dcm1 wrote:The 'arcade players' are what keep games populated.
They must learn to survive, using the common sense of knowing what exists like camouflage or if never taught the common sense of hide and seek, then remembering to use the tactics with limited assets in a way that maximizes security, control, chaos, mutual support and firepower.
You must play like you are Michael Bay making an epic military movie scene, but clean cutting everything tactically correct as possible to the best perfection a player can provide for realism, extending their player models life and epic simulated traumatizing experiences.
They need to either learn themselves or be taught. "Sweep, double sweep, fire deep aimed at height of a man until you see something" teaches grazing fire domination as an instruction. You know "1 man per piece of cover" now, which to lessen casualties further is "1 man hit per RPG formation" which sets a visualization instruction of spread and spacing to accomplish.
To reach the full potential in this game, you must research, then find ways to re-word it into brief easy to understand instructions with simple words that get around language barriers.
This game is a Project not just for the DEVs to make it great, but for the players to do their part for that.
I really don't get it, I learned relatively fast through the chaos, to make it less un-predictably chaotic and more of a controlled chaos that is understood. Down to the smallest details. That is on my end. I forensically look at bodies in Project Reality. How many, how close, what kits, what is around them they could have used like a bush or micro-terrain defilade.
Even not sitting still for enemy as a solution, I find a body behind a piece of cover out of angle to the enemy, I just know they were sitting still trying to aim. Its giving into that basic FPS 50/50 chance seeing who can hit who first without anybody dodging. Fire and move applies at all levels, individual, buddy, squad and brigade. Running in a straight line is just as bad as sittiing still, especially running directly away or to the enemy.
When you move as a player around your environment being shot at, I want you to visualize exactly what the enemy sees from that specific angle in relation to how you move around cover and make bullets miss by dodging aim or moving out of flight path in a split second.
Second to second detailed combat awareness, like a combat quantum computer, which is your biological brain made of atoms inhabited by EMF neurological electrical brain activity waves of our universe. You scan aggressively with eyes, ears directionally, focus on potential and actual current threats.
Here is an interesting read, I have seen syncronization on multiple levels of players experiencing the same environment reciprocating support perfectly by understanding the ever changing second to second needs of another person without even communicating. Their brain is empathetically tuned to the intensity of a team mate in trouble, they distract. Its hard to keep this up.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8146693/
You move your mouse to aim at enemy, so keep moving but eratically but calculatedly controlled to use the current environment to move through in the safest manner. To make them miss cause they have to move their mouse.
So many little things to learn. I remember one of the first concepts I learned playing this game, every inch of cover counts, you must have "eyes on your feet looking out". Meaning if you want to ensure you are in cover, put your head where your feet are, if you can see a place, that place can see you. Just perfectly hugging cover with other friendlies.
Very quickly, in less than a year of playing I developed "1 man per piece of cover" to solve the issue of bunching up. There is a psychology to it I have been examining, sometimes its "just the best biggest cover", but there are more difficult pieces of cover to work with angle wise, cover to cover movement wise, dodging bullets and such. Also a psychological comfort of closeness.
It seems like a lot, but all aspects come together in one big picture, from the individual to the team level. Scan aggressively mentality, high security by distraction of multiple aggressive targets that are suppressing the enemy with overkill.