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Feedback New Rules (yes, again)

Discussion in 'General Discussion' started by CAS_ual_TY, Dec 4, 2017.

  1. Offline

    Events PR:BF2 Administrator AREA 94

    Joined:
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    Discord:
    CAS_ual_TY#4737
    PR:BF2 Name:
    CAS_ual_TY
    Oi,

    since administration is changing (again), so will the rule set. I have reviewed the current rule set and found some flaws. We have discussed it a bit and came to a conclusion.

    Now, I will present the current rule set and then the stuff that still needs to be discussed (and thus is still missing or unfinished)

    Re-ordered Suggested Ruleset (my fav):
    This rule set is ordered by squad type. Rules that are inside another squad type are not active, while in the other rule sets rules like that require mentioned exceptions.
    Code (Text):
    1. 1. General:
    2. 1.1. No racism or insulting (chat, player names, squad names etc.).
    3. 1.2. Do not use a different language than english within public visibility (team chat etc.).
    4. 1.3. Do not advertise and do not recruit players for your clan, community or server.
    5. 1.4. Do not false report any player and do not abuse the report function.
    6. 1.5. Do not use or show any type of explicit nazi imagery (chat, player names, squad names etc.).
    7. 1.6. Do not stream on the server unless it has been authorized by the admins.
    8. 1.7. Do not impersonate any individual.
    9. 1.8. Do not debate admin decisions in-game.
    10.  
    11. 2. Communication and Teamplay:
    12. 2.1. Every player must have a working microphone.
    13. 2.2. Keep every type of communication to a minimum.
    14. 2.3. Squadleaders require to use direct squad communication (def. num. 1-9) instead of all-squad communication when possible.
    15. 2.4. All players require to obey the in-game hierarchy and follow orders.
    16.  
    17. 3. Gameplay:
    18. 3.1. Do not be a lonewolf.
    19. 3.2. Do not excessively roadkill.
    20. 3.3. Do not use any suicide tactics except when playing as insurgents.
    21. 3.4. Do not request a kit if your squadleader did not tell you to do so.
    22. 3.5. Do not disrupt the gameplay in any way (teamkilling, smoking main etc.).
    23. 3.6. Do not create squads before the pre-round timer reaches 2.00!
    24. 3.7. Do not use any form of an unfair advantage (ghosting, cheating, glitching etc.).
    25. 3.8. Do not attack bleed flags on skirmish layers unless it has been authorized by the admins.
    26. 3.9. Do not attack caches with less than 40 players unless it has been authorized by the admins.
    27.  
    28. 4. Rush Protection:
    29. 4.1. Rushing:
    30. 4.1.1. Attacking anyone inside the radius of the enemy's first cappable flag.
    31. 4.1.2. Entering the radius of the enemy's first cappable flag.
    32. 4.1.3. Stopping the enemy from entering the radius of the enemy's first cappable flag.
    33. 4.2. Rushing exceptions:
    34. 4.2.1. 10 minutes have passed.
    35. 4.2.2. The flag has an attack marker on it.
    36. 4.2.3. There are only 2 neutral flags in the beginning on this map, layer and layout.
    37. 4.2.4. Your team has paradrop spawns in the beginning on this map, layer and layout.
    38. 4.3. Do not rush unless one of the rushing exceptions is in place.
    39.  
    40. 5. Base Protection:
    41. 5.1. Main Base:
    42. 5.1.1. The compound, building(s) and carrier within any team's main, permanent spawn location.
    43. 5.1.2. Repair stations that can not be destroyed.
    44. 5.1.3. DoDs unless an admin defines it differently.
    45. 5.2. Do not attack or fire into the enemy main base unless it has both a flag and an attack marker on it.
    46. 5.3. Do not fire out of your own main base unless you are using aa emplacements or it has both a flag and an attack marker on it.
    47.  
    48. 6. Squad Types, Rules and Asset Claiming:
    49. 6.1. "Infantry"/Inf":
    50. 6.1.1. This squad may be locked with 6 or more players.
