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Grimey Rick

Why do you push?

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An experienced breacher will get you most of the times, or at least even out the odds if you're in a great defensive position. Don't underestimate the power of breaching, dammit!

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I run unless I'm running with my clan. Then we'll push. And it's usually because it's easy. Most people Can't defend a building against 3 or 4 people sweeping it. It's usually a better option than letting them be alive and shoot freshspawns. Might as well try and kill them.

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I would guess for the same reason why so many people favor M4's. They think they can just turn the corner on you and spray 60 rnds thinking "even if I miss, enough will land to kill them." Then they come here and cry hack or desync that THEY got killed by the other guy who only fired 2 shots. 

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If you push with a magnum and land 2 quick shots in the torso and immediately break LOS with your target you can't lose. I've never lost when effectively executing this move. That stopping power

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Have you ever considered leaving the coast? xD

I have, and I do, but he asked why do you push people in entrenched positions when you're PvPing against them, and right now, 90+% of PvP happens at the coast.

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Because most people aren't actually defended well enough. We've wiped enough groups while breaching that we don't think it's much of an issue. 

 

If you don't make the first move, you're making yourself more vulnerable than you have to.

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I rush because I have back up or I have been alive for a few days.Sometimes a break to loot again isn't a bad thing.

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Here is a big reason I push. 

 

The wife/kids are yakking about something, and I gotta roll. I don't want to take the time to backtrack 10 minutes to find a safe logout. I will kill or be killed. Either way, I am logging off in 2 minutes or less. My problem, lag. If I ever upgrade the rig(maybe xmas time), I should be more effective.

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Because most people aren't actually defended well enough. We've wiped enough groups while breaching that we don't think it's much of an issue. 

 

If you don't make the first move, you're making yourself more vulnerable than you have to.

This. It's all about the first move. Whoever has it, controls the situation. He has choices, the adversary doesn't and has to wait before he can react. If done right, breaching is a mighty tool. A decent breacher always walks away the victor

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Because lots of people will logout if an encounter isn't going favorably. Rushing can sometimes score you an easy kill on a logout corpse.

Had a guy yesterday pump a clip of 5.56 into my chest-helmet when I topped the ladder in a tek building in electro. He was lying down on the roof and I had no idea he had been there. I climb down and bandage. Try to talk for 2 minutes, climb back up and he's logged off.

If I had rushed up instead of weighing my options I would have killed him. Rushing is a legitimate strategy in cqb at the moment.

On a side note, I think your character saying goodbye at an audible volume when you log out would help balance things. Most of the players I try to trap inside of buildings end up logging out before I breach. Pretty shitty gameplay =\

Something other than having your character speak would be better. The whole point of the in-game character is that it's you (or your avatar) that has all of the features of you that the game can reasonably replicate (like your tastes, combat-style, and voice).

I'd find it really odd to hear the same, generic "Goodbye" from either a male or female voice over and over again. I don't know if increasing the time your character remains in-game would help (maybe to like 60 seconds), but playing a sound wouldn't only affect combat loggers.

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I've never been in a gunfight. I either get shot from behind without ever seeing anyone or I hide like little babby.

 

Closest I got was shooting someone in the chest because they rushed me with an axe. Honestly I wasn't sure if there was someone in the building with me. If he'd just waited then I probably would have chalked it down to paranoia, and he'd have had a better chance.

 

Though once I spent about 30 minutes in one of the apartment blocks in Berezino because I thought I heard someone. This was before I knew about the soda can opening sound that's in the ambient sounds list. Guess I never questioned why somebody would be drinking one soda every 5 minutes, but hey. There's a reason not to wait, I guess.

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Something other than having your character speak would be better. The whole point of the in-game character is that it's you (or your avatar) that has all of the features of you that the game can reasonably replicate (like your tastes, combat-style, and voice).

I'd find it really odd to hear the same, generic "Goodbye" from either a male or female voice over and over again. I don't know if increasing the time your character remains in-game would help (maybe to like 60 seconds), but playing a sound wouldn't only affect combat loggers.

 

Agreed. It should be the rattling of gear, like when you run, but the sound of fabric rubbing mixed in and a zipper noise to finish it. Like he's packing up. Making it audible and NOT put it in the ambient sound list. It'd be pretty nice.

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Agreed. It should be the rattling of gear, like when you run, but the sound of fabric rubbing mixed in and a zipper noise to finish it. Like he's packing up. Making it audible and NOT put it in the ambient sound list. It'd be pretty nice.

Great idea. They could even use the same sound that we were making upon logging in a few patches back.

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Frankly, a log out sound doesn't sit well with me. I never combat log and if my adversary has the strong upper hand, I wait it out. I'd just hate to have every player in the vicinity drawn to me upon logging out. Even though I've also been CL'd against, I think a sound isn't the answer. A timer like the good old times would be better. Not 30 secs, but 5 mins after being attacked or attacking.

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Wait it out. I REALLY wish we had the improvised grenades about now, and smoke. 

