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About ZZANG1847

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    Private First Class
  • Birthday 02/27/1990

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    Bothell, WA
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    Guns, Guns, and even more GUNS.

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  1. Image quality is potato because I saved the file in .gif format instead of .png, and I'm too lazy to draw it again so blow me. Oh and just so we're clear on this, MUTTRAH SUCKS MELON'S ARSE RED STARS indicate enemy threats that are stationary, therefore easy to avoid if you know what to do with them. A RED STAR next to Mosque/East City Center flag indicates a staging area for armors before they move into the city. Usually the armor convoy consists of BRDMs, BMP-3s, BTR-60s, and T-72s. BMP-3s and BTR-60s are considered as priority threats when you are using air asset due to their excellent Anti-Air capabilities, and this applies to CAS as well. YELLOW LINES indicate a route that enemy armors like to take. I didn't draw any lines between North City and Muttrah Docks because if armors are inside the facility that means either we don't have enough people to play the map or they're as stupid as bots that man the turret of BMP-3 without a driver. And here is a general "rule of thumb" when it comes down to flying anything in Muttrah STD: 1. Fly low. If you don't know how to fly low, then don't fly at all. 2. Communicate with other squads. Make sure where armors are and whether anti-air stationary targets are neutralized. If nobody is responding, then consider anti-air assets active and do not move into the city until comms are established. 3. Don't try to be cocky and pull some stupid stunts to show off how awesome your flying skills are. I would rather wait for my crates than watch some fireworks that I never asked. 4. Be ready to say "No" when necessary. If someone tells you to drop a crate at the mosque when BTRs/BMPs are right next to them, tell them to "GO F&^K YOURSELF." 5. Sometimes, you just have to do things yourself. If no ARMOR/CAS squad is capable of destroying stationary Anti-Air assets, see if you can get a volunteer with a breacher kit. Yes they spawn rather quickly and yes it can be tedious at times, but NO Stinger means YES crates for others. And last but not least...... Melon sucks
  2. There is never "Oh my gawd we have too many admins! What are we going to do naw!!! " moment in the server. Admins, just like any other people, are playing the game and sometimes we can all get distracted when something happens. Also, as you said in the original application, we have lack of adequate amount of admins present in the server when everyone in North America goes to sleep 'cause who cares about people outside the BEST country on Earth, so you will never hear us saying "Oh thanks for the application but we already have enough admins so come back later! " Now, for the record, "everyone" can fill out an application to become an admin. That doesn't mean everyone's going to get one, however.
  3. As Double_13 mentioned, we have a rather extensive process which regular players and PR admins observe a player's behavior and pattern while being on the server before contacting them to see if they want to try becoming an admin. Even if we like the person because he/she behaved well and would like to become an admin, we still ask them go through a probation period where we only grant them a light admin role and see if they can control their emotions and stay rational when tensions rise and personal feelings are involved. We had a serveral "incidents" where VG had to remove someone from admin role because they would simply act like they're above the rules, and this process is a direct result of the unfortunate events we had to go through. We don't delete posts and threads just because we don't find it useful or necessary. Unless it contains a content that is generally considered "not for the public," we do keep everything the way it is. However, there is a possibility of the thread locking if someone starts adding unrelated contents that does not contribute to the original content. If you wish to delete your content because either you don't like our admin selection process or don't want to wait long for an admin role in VG, you may edit your original posting by overwriting your post and simply put [DELETED] on top of it. Please be aware, if you erase your original application, we will consider that as a statement that you're no longer interested in joining PR admin list and you will be withdrawn from the list of people we need to observe closely. Have a good day, and enjoy your stay. Cheers,