    51. 6.1.2. This squad requires to have an officer kit unless special circumstances would then make the squad less effective.
    52. 6.2. "Mechanized Infantry"/"Mech Inf":
    53. 6.2.1. This squad may be locked with 6 or more players.
    54. 6.2.2. This squad requires to have an officer kit unless the squadleader is operating the asset or special circumstances would then make the squad less effective.
    55. 6.2.3. This squad claims one armored personnel carrier that requires two crewman kits to be operated and has not actively been claimed by "APC".
    56. 6.3. "Recon":
    57. 6.3.1. This squad may be locked with 4 or more players.
    58. 6.3.2. This squad may only exist once.
    59. 6.3. "Mortar":
    60. 6.3.1. This squad must be locked with 4 players.
    61. 6.3.2. This squad may only exist once.
    62. 6.3.3. This squad claims all mortar emplacements.
    63. 6.4. "APC":
    64. 6.4.1. This squad may not be locked with less people than required to properly man all assets.
    65. 6.4.2. This squad may only exist once.
    66. 6.4.3. This squad claims all infantry fighting vehicles.
    67. 6.4.4. In case there are infantry fighting vehicles available, this squad claims one chosen amored personnel carrier over "Mechanized Inf"/"Mech Inf".
    68. 6.4.5. In case there are no infantry fighting vehicles available, this squad claims two chosen armored personnel carriers over "Mechanized Infantry"/"Mech Inf".
    69. 6.4.6. This squad claims all armored personnel carriers that require two crewman kits to be operated and have not been claimed by "Mechanized Infantry"/"Mech Inf".
    70. 6.4.7. This squad claims all reconnaissance vehicles.
    71. 6.5. "Tank"/"Armor"/"Armour":
    72. 6.5.1. This squad may not be locked with less people than required to properly man all assets.
    73. 6.5.2. This squad may only exist once.
    74. 6.5.3. This squad claims all tanks.
    75. 6.5.4. This squad claims all anti-tank missile mounted vehicles.
    76. 6.5.5. This squad claims all anti-air vehicles.
    77. 6.6. "Transport"/"Trans":
    78. 6.6.1. This squad may be locked with 3 or more players.
    79. 6.6.2. This squad may only exist once.
    80. 6.6.3. This squad claims all transportation helicopters
    81. 6.6.4. This squad claims all transportation planes.
    82. 6.7. "CAS":
    83. 6.7.1. This squad may not be locked with less people than required to properly man all assets.
    84. 6.7.2. This squad may only exist once.
    85. 6.7.3. This squad claims all jets.
    86. 6.7.4. This squad claims all attack planes.
    87. 6.7.5. This squad claims all attack helicopters.
    88. 6.7.6. This squad claims all anti-air vehicles that have not been actively claimed by "Tank"/"Armor"/"Armour".
    89. 6.8. Squads can only claim one type of assets at once.
    90. 6.9. Squads require to be clearly named (not "C4$" etc.) otherwise they are considered as "Infantry"/"Inf".
    91. 6.10. Do not steal any assets and do not take them if the squadleader does not tell you to do so.
    92. 6.11. All available assets must be used immediately on spawn if the situation does not lead to an immediate death of the asset after leaving main base (1 jet vs. 4 jets etc.).
    93. 6.12. Do not take assets if you don't know how to use them.
    94. 6.13. If the asset is not claimable or it has not yet been claimed by any squad the player who comes first gets controll over the asset until he abandons it.
    95. 6.14. All assets have to be used and manned properly (not taking AAV just for roadkilling etc.).
    96.  
    97. 7. Aircombat and AA:
    98. 7.1. As a jet, do not get close to the enemy main base when you are not dogfighting.
    99. 7.2. As a jet, chasing an enemy jet into their main is permitted until the enemy jet touches the runway.
    100. 7.3. Do not lock on to enemy helicopters and it's flares or transportation planes and it's flares in or above the enemy main base.
    101. 7.4. Do not lock on to enemy jets and it's flares or attack planes and it's flares in or above the enemy main base unless you are chasing it.