Fighting against entrenched players atm is a long, drawn out boring affair. 

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waiting it out gets you the kill!

 

 

but at sometimes i just wanna play rambo and push like mad totally carefree!

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Yeah, waiting it out is the way to go.

Sometimes we'll have one guy flank while the other(s) keep(s) eyes on, but just running in blind is usually a terrible idea.

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Frankly, a log out sound doesn't sit well with me. I never combat log and if my adversary has the strong upper hand, I wait it out. I'd just hate to have every player in the vicinity drawn to me upon logging out. Even though I've also been CL'd against, I think a sound isn't the answer. A timer like the good old times would be better. Not 30 secs, but 5 mins after being attacked or attacking.

But you would only be drawing in players from your immediate vicinity. Like from just outside your building or across the street. I don't think this particular anti-combat logging deterrent would punish players that don't combat log. If you're careful and logical about where you choose to logout, this feature wouldn't effect you.

I feel that having the option to just opt out of a siege by disappearing all together leads to suboptimal gameplay. It's an effective strategy for surviving, and knowing my defender has that option sort of forces my hand if I'm determined to get the kill.

Other than random, untimely DCs, can anyone think of a situation where this feature could hurt non-combat loggers?

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I'm legitimately curious. I'd give an honest estimate that 80% of my kills in DayZ have been due to people overextending themselves. If I'm defending a position, what makes you think you can rush me? Is it pride? Ego? Too much Counter-Strike and not enough ARMA?

 

I realize that it doesn't take much effort to gear up at the moment so we might as well take calculated risks, but doesn't the half hour process of finding another gun and attaining healthy status sway your decision making process even in the slightest? Wouldn't you rather wait for an opportune chance to strike strategically than to rush me like a moron hoping to pop off some random miracle from the barrel of your gun?

 

TELL ME!

 

-snip for large pic-

tbh in it's current state it takes so little time to gear (especially if playing with firends) that going full "YOLO MODE" is acceptable. death isn't barely a minor setback.

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Wait it out. I REALLY wish we had the improvised grenades about now, and smoke. 

Fighting against entrenched players atm is a long, drawn out boring affair.

 

Agreed. It takes so long. What makes it twice as long is the bullet proof windows that everyone sits in front of. Berezino would be a lot less safer without those.

 

Frankly, a log out sound doesn't sit well with me. I never combat log and if my adversary has the strong upper hand, I wait it out. I'd just hate to have every player in the vicinity drawn to me upon logging out. Even though I've also been CL'd against, I think a sound isn't the answer. A timer like the good old times would be better. Not 30 secs, but 5 mins after being attacked or attacking.

 

I don't mean like a huge, loud noise. Simple like the old logging in one. You had to be in the same building to be able to hear it. It forced people to think where they logged in and out at.

 

Great idea. They could even use the same sound that we were making upon logging in a few patches back.

 

Ew, haha. I liked it for it's purpose but it didn't feel creative, IMO.

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Agreed. It takes so long. What makes it twice as long is the bullet proof windows that everyone sits in front of. Berezino would be a lot less safer without those.

 

the whole point of holding up in a hard point is to make the attacker need an excessive amount of force or massive numerical advantage to stand ANY chance of success. solo-rushing a perosn holed up in a solid structure should be suicide. simple as.

 

Options to over come situation;

 

1. Bring friends for multiple point of entry attack.

2. Have a buddy suppress the target while you use explosive to collapse or breach the building

3. Storm entrance with sheer weight of numbers so atleast one makes in in far enough to shoot the guy.

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Other than random, untimely DCs, can anyone think of a situation where this feature could hurt non-combat loggers?

 

yes of course. suppose you are in a town (svetlo is good as there are a lot o fresh peeps usually) that is crawling with people but no one has spotted you yet when your wife, gf, bf, whoever calls you away from your game for an extended period. do you really want to give away your position to log out for real life matters when no one in the game even has a clue you are there?? I don't.

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the whole point of holding up in a hard point is to make the attacker need an excessive amount of force or massive numerical advantage to stand ANY chance of success. solo-rushing a perosn holed up in a solid structure should be suicide. simple as.

 

Options to over come situation;

 

1. Bring friends for multiple point of entry attack.

2. Have a buddy suppress the target while you use explosive to collapse or breach the building

3. Storm entrance with sheer weight of numbers so atleast one makes in in far enough to shoot the guy.

 

I mean, yeah. Breaching shouldn't be an option for soloing. But I'm talking as a group. People holed up in a building take forever to clear. Not that's is hard or easy, that depends on the defenders, but it takes forever regardless.

 

1. I do that now.

2. Explosives SHOULD be an option. Doubt they'd ever do it right though.

3. Do that now, lol.

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often - not always- pushing means you control the situation and force the opponent to react. so its not really only mindless CoDlers pushing. of course it all depends on positioning, and how superior your entrenched position really is.

 

that said, i usually play the waiting game, as waiting provides BOTH parties with an opportunity to live. ;)

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