  4. Here are 2 lessons that I learned from by playing many Vietnam maps in the past few years: 1. The number of players don't mean much to me when we're playing Vietnam. I've seen way too many times where 30+ players are interested in playing Charlie's Point and end up rage quitting 10 minutes after because they couldn't figure out how to capture the first flag without dying multiple times in a row. And it doesn't matter how long you've been playing PR, how good your aim is, and how communicative you are. If you can't picture where stationary AA guns spawn at, or don't know what kind of assets they spawn with, or what path they take when moving between the flags, then you are just as worthless as someone who just started playing PR for the first time. Now please don't get me wrong by thinking I am being cocky and want only elites playing Vietnam. It's good to have many full INF squads so that we can capture faster if it comes down to just numbers, but the Vietnam is fought best with brains (strategies), not with bodies. 2. In order to win in a jungle environment against the 40 NVA marksmans, you not only need a good strategy to exploit their weakness, but also a good CAS/TRANS/ARMOR squad that understand the dynamics of Vietnam maps. If TRANS don't know the safe place to land for the INF to move into the flag, or If CAS doesn't know where to strike in order to prevent bots capturing the flag that you just fought hard for "cough" Swamp "cough cough," or if Armor doesn't step up the game and take RPG to the face so that INF have a time to dig in and start the capping, then you're in a world of hurt. I can have a great time flying CAS on Charlie's Point while INF squads are being slaughtered in the middle of the jungle, and can rack up 100+ kills with M48 Patton on Op. Barracuda while we're not even close to capturing Swamp because we're picking off targets from the mountain. In order for a team to be successful, everyone needs coordinate and cooperate, and that means someone's gotta do what they don't want to do. That, my friend, is called a TEAMWORK. If I don't see smart and dedicated players who are not only willing to listen, but also learn from their mistakes and improvise to win the battle, then I am not interested in running Vietnam maps next. Unfortunately, with recent server setting changes that increased the bot difficulty to the point where 1v1 INF fight in the jungle is almost unwinnable, I do not accept Vietnam map requests unless someone with higher seniority do it because they want to watch the server BURN.
  5. I'm not trying to brag about what I did on other servers, but trust me when I say putting people on Bot side as an OPFOR is never a good idea. I could drive around T72 on Muttrah against 40 people on the US side and make their lives miserable.
  6. Be aware of problems due to eating too much pineapples. They have a tendency to have a rather "explosive" side effects.
  7. https://drive.google.com/open?id=0B23-vnRtzLCtcHkzMldGUXJaTFU Here is the one that I just created. Hope it works.
  8. Managed to free up the time so I should be able to join this one. It appears nobody's taking armed vehicles so far so I will be a squad leader for them, hopefully doing something good for the team. When the map without an armor asset loads up I will join TRANS or other logistical squads.
  9. The role of commander is to manage squads and make sure everyone works as a team, and nobody in this forum is opposing this idea. However, unlike in real military, PR CO-OP commander is not someone who spent a lot of time designing and practicing strategies and implentment it so that their soldiers get to see a light tomorrow and go back to their families at the end of their deployment. Someone who is not proven to be a "commander-worthy" can become a commander by a mistake, and the consequences could be fatal for all of us. I have seen plenty of times where a commander, who I shall not name, tried to control every single movement of my squad and hindered our squad's performance because of this "micro-management." Soldiers and their squad leader are on the field, and they know the situation best unless you provide them a UAV support. If you cannot provide an intel they're not aware of, you are as blind as they are and the only thing that is keeping them alive is their own instincts and judgment. And I am not trying to undermine your skills and experiences, but there are people in the server who played this game for a VERY long time and have a map in their head that shows every bot's movement. I hate to be rude to a stranger, but some people are simply better than you. Now, am i saying you are a bad commander? Absolutely not. You just haven't provided an example or instance where your judgment helped the team and made people start trusting you. Just like what you see in the 4th episode of Band of Brothers, you do not trust someone who just joined your squad. You "earn" their respect, and you do it by playing it smart and playing it often. You see a squad is not listening your order and believe they're in a harm's way? Let them know the situation and see what happens. If they can overcome the difficulties of the battlefield, you make an apology saying that you underestimated their ability and make an adjustment to your original strategy. If they lose and realize they made a mistake, then they will start trusting your more. If you make enough smart moves and people start seeing it, you will start seeing a lot more people asking you what to do and how to do it. This isn't the first time where someone complained about people not listening to his command, and this won't be the last. So don't take people's words personally and try to understand the situation. Double seems to be cool with you so play with him and you will see soon enough that a lof of people would love to have you. Just don't expect a hospitality like from other games....... which...... i....... can't....... think of...... ah whatever.