    First Suggested Ruleset:
    Code (Text):
    1. 1. General
    2. 1.1. No racism or insulting (chat, player names, squad names etc.).
    3. 1.2. Do not use a different language than english within public visibility (team chat etc.).
    4. 1.3. Do not advertise and do not recruit players for your clan, community or server.
    5. 1.4. Do not false report any player and do not abuse the report function.
    6. 1.5. Do not use or show any type of explicit nazi imagery (chat, player names, squad names etc.).
    7. 1.6. Do not stream on the server unless it has been authorized by the admins.
    8. 1.7. Do not impersonate any individual.
    9. 1.8. Do not debate admin decisions in-game.
    10.  
    11. 2. Communication and Teamplay
    12. 2.1. Every player must have a working microphone.
    13. 2.2. Keep every type of communication to a minimum.
    14. 2.3. Squadleaders require to use direct squad communication (def. num. 1-9) instead of all-squad communication when possible.
    15. 2.4. All players require to obey the in-game hierarchy and follow orders.
    16.  
    17. 3. Squads and Infantry
    18. 3.1. Do not be a lonewolf.
    19. 3.2. Do not create squads before the pre-round timer reaches 2.00!
    20. 3.3. Do not lock infantry squads with less than 6 players in it.
    21. 3.4. Do not request a kit if your squadleader did not tell you to do so.
    22.  
    23. 4. Gameplay
    24. 4.1. Do not use any form of an unfair advantage (ghosting, cheating, glitching etc.).
    25. 4.2. Do not disrupt the gameplay in any way (teamkilling, smoking main etc.).
    26. 4.3. Do not use any suicide tactics except when playing as insurgents.
    27. 4.4. Do not attack bleed flags on skirmish layers unless it has been authorized by the admins.
    28. 4.5. Do not attack caches with less than 40 players unless it has been authorized by the admins.
    29. 4.6. Do not excessively roadkill.
    30.  
    31. 5. Rush Protection
    32. 5.1. Rushing:
    33. 5.1.1. Attacking anyone inside the radius of the enemy's first cappable flag.
    34. 5.1.2. Entering the radius of the enemy's first cappable flag.
    35. 5.1.3. Stopping the enemy from entering the radius of the enemy's first cappable flag.
    36. 5.2. Rushing exceptions:
    37. 5.2.1. 10 minutes have passed.
    38. 5.2.2. The flag has an attack marker on it.
    39. 5.2.3. There are only 2 neutral flags in the beginning on this map, layer and layout.
    40. 5.2.4. Your team has paradrop spawns in the beginning on this map, layer and layout.
    41. 5.2. Do not rush unless one of the rushing exceptions is in place.
    42.  
    43. 6. Base Protection
    44. 6.1. Main Base:
    45. 6.1.1. The compound, building(s) and carrier within any team's main, permanent spawn location.
    46. 6.1.2. Repair stations that can not be destroyed.
    47. 6.1.3. DoDs unless an admin defines it differently.
    48. 6.2. Do not attack or fire into the enemy main base unless it has both a flag and an attack marker on it.
    49. 6.3. Do not fire out of your own main base unless you are using aa emplacements or it has both a flag and an attack marker on it.
    50.  
    51. 7. Assets, Claiming and Mechanized Infantry:
    52. 7.1. "Mortar", "Mechanized Infantry"/"Mech Inf", "APC", "Tank"/"Armor"/"Armour", "Transport"/"Trans" and "CAS" squads claim specific assets and are considered as asset squads. The name has to be clear!
    53. 7.2. "Mortar" squad:
    54. 7.2.1. This squad claims all mortar emplacements.
    55. 7.2.2. This squad must be locked with 4 players.
    56. 7.3. "Mechanized Infantry"/"Mech Inf" squad:
    57. 7.3.1. This squad claims one armored personnel carrier.
    58. 7.3.2. This squad can not claim any vehicles that have been actively claimed by "APC".
    59. 7.3.3. This squad may not be locked with less than 6 players.
    60. 7.4. "APC" squad:
    61. 7.4.1. This squad claims all reconnaissance vehicles.
    62. 7.4.2. This squad claims all infantry fighting vehicles.
    63. 7.4.3. In case there are infantry fighting vehicles available, this squad claims one chosen amored personnel carrier over "Mechanized Inf"/"Mech Inf".
    64. 7.4.4. In case there are no infantry fighting vehicles available, this squad claims two chosen armored personnel carriers over "Mechanized Infantry"/"Mech Inf".
    65. 7.4.5. This squad claims all armored personnel carriers that have not been claimed by "Mechanized Infantry"/"Mech Inf".
    66. 7.4.6. This squad can not claim armored personnel carriers that require only one crewman kit to be operated.
    67. 7.5. "Tank"/"Armor"/"Armour" squad:
    68. 7.5.1. This squad claims all main battle tanks.
    69. 7.5.2. This squad claims all anti-tank missile mounted vehicles.
    70. 7.5.3. This squad claims all anti-air vehicles.
    71. 7.6. "Transport"/"Trans"squad:
    72. 7.6.1. This squad claims all transportation helicopters
    73. 7.6.2. This squad claims all transportation planes.
    74. 7.6.3. This squad may be locked with 3 players.
    75. 7.7. "CAS" squad:
    76. 7.7.1. This squad claims all jets.
    77. 7.7.2. This squad claims all attack helicopters.
    78. 7.7.3. This squad claims all anti-air vehicles that have not been actively claimed by "Tank"/"Armor"/"Armour".
    79. 7.8. Asset squads can only claim 1 type of assets at once!
    80. 7.9. Do not lock asset squads with less people than required to properly man all available assets.
    81. 7.10. Do not steal any assets and do not take them if the squadleader does not tell you to do so. The squadleader of asset squads has full controll over the assets.
    82. 7.11. All available assets must be used immediately on spawn if the situation does not lead to an immediate death of the asset after leaving main base (1 jet vs. 4 jets etc.).
    83. 7.12. Do not duplicate an asset squad that already exists.
    84. 7.13. Do not take assets if you don't know how to use them.
    85. 7.14. If the asset is not claimable or it has not yet been claimed the player who comes first gets controll over the asset until he abandons it.
    86. 7.15. All assets have to be used and manned properly (not taking AAV just for roadkilling etc.).
    87.  
    88. 8. Aircombat and AA
    89. 8.1. As a jet, do not get close to the enemy main base when you are not dogfighting.
    90. 8.2. As a jet, chasing an enemy jet into their main is permitted until the enemy jet touches the runway.
    91. 8.3. Do not lock on to enemy helicopters, transportation planes or it’s flares in or above the enemy main base.
    92. 8.4. Do not lock on to enemy jets, it's flares, attack planes or it’s flares in or above the enemy main base unless you are chasing it.

