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发表于 2008-10-24 12:22:11
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Average Mistakes
* Using the Spec Ops/Sniper kits as regular combat kits. The Spec Ops and Sniper kits are intended for special purposes in Project Reality, mainly for sabotage and reconnaissance behind enemy lines. Alot of players choose these kits solely because of the weapon, this hinders the teams ability to have effective tools. A Rifleman's weapon can be used perfectly well in close combat or long range, too - just shoot from the hip without using the scope. These special kits have no special abilities like healing, resupplying, repairing or building commander assets so they are best used independently and not inside an infantry squad. '''Do not''' use this class in a main combat role.
* Using mixed element squads. Having both infantry and other units such as tanks, mobile AA, helicopters, jets and even snipers in the same squad is not a good idea for a multitude of reasons. Main reasons being: overflow of radio comms on VOIP, inability for others to deal move at the same speed or to the same locations, inability to properly support other squads, inability for a squad leader to effectively lead the squad, inability for the commander to direct the appropriate forces to the right areas, etc. If you MUST have a mixed squad at least make sure your squad mates are competent to use the vehicles/kits appropriately.
* Moving a vehicle while your gunner is firing. It becomes almost impossible to hit anything if the vehicle is moving. When the Gunner starts firing it is your cue to stop moving so he can eliminate the target. To avoid confusing the Driver or Pilot it is therefore best to hold your fire unless you want the driver to stop if it is not obvious you want to keep going.
* Giving gunners a bad firing angle. The Gunner's view is not the same as the Driver's. Make sure the Gunner is able to fire at the target. Its also the Gunner's job to let the driver know when you don't have an angle. Communication is the key to success in a Gunner/Driver setup. Also in the Blackhawk, remember that the gunners cannot fire straight ahead of or directly below the vehicle.
* Not covering different directions. When several players are holding a position (for example when capturing a CP) they will often all be looking in the same one direction while ignoring the other routes of enemy approach or frantically look around, each trying to cover all directions at once. Obviously, this is not very effective. What they should do is to divide up firing sectors between them to efficiently cover as many enemy approach routes as possible: One player looking at the staircase, one looking at the doorway, one looking at the hole in the ceiling and one looking out the window. Of course, the problem is that a such operation requires disciplined players exhibiting a great deal of teamwork and communication. It can be done, though, even without VOIP! If you do have VOIP, however, have one player - usually the squad leader - divide up the firing sectors. If you do not have VOIP you must rely on the minimap: Zoom it all the way in so you can see what directions the other players are facing. Now, pick a direction yourself and stick with it. It is important that you do not start looking around or the other players (who are also watching their minimaps) will not trust you to cover your part and will start looking around themselves. You must avoid this domino effect! As you can probably tell, using firing sectors is something that requires a great deal of both trust, discipline and practice. The reward, however, is well worth it so it is definitely something you should think about when playing. Also, when you get really good at it you can start thinking about using it on the move as well.
* Setting out before you are ready.
* Not timing assaults with other squads or the rest of the team.
* Not letting the grunts do the fighting. Always let classes designed for combat do the fighting. These grunt classes are the Riflemen, Rifleman AT, Grenadiers, Support Gunners and Marksmen. All the other classes are for some kind of support and should remember their job priority when directly engaging enemy infantry. Of course there will be many situations where confronting the enemy will be unavoidable or even wise, for example when covering the grunts advance on enemy positions with suppression fire. It's good to avoid direct close combat though. Note that even though the officer has almost the same loadout as a Rifleman, officers are not grunts and should direct the squad onto the targets rather than rushing in, since you are far too valuable to risk getting killed.
* Using too low of a stance. This typically happens in close combat inside buildings. At point blank range, the ability to move quickly - both for dodging enemy fire and for avoiding grenades and flashbangs - is more important than the higher accuracy and lower profile of the prone stance. You should therefore stand or crouch, at most. There are also other situations where you should use a higher stance: If your view is blocked by for example grass you need to sit up. Having an undistorted view is normally more important than the increased accuracy and better cover of a lower stance. Using the right stance is a major part of conducting infantry combat right.
* Not protecting the Medic while being healed. Do not just throw yourself on the ground and take a nice break while the Medic risks his life to heal you - protect him! Even if you are on the brink of death you can still fight enemies at point blank range. If that means getting up to higher stance then so be it! If you are healing somebody yourself and they are not guarding you you should seriously consider not healing them.
* Not maintaining radio discipline. If everybody is talking at the same time nobody can understand each other. Wait till the others finish speaking before saying your piece unless what you have to say is absolutely urgent ('Tank behind us, get down!'). Also, break off to give way to your superiors. What your Squad Leader has to say is more important and what the Commander has to say is more important still. In general, keep the chatter to a minimum and save the lenghty philosophical debates for after the match. Less chatter will also make it easier to hear game sounds which is very important. Try learning some basic military commands to minimize the chatter. |
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