  10. Can confirm. Milian is an ASS. I have lost count on how many times I had cheap death 'cause i was a schmuck and thought i could dodge a russian-made missile. When you look at the black screen with "DEAD" in the middle, you realize that the luck always runs out when you need the most.
  11. project reality

    Just for the record, if you are running a infantry squad and need a quick transportation, just ask. And no, I'm not talking about just TRANS squad, who should be always busy if they are being utilized properly (In my mind, TRANS should be the most busiest squad in the whole game, as they need to constantly drop crates and move squads around, whether someone asked for one or not). If you see an APC nearby and don't have any methods of transportation, ask them on either chat or mumble and see if they are willing to give you a hand. Unless that driver is in a deep trouble or just a bloodthursty A-hole, they will gladly give you a ride as long as your request doesn't jeopardize their asset (i,e, dropping a squad in the middle of a bot-spawning flag). And if you are running an APC and see someone walking near you, get close to them and ask if they need a ride. I have seen numerous players who were just walking because TRANS wouldn't get back to them and thanked me later when I give them a ride they didn't ask for. Many players are just new to the game and they don't ask around because they don't want to be viewed and treated like noobies.
  12. project reality

    Oh btw, I wrote that reply above me. I didn't realize I was signed out of my account
  13. Originally I wasn't planning to make a post like this, but recent threads about this topic encouraged me to make a comprehensive guide of "how to make bots' lives miserable 101." If you are not into mortaring and don't care what I am going to lecture on, feel free to pass on this topic. Otherwise, this is going to be a very text heavy (with some boring photos) post that requires a lot of thinking and reading. I hope you have a coffee and a patience, 'cause you are going to need it If you're ready, I present you........ [Introduction] I never served in the military, so I cannot comment on how army operates with mortars in real-life engagements. But from what I've learned and seen over the years playing PR COOP (huge thanks to recon, who is truly the most deadly person with M9 pistol since John McClane from Die Hard ), mortars can be used in both offensive and defensive purposes, and they can be either extremely effective or completely useless depends on who's using it, and how they're using it. Here are couple of things that can make mortar squads great or pathetic: 1) How fast are mortar crews? Do they know basic understanding of map and how to use mortar? 2) Does mortar squad leader know what he's doing? Does he know the map and how to use mortar? 3) Are other infantry and armor squads communicating with squad leader? Is Trans squad being effective? In this topic, I will let you know what I've gathered over the few years of how to do an effective mortar, and how it can make you on top of scoreboard, that is if you do your job and don't F&%K this up. Now, you might be wondering, "What makes me a good mortar man?" <TEAM>ZZANG1847: If I were a bad mortar-man, I wouldn't be sittin' here, discussin' it with you now would I? [Learn the map] Unlike Deployment, bots do not think. They are being told where to go and what to shoot by developers who navmash so they don't get stuck in a random building doorway, wasting assets and our precious CPU power. Because of this, if you understand how bots behave, you can predict where they are going in which speed, and when will they arrive on the flag they're heading. For instance, if CAS knows what they're doing at Muttrah City, they would know that if they take off as soon as possible at the start, they will face bunch of BTRs and BMPs sitting at the crossroads of East City Center, waiting for the flag to be captured. There are instances where few armors will roll out to West City Center even before East is capped, but if you manage to put that into account too, then you know how to deal with these assets with minimal casualties. Same thing goes for the mortar. To help you understand this mechanic better, let me give you an example. Down below is a coop standard layout of everybody's favorite, Charlie's Point (well.... except keed, of course). I have put few things here and there to let you understand better how this map works. 