    Alternative Section Drafts:
    Code (Text):
    1. 1. General
    2. 1.1. No racism or insulting (chat, player names, squad names etc.).
    3. 1.2. Do not use a different language than english within public visibility (team chat etc.).
    4. 1.3. Do not advertise and do not recruit players for your clan, community or server.
    5. 1.4. Do not false report any player and do not abuse the report function.
    6. 1.5. Do not use or show any type of explicit nazi imagery (chat, player names, squad names etc.).
    7. 1.6. Do not stream on the server unless it has been authorized by the admins.
    8. 1.7. Do not impersonate any individual.
    9. 1.8. Do not debate admin decisions in-game.
    10.  
    11. ------------------------------------------------------------
    12.  
    13. 2. Communication and Teamplay
    14. 2.1. Every player must have a working microphone.
    15. 2.2. Keep every type of communication to a minimum.
    16. 2.3. Squadleaders require to use direct squad communication (def. num. 1-9) instead of all-squad communication when possible.
    17. 2.4. All players require to obey the in-game hierarchy and follow orders.
    18.  
    19. ------------------------------------------------------------
    20.  
    21. 3. Squads and Infantry
    22. 3.1. Do not be a lonewolf.
    23. 3.2. Do not create squads before the pre-round timer reaches 2.00!
    24. 3.3. Do not lock infantry squads with less than 6 players in it.
    25. 3.4. Do not request a kit if your squadleader did not tell you to do so.
    26.  
    27. ------------------------------------------------------------
    28.  
    29. 4. Gameplay
    30. 4.1. Do not use any form of an unfair advantage (ghosting, cheating, glitching etc.).
    31. 4.2. Do not disrupt the gameplay in any way (teamkilling, smoking main etc.).
    32. 4.3. Do not use any suicide tactics except when playing as insurgents.
    33. 4.4. Do not attack bleed flags on skirmish layers unless it has been authorized by the admins.
    34. 4.5. Do not attack caches with less than 40 players unless it has been authorized by the admins.
    35. 4.6. Do not excessively roadkill.
    36.  
    37. Additional/Optional:
    38.  
    39. 4.X. Infantry and mechanized infantry squads with 3 or more players require to have an officer kit unless the squadleader is operating an asset or special circumstances would then make the squad less effective.
    40.  
    41. 4.X. Recon squad:
    42. 4.X.1. One recon squad is permitted.
    43. 4.X.2. Recon sqauds must be locked at 4.
    44. 4.X.3. Recon squads are not considered as infantry.
    45.  
    46. ------------------------------------------------------------
    47.  
    48. 5. Rushing
    49. 5.1. Attacking anyone inside the radius of the enemy’s first cappable flag is considered as rushing.
    50. 5.2. Entering the radius of the enemy’s first cappable flag is considered as rushing.
    51. 5.3. Stopping the enemy from entering the radius of the enemy’s first cappable flag is considered as rushing.
    52. 5.4. Rushing exceptions:
    53. 5.4.1. 10 minutes have passed.
    54. 5.4.2. The flag has an attack marker on it.
    55. 5.4.3. There are only 2 neutral flags in the beginning on this map, layer and layout.
    56. 5.4.4. Your team has paradrop spawns in the beginning on this map, layer and layout.
    57. 5.5. Do not rush unless one of the rushing exceptions is in place.
    58.  
    59. Alternative (current):
    60.  
    61. 5. Rush Protection
    62. 5.1. Rushing:
    63. 5.1.1. Attacking anyone inside the radius of the enemy's first cappable flag.
    64. 5.1.2. Entering the radius of the enemy's first cappable flag.
    65. 5.1.3. Stopping the enemy from entering the radius of the enemy's first cappable flag.
    66. 5.2. Rushing exceptions:
    67. 5.2.1. 10 minutes have passed.
    68. 5.2.2. The flag has an attack marker on it.
    69. 5.2.3. There are only 2 neutral flags in the beginning on this map, layer and layout.
    70. 5.2.4. Your team has paradrop spawns in the beginning on this map, layer and layout.
    71. 5.2. Do not rush unless one of the rushing exceptions is in place.
    72.  
    73. ------------------------------------------------------------
    74.  
    75. 6. Mainbase and DoD
    76. 6.1. Repair stations that can not be destroyed are also considered as main base.
    77. 6.2. DoDs are also considered as main base unless an admin defines it differently.
    78. 6.3. Do not attack or fire into the enemy main base unless it has both a flag and an attack marker on it.
    79. 6.4. Do not fire out of your own main base unless you are using aa emplacements or it has both a flag and an attack marker on it.
