide gets them killed by explosions aimed at exposed guy they are next to.
To be fair, the admins deal with a lot whether they fully understand these peoples intentions or not. Some people wait for players to get close to IED then run into the IED to "TK" using another persons explosive. Its these sneaky things done for their own fun or what they want to make happen.
That all damages the game play, they don't read the manual right away, they don't care about wasting time for successful civilians and if they do read manual they can't remember all the information. We literally tell them "help the cache" and "stop running towards enemy as civilians". They don't care or listen.
They are on the team, team talks basic strategy, they shouldn't do their own strategy out of view from cache unless it legit helps the team. Like taking out bridges.
Its simple. 1 man per house, 1 man per roof, 1 man per everything in view of each other starting from the cache. Fall into place. But moving as a bunched up squad is completely abandoned in insurgency because of scopes, So an insurgent draws fire from one corner/window, another moves or shoots. Actively using each other by watching or talking to each other.
We need a strategy, survival and tactic manual for these bad players, every detail anybody has ever seen go wrong. RPG firing when RKG was crawling to armor for long time. I see people going civilian, who is supposed to get killed, they put their hands up. They put their hands down when I say "they won't kill you if you put your hands up" showing that they have no common sense and need it written down in a manual to read. Its stressful for these player fixes to fall to me, saying it repeatedly to 1000 new players or the same guy several times. Then few spread the knowledge once learned or when encountering same issue.
Like if they are going to follow me around when I am also a civi, then they put their hands up next to me without getting "1 civilians per piece cover pretending to take cover". Like it really ruins the experience when I want to play, not constantly teach or baby sit.
All the insurgency game mode complaints because of BLUFOR assets and scopes, insurgents have binoculars and they don't even know to hide. They need to be reminded of the basics, including how being near somebody who doesn't know how or when to hide gets them killed.
Its not like AAS objective attacks unless attacking a FOB or taking a compound from the BLUFOR like Fallujah Alpha 6 house or Al Basrah VCP. Once its taken everyone needs to be 1 man per house, iron sight sniper mentality tactics, once I remind people to use binoculars they see more and kill rate goes up. This stuff needs to be listed in a manual.
I have standards for AAS conventional vs conventional, insurgent tactics and armor brigade tactics. Based around the same principle, stay in view of each other and objective. Its flexible, I can defend AAS objectives with insurgent tactics. It all just looks different.
Cache and civilians are bait for kills, but bad players neglect to use these things right. They don't get "1 man per house" they sit everyone inside the cache no matter what weapon or ammo is in their kit. They need to be taught how to play, even when its played on objective the way they do it is so basic, repeatedly mediocre and ineffective. Its a common event for APC to kill everyone in that building and know that is most likely the cache. Its common sense where somebody should know that is what the APC would think based on what they are doing.
We have 2 possible groups to make a manual on these simple tactics, the DEVs for the game and the admins for their servers. It needs to be somewhere players can read it. Typical admin actions make nothing better, they just get rid of the player, they don't make them better. A page on tactics to suggest alternatives, a list of things to do or inspire creative effectiveness. They would have more respect as a server if it taught a smarter way to play and fall into place for players. Learn a job they want to do, take the position among the brigade of fighters, assets or no assets.
Expect worse with a whole new generation getting onto Call of Duty, careless toxic people only there for their own fun and not the teams. Even them taking a techi to lone wolf and sit still on some corner like the enemy doesn't have scopes then they lose the techi close to enemy, we don't get it back. The manual needs every detail and tactic of survival individually, possible ways to effect battlefield as individual to enhance teamwork. They focus too much on the individual and not how they can contribute the individual to the team
Manual should not only be functions, it should be survival, teamwork, tactics, weapons possible uses and capabilities. Maybe mention you put scaled values or exact range specifications for weapons so they can do the same reasearch on the real thing. I did that for the German WW2 grenade launcher 1 day for player LoisGriffin, its actual arc max range is around 200 meters.
Teach them how to learn, because some people require teachers because school never taught them how to learn. How to literally find information themselves without being taught or pointed to the title of the subject to be researched.
Side note for the manual, a survival page would be nice, with a series of GIFs in an image box showing each 1 mortar, 1 RPG, 1 grenade, 1 jet bomb, 1 chopper missile taking out bunched up infantry and tanks. Just to teach them common sense, so they recognize when they are too close. I miss the old main menu where it showed the fighting, wish we could toggle it or still include it in the multiple possible menu screens.
We had better players in that main menu era. We could flash an image of not spreading out, everyone on 1 berm, then an image of spreading out everyone has their own berm being RPG spread. Start from desert berms, then desert foxholes then move to forests and jungle trees/bushes images. Firefight suppression, including a night fighting image. Stealth night knife kill from camouflage, then a pure hand to hand among some chaos. A better main menu showcase. Make a main menu and train players by insinuating pictures. Kill 2 or more birds with one stone. Show lame old basic everyone in a single spot, then show the same munition only killing 1 guy.
Manual not only needs the functions of the game, but there needs to be standard listed strategies. AAS conventional vs conventional, insurgent tactics, asset brigade mutual support in view of infantry, super FOBs and objective. Project Reality strategically plays like a live action board game with a lot of pieces that are supposed to support and protect each other.
Tank + APC + IFV + Anti-air vehicle/capabilities + jeeps + logistics repairs. But to fully see the benefits of this, players need to know what the vehicles have. Which is said what the vehicles have in the manual, but doesn't say how it all works together in one go. Lots of figuring out for themselves which leads to slow mediocre game play dependent on who is present and each individuals learning.
I grew fast because of studies and logical thinking to learn more from my own brains realizations (legs to grenades) then looking it up. Also strategic tactical theories of cause and effect, trying it with a communicated plan involving everyone shooting, getting shot at and being so spread only one man gets hurt per projectile. Manipulating the enemy by shooting and drawing fire.
Knowledge is the most powerful weapon, but people choose a kit over knowledge. I have no preference in kit, I just want weapons, knowledge and tactics are weapons. These players are not. They need to understand the big fighting brigade and their place in it. How teamwork works, by simply being in view of each other, its not always clearing buildings together.