1) Direct spawn point means enemies spawn in and around the objective. "Point Lookout" and "Ruins" is a flag that everybody likes to grind their teeth about, because enemies spawn right on the flag and like to shoot you without you even noticing them. These are the flags where enemies and friendlies will be mixed up, and mortaring will be "extremely danger close," requiring some heavy communication between you and other infantry squads in the area. Usually they do not call fire mission because of the possibility of a collateral damage, but if they do it is most likely either they are being overrun or they trust you with mortaring thanks to the trust you built with them. Either way, DO NOT SHOOT ON THESE FLAGS UNLESS YOU AND OTHER SQUAD LEADERS AGREED UPON TO FIRE ON THE FLAG. <TEAM>ZZANG1847: One intentionally missed communication, one wayward pinch of high explosive round, one errant twitch... and kablooie! ZZANG1847 [Teamkill] =VG= Melon_Muncher 2) Indirect spawn point means enemies will not spawn "on point," but around the objective. "River" objective is a good example where N.V.As will spawn on the West side of the island, and the north by the hill. This is a flag where you need to talk to infantry squad leaders who can spot the enemy presence for you, and you can suppress them before N.V.As take out our precious G.Is. In case they get overrun and tell you to bomb the objective, shoot everything you've got so they don't go anywhere but to their spawn screen. 3) No spawn points means..... well, no spawn point. The "Dock" flag is the easiest flag to take on this level, and it requires no fire mission from either CAS or mortar squad to help you take the objective. Heck, you can even land a chopper with 2 pilots on the flag and still take it easily. How do i know that? Because I do it all the time! Shooting mortar before taking this objective is outright S-T-U-P-I-D, but if enemies are swimming across the pond to get there and start taking the flag, it is a good idea to send some rounds down range. However, make sure to coordinate with other squads who might be going there. People know its an easy flag, so they will go there without expecting too much of a resistance. The last thing they want to hear is a mortar coming on top of their head because they didn't tell you where they're going, and you didn't tell them where you are shooting at. So where does all these information lead to? Well, I prepared another image just for you. Take a look: Yellow stars are the place where enemies are "most likely" spawning. Don't take my word for granted on these positions, as I am still trying to pinpoint their exact spawn point, and even after all these years of COOP adventure I am still scratching my head because I am not so sure of them. Green arrows are the direction enemies are heading, if the flag at the end of arrow's tip is either neutralized or taken by the U.S. forces. For instance, if infantry squads just neutralized "Point Lookout," there is a good chance that NVA bots are spawning on "Ruins" and heading North to take it back from filthy capitalists. In that case, suggest infantry squads to either take chopper or boats to get to other flags while shelling the crap out of south side of "Point Lookout" to cut off enemy reinforcements. As long as you're shelling where needs to be shelled, others will have some time to take one of the three flags on the map. Sounds easy? Well this is just one map, and there are 10+ maps VG CO-OP servers that mortars can be a vital asset to infantry squads. I wish I could make a guide map for all the maps we play on, but my information is not 100% correct and it is based on my limited knowledge, so I will just leave you with some of works I just did. Please remember, spawn locations and movements are not 100% accurate, and you need to cross-reference with other people who play on VG COOP server regularly (any person with =VG= tag is a good starting point, and also people on top of scoreboard is also good one). Some of stars mean enemy mortar positions as well as a place where enemies are seen most of the time. Arrows also might not be correct, as bots like to take a different route, depending on how the game is going. P.S) Layout of the map is VERY important when it comes down to enemy spawn locations and movements. Do not use these guides on other layouts, as it will make your mortar barrages completely pointless. I left a title on each images for this sole reason. (Ridge on the Northwest side of 2nd flag is where most of enemies are seen. Also, some enemies get stuck at fortress bridge, west side of 2nd flag) (5th flag(cave) is always hardest to take as bots like to sit on top of the hill east side of the flag. Bomb the area with HE/PRX for greater effect) (4th flag(supplies objective) is a good place where enemies can get pinned down by mortar fire. If you shoot North side of hill, you will cut off N.V.As who are heading to 3rd flag(swamp) objective. When friendlies are safe inside the barn on the flag, make sure to hit east side where enemies are spawning. This is a flag where i got 260 kills on one game without even seeing one N.V.A). (Uh..... why are we playing this map? THIS MAP SUCKS!) (But seriously, 1st flag is the hardest, and it wouldn't be too difficult if armor is doing their job. Just follow the map and you'll be fine) (Enemies like to come through beach to take beach flag, so make sure to get them before they reach the flag) (Also, i hear T62s on this map was developed with an alien technology where they fire more than dozen shells without even reloading once) [Tips & Tricks on using a mortar] If you have no idea how to use mortar and would like to learn it now, stop reading this guide and go watch Youtube videos that teach you how to shoot mortars. There