    80. 6.5. Do not camp or mine the enemy main base or choke points leaving out of it.
    81.  
    82. Alternative (current):
    83.  
    84. 6. Base Protection
    85. 6.1. Main Base:
    86. 6.1.1. The compound, building(s) and carrier within any team's main, permanent spawn location.
    87. 6.1.2. Repair stations that can not be destroyed.
    88. 6.1.3. DoDs unless an admin defines it differently.
    89. 6.2. Do not attack or fire into the enemy main base unless it has both a flag and an attack marker on it.
    90. 6.3. Do not fire out of your own main base unless you are using aa emplacements or it has both a flag and an attack marker on it.
    91.  
    92. Aditional/Optional:
    93.  
    94. 6.X. Do not camp or mine the enemy main base or choke points leaving out of it.
    95.  
    96. ------------------------------------------------------------
    97.  
    98. 7. Assets, Claiming and Mechanized Infantry:
    99. 7.1. "Mortar", "Mechanized Infantry"/"Mech Inf", "APC", "Tank"/"Armor"/"Armour", "Transport"/"Trans" and "CAS" squads claim specific assets and are considered as asset squads. The name has to be clear!
    100. 7.2. "Mortar" squad:
    101. 7.2.1. This squad claims all mortar emplacements.
    102. 7.2.2. This squad must be locked with 4 players.
    103. 7.3. "Mechanized Infantry"/"Mech Inf" squad:
    104. 7.3.1. This squad claims one armored personnel carrier.
    105. 7.3.2. This squad can not claim any vehicles that have been actively claimed by "APC".
    106. 7.3.3. This squad may not be locked with less than 6 players.
    107. 7.4. "APC" squad:
    108. 7.4.1. This squad claims all reconnaissance vehicles.
    109. 7.4.2. This squad claims all infantry fighting vehicles.
    110. 7.4.3. In case there are infantry fighting vehicles available, this squad claims one chosen amored personnel carrier over "Mechanized Inf"/"Mech Inf".
    111. 7.4.4. In case there are no infantry fighting vehicles available, this squad claims two chosen armored personnel carriers over "Mechanized Infantry"/"Mech Inf".
    112. 7.4.5. This squad claims all armored personnel carriers that have not been claimed by "Mechanized Infantry"/"Mech Inf".
    113. 7.4.6. This squad can not claim armored personnel carriers that require only one crewman kit to be operated.
    114. 7.5. "Tank"/"Armor"/"Armour" squad:
    115. 7.5.1. This squad claims all main battle tanks.
    116. 7.5.2. This squad claims all anti-tank missile mounted vehicles.
    117. 7.5.3. This squad claims all anti-air vehicles.
    118. 7.6. "Transport"/"Trans"squad:
    119. 7.6.1. This squad claims all transportation helicopters
    120. 7.6.2. This squad claims all transportation planes.
    121. 7.6.3. This squad may be locked with 3 players.
    122. 7.7. "CAS" squad:
    123. 7.7.1. This squad claims all jets.
    124. 7.7.2. This squad claims all attack helicopters.
    125. 7.7.3. This squad claims all anti-air vehicles that have not been actively claimed by "Tank"/"Armor"/"Armour".
    126. 7.8. Asset squads can only claim 1 type of assets at once!
    127. 7.9. Do not lock asset squads with less people than required to properly man all available assets.
    128. 7.10. Do not steal any assets and do not take them if the squadleader does not tell you to do so. The squadleader of asset squads has full controll over the assets.
    129. 7.11. All available assets must be used immediately on spawn if the situation does not lead to an immediate death of the asset after leaving main base (1 jet vs. 4 jets etc.).
    130. 7.12. Do not duplicate an asset squad that already exists.
    131. 7.13. Do not take assets if you don't know how to use them.
    132. 7.14. If the asset is not claimable or it has not yet been claimed the player who comes first gets controll over the asset until he abandons it.
    133. 7.15. All assets have to be used and manned properly (not taking AAV just for roadkilling etc.).
    134.  
    135. Removable:
    136. 7.5.2.
    137. 7.5.3.
    138. 7.7.3.
    139.  
    140. ------------------------------------------------------------
    141.  
    142. 8. Aircombat and AA
    143. 8.1. As a jet, do not get close to the enemy main base when you are not dogfighting.
    144. 8.2. As a jet, chasing an enemy jet into their main is permitted until the enemy jet touches the runway.
    145. 8.3. Do not lock on to enemy helicopters, transportation planes or it’s flares in or above the enemy main base.
    146. 8.4. Do not lock on to enemy jets, it's flares, attack planes or it’s flares in or above the enemy main base unless you are chasing it.
    147.  

