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Ragnarok1775

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About Ragnarok1775

  • Birthday 09/12/1989

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  1. Please guys. We're all friends here, let's try to get along for the health of this community. We can't force gameplay to match a certain country's tactics or T/O; Russian marksmen are in a separate unit and not organic to the rifle squad. Germans tend to be loaded down with a lot of AT weapons from what I understand. In the French Foreign Legion, medics are an additional duty, so that could fall to a sniper or a machine gunner (used to be the same with musicians). I don't think the game mechanics allow for limiting kits based on faction or only a certain number of tanks per squad etc. Every country and every type of unit is different, and there isn't always a right or wrong way to do something, just a different way. Squad sizes are different in every country and even within the same nation. PR is a game and we should do what works here...you wanna be hyper realistic, then stand in a guard tower at main for several hours doing nothing. That's one thing every army has in common. Reallife: war is horrible and there is absolutely nothing cool or fun about killing Germans, Chinese, Vietnamese, Koreans, etc. And I say that as an American. In deployment there is a briefing timer; can this be implemented in coop, and if so, does it also stop the bots from doing anything? I'm in favor of making IFVs organic to infantry as they are in most countries' mech inf units. If we did that, then I think the Bradleys, BTRs, etc would stick with the grunts and support them (less likely to get a frustrating squad wipe) and not go off to the edge of the map and slaughter the entire opfor and locking down other flags. They aren't APCs at all and aren't meant to be just an armored taxi service. I think this was discussed a bit in another thread several weeks ago.
  2. Speaking of a police state, can't we all just get along? Yeah we could wait a couple minutes and let the bots take some ground to level the playing field, but that's counting on 30-40 people agreeing on something which will never happen. When I lead tanks we do use the one mans, I try to get the maximum number of tanks in the field and split up to cover different areas and support the various grunt squads instead of blitzkrieging flag after flag. I saw on here or the PR forums where someone talked about numbers of tickets, would that help any? Or we would just blitzkrieg the map and sit outside their uncappable main and bleed them? Last night we had a good round on Pavlovsk which is definitely a challenging map (lesson learned, US should stay out of Russian affairs). We were outnumbered and we did get wiped a few times, but we didn't cap the entire map, and it is a bit disappointing when we win simply through ticket bleeding, like a boxing match won by judge's decision rather than a knock out.
  3. Now that you put me on the spot, I'm not really sure but going forward I will try to take some handwritten notes about what maps are too easy/hard under what conditions. I can tell you for sure that Kashan and Khami are too easy under a normal population. If we're down to like 5-6 people of course, nothing is particularly easy.
  4. Kashan etc are definitely quickies on a populated server, but I can remember a time years ago where we fought for every inch like it was Asad Khal. Speaking of, Hamas was at the gates of main and we beat them back and capped every flag with only six of us once, it was hell but it was a lot of fun and a lot of adrenaline. Like you, I like to do things outside of the box and differently, I often even forego trans many times and move on foot or with light vehicles. Unfortunately when we're packed people will usually just take the path of least resistance instead of trying something new. Last I remember, and it's been several years, AI skill was set to 90 here and it goes by increments of 10. 100 is absolutely insane, am I correct that there's no way to set AI to 95 or something else in between? Edit: what would AI actually influence anyway? Just basic skills like accuracy, reaction speed?
  5. I remember seeing a side discussion related to this a few weeks ago, maybe on the main PR forums. It really seems like once the server is reasonably populated, we pretty much steamroll through the map. Yeah there will be setbacks here and there, even the loss of a full chopper, but it feels like there's not as much of a struggle as long as we have people and some of them know what they're doing. Fully populated, it doesn't even seem to matter if they're good or not. So we end up running through a map pretty quickly it seems, a lot faster than deployment or even coop back in the day. Obviously there's some limitations because bots will never be as sneaky and creative as human players. I admit I haven't had much experience with the new AI changes but I can't say I noticed much of a difference. Rounds seem to end pretty quick, I'm sure there is someone out there who'll agree with me that it's not quite as fun when you just steamroll through the map with token resistance. I don't know what can really be done or any ideas to throw out there since I'm not on the admin side and the devs seem to be pretty strict about how servers are run.
  6. Basic marksmanship, which shouldn't take much time at all if people are willing to listen. Not using burst or full auto, patience with sight deviation, and engaging long-range targets. Individual, team, and squad movement. Taking advantage of cover, buildings, keeping together as a squad. Movement to contact, react to contact, squad attack, break contact and so on. Employment of recon/scout teams. Ambushes especially of vehicles. Combined arms operations. The individual kits and how to effectively use special weapons (grenadier, AR, marksman especially). The absolute most important thing being to engage at the maximum range possible. Most of the older generation in PR knows their stuff, but with the constant flood of new people since standalone, there's so many people without any guidance who haven't had years to learn the game and the advantage of a "small classroom size" with the older vets, and perhaps they don't know where to turn to for help?
  7. I've noticed it's always helpful to have bilingual or better people playing even who aren't admins. I have been able to translate for French and Chinese players in the past, and it definitely opens the community up to a broader audience.
  8. I think it would be more efficient if MECH INF had priority for IFVs and APC had priority for APCs. These vehicles are not remotely close to the same thing and perform very different roles with different capabilities and limitations. LAVs and Amtracks aren't either, but tracks are in their own units separate from the grunts. Bradleys are meant to fight. M113s are not. It doesn't stop there. But all of the above vehicles are basically just used as a taxi service. Bradleys etc should act as dedicated, organic fire support vehicles.
  9. Xenalite has a great idea, but is the server even run on Windows? I'm sure Linux has some method of doing it but I'm not familiar, never used it. I think it's hard for a lot of us players to understand what can and can't be done because we can't see things from the admin perspective. So we are often here asking for the impossible and we don't even realize it.
  10. I definitely share his frustration. Years ago, wasn't there an auto-kick or auto-ban feature? I'm pretty sure it was prior to standalone, maybe 0.97 era, when I started playing. Though I know this can be a problem if there's a freak accident, but it's unlikely that someone will rack up 10 TKs by accident, or whatever kick/ban threshold you would like. If anything, just auto-kicks might deter a lot because of the loading times to get back in, and take the asset out of his hands (CAS usually).
  11. Please not Muttrah again! I think that map is burned into my eyes because it's played so much. I trust your expertise and maybe it's just that I'm always playing when there's a crowd on at the reset time. Sucks, but you've done the best you can. I appreciate the information though.
  12. I think the server resets at midnight EST (GMT -5). This is a fairly populated time usually, I realize our players are from all over the world and a lot of different time zones, but I think it would be good to change the reset time to the most off-peak hour possible (I've seen the server completely empty at very early hours). It's annoying to be halfway through a great round and then suddenly the server resets, and a lot of players will just quit after that happens. Thank you.
  13. Because of frequent crashes, we're lucky to get halfway through the map rotation. There's probably also some maps that aren't on the list. If we bring back mapvotes, then why not have every map available (aside from the ones that crash)? The server sends an automated message for certain actions like picking up an enemy kit, so why not send a global message when tickets get to a certain point for either side, something like "Next map is Muttrah Alt, vote now or forever hold your peace"? For off-peak hours I think the best maps are the alt maps, inf maps, and 1km low asset maps. Asset-heavy maps like Muttrah, Kashan, Khamisiyah, etc just don't work with five or six people. If everyone was a team player, with a mic, and spoke some English, then we could probably handle it, but that's not gonna happen.
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