are plenty out there and visual guide is at least 100x better than reading through this. For those of you who already learned how to use a mortar, you should know each rounds are designed for a specific purpose. HE = High explosive, good against both infantry and armored targets, recommended for any situation. PRX = Airburst, extremely effective against infantry in a wide open space, but terrible against maps with hills/buildings/armored targets. SMOKE = BOTS CAN SEE THROUGH IT, SO DON'T USE IT. It is good at ruining people's fine work at the end screen, though. Now, when you shoot the HE or PRX by using LMB(Left-Mouse button) or spacebar, the lower right bar will start filling up, indicating a mortar reloading. Most of people just wait for this to load up and shoot the next round as soon as it's loaded up. But, I have learned that if you shoot one type of ammo and immediately switch to other types of ammo, you can shoot another round without needing to wait for first one to recharge. In order to do this, you need to spam spacebar button as soon as you switch round type, and if you do this without a hiccup, you should be able to send rounds out 2x faster than how people usually do. This method, however, has both pros and cons: Pros - 2x the rounds down range, 2x the fun and..... maybe couple more kills that would otherwise be done by other mortar crew members Cons - ammo goes 2x faster, and your squad leader will hate you by the end of a match. Also, did i told you PRX isn't good on some maps? I usually do not recommend using this method as it can be a double-edged sword, but if a friendly infantry squad is about to be overrun and you need to give them everything you've got(a.k.a "Broken Arrow"), this is probably a good option to consider. [Conclusion] I wish there were more things to talk about, but I can't think of anything else extremely important on how to mortar. Understanding the map and enemy movements are the key aspect on how to do mortars well, and if you get these right, then there shouldn't be too much difficulty playing with dangerous explosives. Just remember to communicate with friendly squads on where you will be shooting, and cease fire immediately if they ask you to do. Oh, also to note..... <TEAM>ZZANG1847: So! T'all you fine bots so proud, so cocksure, prancin' aboot with your heads full of LAT kits! Come and get me I say! I'll be waiting on ya with a whiff of the ol' high explosives. I'm a grim bloody fable... with an unhappy bloody teamkill spree! ZZANG1847 [Teamkill] =VG= Melon_Muncher ZZANG1847 [Teamkill] =VG= Keed ZZANG1847 [Teamkill] zero_tolerance ZZANG1847 [Teamkill] STARK58 ZZANG1847 [Teamkill] papa-krass <TEAM>ZZANG1847: Oh, I'm going to have to glue me back together, in hell! Yeah I know..... I'm not funny.
  14. Losers have nothing better to do than ruin someone's day by attacking the server that has nothing to do with their pathetic life. I know that's a harsh language I've just used, but at least you agreed it with me, right?
  15. First of all, we appreciate your interest in becoming an admin for VG PR CO-OP server. However, I regret to inform you that we do not provide admin privileges right away to new players who submitted an application. We have an extensive selection system where admins observe a player's behavior for a long time (usually 2-3 months, but up to a year in some extreme cases) and decide whether a player is suitable for an admin privilege. Once a player is considered safe to handle admin privileges, =VG= admins will contact you to ask whether you are still interested in becoming an admin, and will give you a limited admin privilege for a short time to see how you behave during this "probation period." If players do not abuse their power during this time, you will become an admin for VG CO-OP server and can help us clean maniacs, trolls, and many other misfits who visit our server often. Since we heard your interest, admins will start looking closely to how you behave. Please be civil, polite to players, no matter what their skill level is and what their position is within this community. Do you see a rule violation happening while you are playing the game? Report by using " /r 'player' 'reasons for reporting' " command and help admins online to solve the situation. If there a teamkiller in the server and you don't see anything done about the guy's behavior, hop onto our TeamSpeak channel and look for anyone online who can help you dissolve the frustration. Active communication with other players in both PR COOP and TS/Forum can help you a big way when you want to become an admin. Please be aware, while you can be friends with admins, that doesn't guarantee you getting an admin privilege. If an admin recommends you, we will take that into consideration, but please aware that they might be questioned if their recommended candidates engage in a questionable judgment/activities. If they refuse to vouch for you, do not be angry, as they did hard work to earn their place in VG as much as you will do. Please let us know if you have any questions. We will be more than happy to answer them for you. Best of luck, ZZANG