    Now stuff that needs to be discussed; Mainly MECH INF and Roadkilling

    MECH INF
    My personal suggestion:
    • In case there are IFVs available, APC can claim all IFVs and one chosen APC, MECH INF then can claim one of the other assets, with the rest then belonging to APC.
    • In case there are no IFVs available, APC can claim 2 APCs, MECH INF then can claim one of the other assets, with the rest then belonging to APC.

    Why? Imo a good MECH INF rule keeps the following points in mind:
    • It is important that a working APC squad does not get ripped apart. If you take the 80A away from APC in Saaremaa STD or split the BMP-2s in Marlin ALT, then the enemy APC squad has a free rape on your team. They can 2v1 your APCs basically twice and then have free reign.
    • It is also important that the APC squad doesnt keep shit in reserve. It CAN give away an 80 on Saaremaa (not 80A, tho), it can give away the 25mm on Black Gold STD, it CAN give away an AAVP on Muttrah (or an 80 there) etc. In some situations it can not, ofc, like on Nuijama giving away the 80A there would be crucial (crucially bad).

    Or in other words, this is important:
    • Making sure that APC squads always keep their fire power and team power, being able to contest enemy APCs.
    • Making sure that the MECH INF squad gets a good asset, when possible (not always possible, but a lot of times)

    Officer Kit Requirement
    - Yes? No? Why?
    - Does it increase teamwork (it does give admins more abilities to kick free-kit squads)?
    - How many players min?
    - Exceptions?
    - Does this rule truly give disadvantages?

    Imo it should be reworded to this:
    4.6. Infantry and mechanized infantry squads with 3 or more players require to have an officer kit unless the squadleader is operating an asset.
    It means that ANYONE can hold the officer kit (sometimes SL swaps kits with someone etc..)

    Roadkilling
    - Ok? Not ok?
    - Are vehicles really that overpowered?
    - Only allowed under certain cistumstances?
    - Note that "wasting" assets just for roadkilling is already covered in 7.14..

    Imo roadkilling isnt an issue. Even when someone purposely roadkills. It is hard to define "going out of your way to roadkill" and rules like that. If someone really takes a vehicle *only* to do that, that is already covered by the rules. It is also hard to enforce in realtime.

    Recon Squad
    - Rules needed? Look at the current rules (not the ones I posted, the active ones)
    - Advantages?

    Asset Claiming (AAV, ATM mainly)
    - Ok?
    - Do we need to change something?
    - AAV/ATM currently not claimable
    - Scout vehicles claimed by APC

    Also start a discussion about anything else that you find wrong/too much/missing.

    Thanks!
    Last edited: Jan 9, 2018
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    Pink Panther Pink Panther lord of bliss

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    Recon doesn't mean anything and so should not have a different treatment then another inf squad called Assault... I thought we were done with officer kit requirements. Its a free gate for getting pissed off by badmins.
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    I thought mech inf went extinct in 2014
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    fecht_niko fecht_niko POV Leader

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    Just delete this rule (4.6). It doesnt help at all.
    I'm SLing for so many years and 99% of the time I take the Officer kit BUT sometimes another kit is more important.
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    Community Dept. Squad Resident Admin PRTA

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    Shit I thought we got rid of this....
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    Temur Temur usitumbe mashua - hakuna matata

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    Chav are you serious?
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    Community Dept. Squad Resident Admin PRTA

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    Yes
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    My personal take on the rules:

    Mech Inf(this is going to be quite long):
    -Squad needs a size of 7 or 8
    -Claimable assets for Mech Inf are vehicles with the following properties:
    Seats of 6 or higher(you can always bring a logi with you to have 8 people mobile)
    Autocannon, HMG turret or RCWS armed
    Kit requestable(aside from Crewmen)

    examples of eligible vehicles:
    Puma, BMP, Warrior, LAV and many more
    None-eligible vehicles for Mech Inf:
    BRDM and VN3 lack kit request
    VAB, Boragh and Fuchs lack a turret/RCWS
    Scorpion/Scimitar has only 2 seats and lacks kit request
    Merkava is a Tank(thus lacking kit request)


