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Another way to "stay conceal" is move out of your position every often and create new firing position. Especially when you kill someone who knows the game or an entire squad.. The respawn cycle is every 15s and they are more likely gunning for your position. That's enough time to change your location.
Try not to be close with your team. They "interact" and talk to each other when they are getting shot or shooting someone. It's a dead giveaway. This is why I keep telling new players to get off their SL's.
If you're struggling to find the enemy, you're bound to end up simply sitting in one spot trying to spot a guy, and you'll get shot, or you'll panic and run out in the open trying to find a guy, and you'll get shot. If you pop your head up and can't find somebody within one second, get down and move, or you're likely to get shot. If you want to move cover to cover, have a plan of the route you should take as soon as you move to the first piece of cover, and even then you're likely to get shot.
Overall just practice awareness and intuition and you will do alright. Having an idea of what the enemy is going to do before they do it is the only way to succeed, you need to anticipate their actions in order to get the upper hand. Anybody anywhere can occasionally do well by finding a cool spot and using a good gun, it takes a good player to understand their position and the state of the game they need to perform in, when they join the game.
So using sound and muzzle flash indicators is not a practical way to spot enemies? To sum up everything you said you need to anticipate where they are going... Just like Bruce Lee?
It means you know they spawn at certain places, you know they have to walk through certain spots. Having a way in your brain to reduce the amount of variables makes a massive difference, it's literally like cracking a cipher with no letters as opposed to having one already found out. Until they get a feel for the game, and for at least half the maps, they will have a lot of trouble putting into play any practical field tips.
The biggest mistake a lot of players make is fighting alone. Okay, so you found a neat little firing position. That's great, but is anyone covering you? Are you covering anyone? Or are you fighting this war by yourself as a one man army?
Your team mates can spot targets for you, they can cover you when you are moving, and in turn they will be drawing fire, giving you targets.
If you find yourself getting killed without having accomplished anything, start thinking about survival first. Simply by surviving and being aware of your surroundings will give you information about where the enemy is. You can hear where the gunshots are coming from, you can see the tracer rounds from machine guns, and you can see whose getting shot from where.
Sometimes your team won't cooperate. There are a lot of bad teams and bad players, and really dumb commanders who say nothing other than 'everyone get in the objective.'
So know that if you are finding it impossible to survive, it might not always be your fault. Look for good teams and veteran squad leaders.
What do you mean if he is already dead? Sound profile will always be there and you know the angle where the shot is coming from. Respawn will always be there....
I played different shooters games and it's the same thing. Always sound, muzzle flash... Counterstrike, Insurgent, Hell Let Loose. Even COD or Battle Royale games same stuff.. They always have these identifiers . That's why "PRO" players don't give up their position by shooting a lot or they walk to the objective.
If they are really new players then they probably don't rely on sounds or they just W to the objective. The sound and flash of the gun will always be there. Don't see how it's not a "practical" field tips.
Positioning is almost random you can literally come face to face with someone rushing and flanking the point. If you are talking about variable that is soo random that it can be all over the map. Then what you speak off is not practical.
Attacking is way different. And I agree with TasteDasRainbow - all the skills will appear within some time.
We may play in squad if you want. More fun
In other games your goal is to shoot and die and shoot and die until one team kills more people. In this game you can be killed simply for spawning in the wrong place, you can spawn and run through kill zones for hundreds of meters. You die in one shot, you don't get to react to everything that shoots at you.
That is the trouble for new players, this isn't call of duty where a kill cam teaches them everything other players do, and they don't have the intuition to know where a person is at based on simply being shot at. That's the whole reason simply telling them 'listen to sound and watch muzzle flash' doesn't make them a good player, they need legitimate game intuition.
Positioning is not 'random', I have 1100+ hours in this game, hundreds of which have been in helicopters. One prime example of how this is true is I can literally spray my 20mm MG from hundreds of meters away and accrue 100+ kills in a round, without recon. Why? Because I know exactly where they spawn, I know where their commander has stationary radios, I know where they move to reinforce to every objective from their spawns, I know where the best angles are at, etc. Simply knowing that the enemy is likely to come from a certain direction will be the difference between the player laying down behind a rock and continuing running.
So as aforementioned, yes those are good things to keep in mind, but remotely focusing on facets like that mean nothing until the player knows enough to keep themselves alive and employ those lessons. Hence those lessons aren't really practical for new players, it's like having beginner, intermediate, advanced, etc. You can't remotely learn to run before you walk, it makes no conceptual sense.
Ok let me get this straight you have 1100 hours in this game and most of it are from an attack helicopter. If you are in helicopter you can say that you know where they spawn at... great.... good job... you can camp the spawn. Is this WHY you think knowing the enemy spawn location is practical? Not when they get out of the field. This play is "practical" because you are in a attack helicopter and can literally camp spawn.
Positioning is random if you are on the ground not on a helicopter because players can either flank and move up. They don't settle in one spot. There are hundreds thousand of location to camp and flank on.
