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Murphy's Laws of Ghost Recon


RileyFletcher_01

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If you want to add some laws to this thread, we can do it like the "You Know You've Played Too Much Ghost Recon When....." topic.

1. You will get sniped from the hip across the map by an untrained rebel soldier wielding a pistol.
2. That grenade you are about to throw will fall short, bounce off the window sill and come back to you, or glitch and get stuck in the grass in front of your face.
3. Every one of the thirty Russians who have been hiding in the building next to you for an hour will immediately rush you if you even think about checking your command map or reloading.
4. Your squad leader will always be the first one to die.
5. The player with the required demolition charges or anti-tank rockets will be the second one to die.
6. If you have a machine gun, you will always have enough ammunition to lay down a burst of suppressive fire then run out of bullets.
7. You will hit the corner of the wall in front of you when you think you are being smart by firing a rocket launcher around a corner while peeking.
8. Clearing a room is never a good idea.
9. That claymore you have in your kit is 99% useless.
10. If every member of your team is still alive, everything has gone to plan, and you've almost won the mission, get ready for that new surprise objective.
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You Know You've Played Too Much (single player) Ghost Recon When.....

11. Your finger can find it's own way to F5/F8 (quick save/quick load) with amazing speed and remarkable precision even in a darkened room.

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We have three "rules" that keep us safe when playing, especially with non-TOS players.

1. Let Others Do the Dirty Work. If we get one of those Rambo types on the server, we don't complain about it because we're happy to have:

a) a human shield

b) a decoy to distract the enemy

c) someone to clear the forward area, complete the tough objectives, and keep us from getting slaughtered.

2. Take the Path of Least Resistance. Some people think they have to kill every single person on the entire map to win. Not so. You can get out of a lot more missions alive if you learn to avoid unnecessary engagements.

3. Rambos First. Clearing houses is always an ugly chore, so we usually let the knuckleheads rush in and take out a few guys before we even think about stepping inside.

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