    Whichever Squad has been created first gets to decide which APC or IFV the Mech Inf Squad claims. I would prefer APC and Mech Inf SL to be polite towards each other, but I guess it is more important to establish a clear hierarchy to avoid griefing from either party.
    APC is created first:
    -If APC is created first, Mech Inf uses the one left over after the APC Squad distributes their vehicles among themselves. Mech Inf has to use the same type of APC unless APC squad disbands or their SL allows them to change vehicle.
    -If APC SL requests Mech Inf to "downgrade" from IFV to APC or to exchange between vehicles of vastly different capabilities such as exchanging an LAV for an AAVP, Mech Inf is asked to comply with that request in a timely manner(as soon as sensibly possible) unless in the middle of combat or if it's currently impossible, eg. when tracked or when moving out means Mech Inf SL expects that the IFV will get killed. -Even though APC has the right to request such a change, it is forbidden for them to boss the Mech Inf Squad around. Unless it's obvious that Mech Inf was going to waste their vehicles, them losing the vehicle, however quickly that happened, is NOT a reason to deny them the respawning vehicle.
    -If Mech Inf is assigned a non-respawning vehicle by the APC Squad, APC Squad has to account for the possibility of the vehicle loss and one vehicle of similar capabilities either in base on standby, spawning in or respawning in if possible. Similar capabilities means that a MTLB is NOT a proper replacement for a BMP-2M. On the other hand is Mech Inf not entitled to receive a proper replacement so long as the only one that fits the definition of a "vehicle with similar capabilities" is crewed by the APC Squad. If such a vehicle doesn't exist or spawn in, Mech Inf will have to work with a downgrade of their previous one if necessary.
    If Mech Inf is created first:
    -Mech Inf receives one APC/IFV of their choice and APC Squad receives the remainder.
    -Like above, Mech Inf can request to switch vehicles mid-round with the APC Squad.
    -No bossing, again
    -If Mech Inf claims a non-respawning vehicle, they can choose any other as a replacement. In this case however, they are not allowed to request the APC to retreat and will have to wait until one of the APC returns to base or respawns. Again, the APC Squad's SL needs to account for the possible death of a non-respawning vehicle either by decreasing their vehicle crews or telling a crew that they might have to de-crew the vehicle mid-round even if it wasn't their fault.

    -Because of the above replacement rules, Mech Inf Squads cannot be made if there are only two IFVs or APCs total and one doesn't respawn. This is due to one Squad being completely defunct once the non-respawner dies and would lead to the first squad to force the other squad to give up the repsawner vehicle. It saves unnecessary hassle.

    -Mech Inf Squads have to be made during the Briefing Time. If the Squad doesn't have the necessary amount of players upon round start, the Squad doesn't claim any of the initial vehicles. The Squad is allowed to persist for two minutes into the round:
    If it has enough players by then, it will be treated as created AFTER the APC Squad even if that wasn't the case.
    If not, it is disbanded UNLESS APC Squad gives its ok.

    Officer Kit forced upon SLs:

    No

    Roadkilling:

    IRL you can more easily dogde to the side or riddle the driver with bullets, in PR 7 out of 8 players of a squad are lambs waiting to get slaughtered if a fast car approaches. It's not forbidden on HOG because I would imagine HOG doesn't want to deal with the report spam, but for all others who want to play fair and square, it's a must that intentional roadkilling is forbidden. Those who enjoy it can always play GTA for that or join HOG.

    Instances when roadkilling should not be punished:
    -When the driver drives in a more or less straight line on roads or over open and doesn't come back to kill more of the squad
    -selfdefense against a LAT/HAT popping up nearby(if it's NOT a LAT you can always drive backwards and take a different route). If the LAT misses, you don't run him over afterwards
    -Challengers running over BMPs on accident

    When it should be punished:
    -Frequent roadkills/When the car/vehicle is abused as a killing tool as opposed to a means of transportation.
    -When it pursuits a or multiple targets

    AAV:
    Proper military vehicles are claimed by CAS. If CAS doesn't exist, Tank.
    The insurgent AA truck can be claimed by Tank if the enemy has CAS. If not, it's free-for-all.

    ATGM carriers:
    Regular forces: Tank. If no Tanks exist, APC(eg. Xiangshan ALT).
    Irregular forces: Tank, APC, SPG.

    SPG:
    SPG

    Rocket Techie:
    SPG? Unclaimed? Mortars?