You know what's standard and practical though even if they move up and they shoot. You can hear the sound and by chance you see the muzzle flash of the weapon. You can hear the footssteps as well in-game sound. Same goes with any shooter games. Trying to sell Rising Storm Vietnam as a different genre of a different shooter game is just outrageous.
Lastly everyone knows the more likely spawn of the Enemy will be behind the point (except Anlao Valley and other new maps....). If you haven't figured it out as a new player then... I don't know.
You're not camping peoples spawn because you know where they spawn, they literally spawn outside of your line of sight as an infantry most of the time. The point is that you know where a majority of their forces will be, simply by knowing the map you're on. This is practical because literally every player on the team should know where a majority of the enemy forces are, and where their flanks are, because you need to position accordingly, that's a basic infantry tactic, to form up a base of fire on your enemy in a defilade position. That can't be done if you don't know where a majority of the enemy is at, which is done by understand the landscape you're fighting on.
Positioning is not random on the ground in the way you describe, obviously the 'exact' location is random, but generally you know where at least half of their team will be simply by practical playstyle. If you're on Resort, you know there are dshks near the pit, on top of E, etc. You know there is an MG on top of Charlie, etc. I can go into any resort game right now and take a screenoshot to that effect, despite me not being in game. Why is that? Game sense, tactical intuition, understanding of the map. There are not hundreds of thousands of 'practical' places to hold a position, that's again what you fail to realize. Otherwise you yourself are going to lay down in some random area and either do nothing or get shot.
And again, yes you can hear the movement and see the flashes, but again, that means literally nothing if you're so new you don't know how to react to that, or even worse you're not in a reasonable position to react. You act like at any point somebody standing in the open can just instantly snap 90 degrees to the right and headshot somebody, there's actual gun sway in this game, and the iron sights don't simply line up 100% of the time because you right clicked. Trying to claim the Red Orchestra series isn't different from classic FPS's is just a joke. It's clearly in the bridge to milsim, else it would clearly appeal to FPS players much more. You can't pretend that MilSim isn't a genre that RO falls at least half into, a genre that appeals to a very small demographic of FPS players.
And of course everybody knows the spawn is 'behind' the point, but they don't know that the best path from the spawn, or the best tunnel locations/SL hiding spots after the main spawn isn't the 'primary' spawn anymore. And that is just my point, I literally had to write paragraphs to explain to you how these mechanics work and why they require prerequisite skills. The practicality of these skills in and of themselves relies on prior skills that require much more elaboration, and can be learned much more easily on an intuition basis. I'd rather not further obviate that fact.
No it's just where they spawn at.... like Resort (which is another Helicopter map). Again if you are pushing to a generalize location and you "hear" or "see" muzzle flash isn't that more practical than saying well in game sense they will place a HMG in this location because it overlooks the beach. The question can they not place a defensive location instead rush push back. Can they place the HMG not by the places you mentioned? I've seen many times where it was place by the beach....
Most vets nowadays will push out outside the objectives. I will set an example like taking over A of Hue City roof areas near the plaza. Forward positions are now the best practical way to defend. Expecting they will set up a defense somewhere close to the point is the worst way to play the game. Most new players will just look at the map and more likely expect contention right in the point. Advance players expands the point of contention to whole new areas of random location. New flanks/forward positions you name it.
I had rounds where I just push up and get like 10 kills in less than 1 minute. Sometimes it boggles my mind how people don't use easy detectable sounds and I'm just picking them off and shooting them right in their butt cheeks.
You made a lot of mumbo jumbo about "not being practical" with sounds and muzzle flashes. The moment they shoot, you hear it, once you respawn you deal with it. [\b] If the sounds are "random variables" then why are players in other games literally try to conceal it? Counterstrike does it, Insurgent does it, Hell Loose does it I've seen an entire squad low crawl to an objective, Arma 3, I do it here. Practical yet?
Your argument is going blatantly over my claim, I agree with you in the efficacy of what you say, but I disagree in it's application to a new player, as you say yourself in your own statement 'advanced players do X'. Please read my comments before you see it as a challenge and address it as such.
Yes when advance players push into a position and CAMP outside your expected positions. Just like what you said about taking a screenshot of where players "normally" place the HMG. You find yourself surprise.
Why do you always point out they will die.... like it's a bad thing. They will die no matter what. Everyone does! it's hard to have zero deaths in this game.
There is always RESPAWN. Like every player will learn and figure out where they died. That's where sound / muzzle flash comes from. If you see a muzzle flash or hear something where you died that is something a new player can use. It's the most basic.
Once the new player gets back on their feet. There are soo many ways to engage: grenades, Q/E functionality, cover fire, smoke, crawl, flank away from the gunfire. If trying to conceal or finding players the best way is to identify it with sound / muzzle flash. . If you trying to conceal (kinda hard to do) the best way is to limit gunfire (same application with almost every other shooting games).