    Recon Squad:
    -No Sniper SL
    -Max 6 players
    -If HOLLYWOOD creates it, the Squad gets insta-kicked from the server.
    -As long as the squad gets shit done, they don't have to hug each other. In other words, they can spread around the map to increase the team's chances of spotting hostile activity of any kind.
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    Events PR:BF2 Administrator AREA 94

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    This doesnt solve a single one of the problems I mentioned.
    Force RU on Saaremaa to give up the 80A -> RU APCs lose.
    Force US to give up a Bradley on Yamalia ALT -> US APCs lose.
    Force CH on Shijia to give up a 25mm -> CH APCs lose.

    The difference here is just that it seems more "fair" because it depends on who made the squad first. In other words: On some maps you have a 50/50 chance if your team gets fucked or not.

    It is simply not possible to always give MECH INF a valuable asset without fucking the team.

    Also, I dont see why a VAB/Boragh/Fuchs wouldnt suit MECH INF.
    - Fast
    - Supports Rallies
    - Supports Kit Requests
    - Only 1 Crewman

    Still staying out of this. I kinda agree with both sides.

    "Do not excessively roadkill".

    Makes stuff too complicated. I could give Tank/APC/CAS all an equal claim on the AAs. Hopefully FFG is implementing my high res icons, then the AA truck is clearly marked as an AAV.

    I could give Tank/APC an equal claim here, as well. Then its first come first serve between the squads.

    an extra SPG squad seems unnecessary if you look at eg fools alt. Just wasted squad slots.

    non-claimable imo is best as well. just wasted space.

    this sounds like a better alternative. SL would be force to do proper recon, without forcing him into a specific kit. I would extend with "no marskman", as well, as these are the (stolen) kits free kit squads usually get created with.
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    GLORYWINGS GLORYWINGS ''GLORYWINGS''

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    I have suggestions , maybe add rules such as every squad leader must play the objective and dont lead his squad members into a useless points
    Idk if u accept trail admin opinion on this stuff.
    Those rules are better than the basic prta rules atm:x
    Dont kill me chav
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    Wicca Wicca Project Founder

    Head of PRTA Community Dept. Head Lead Moderator Squad Lead Admin NATO Potato

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    The issue I run into is feasibility to warn someone to "play" the objective, usually the squadleaders that do this are bloated and unwilling to accept critique of their actions.
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    GLORYWINGS GLORYWINGS ''GLORYWINGS''

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    --- Double Post Merged, Dec 6, 2017, Original Post Date: Dec 6, 2017 ---
    Ik they take it personal and start being mad asf and rage, at some point we have to give a hand to them and try to lead them to the right thing or the stupid squad will be a big problems in the game
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    Events PR:BF2 Administrator AREA 94

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    Define "play the objective". This rule is impossible to implement/enforce without any major conflicts happening. If the SL is a retard call him out for that in teamchat. Nothing is worse than public embarassment.
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    GLORYWINGS GLORYWINGS ''GLORYWINGS''

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    --- Double Post Merged, Dec 6, 2017, Original Post Date: Dec 6, 2017 ---
    I just dont wanna be salty, specialy i am a new guy to the community and admin team
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    Temur Temur usitumbe mashua - hakuna matata

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    Sometimes not directly playing the objective is a means to an ends. Searching and destroying FOBs and going on long flanking missions are good examples of this.

    Agree with CAS - it shouldn't be an admin-enforceable rule but something all experienced PR players should do as a matter of course. Telling new squad leaders via mumble that they should play the objective, why and how, is how new squad leaders learn. Or if they're not new and just retarded, embarrassing them over SL mumble does the same trick
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    Pink Panther Pink Panther lord of bliss

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    Admins should have an active role in squad cohesion when playing... Their authority will be legitimate and in this sense admin team should only have experienced SL...
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    GLORYWINGS GLORYWINGS ''GLORYWINGS''

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    Oh you want me salty okay
    XD i am ALWAYS YALLING TO STUPID SQUAD LEADERS BUT WITH GOOD WORDS And guid them into the right thing
    Salty words doesnt work with me i got emmbaressed million times its a harsh feeling
    I dont want to do it for other people...
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    Events PR:BF2 Administrator AREA 94

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    No need to be salty. Be ironic/sarcastic.
    "Need help attacking the enemy flank in B2, squad 2?"
    "Squad 3, that flag is not attackable yet. Please make yourself familiar with the game."
    " Squad 1, you probably have A LOT of contacts, but we need you on the objective!"

    How do you punish a SL? How do you force him to do X? You can not remove/resign/kill him as that would leave the other 7 people without a leader, backlashing on gameplay even further.
    This is also a slight paradox to what you said before: First you say we shouldnt tell you how to play, now we should?
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    Pink Panther Pink Panther lord of bliss

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    Admins have the power to disband squads. I think this is a good enough threat to impose on useless squads
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    Events PR:BF2 Administrator AREA 94

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    And then they will created a new one and itll be a free kit squad. Or they will leave. Lose/Lose situation
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