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| Armed Assault - General Discussion Armed Assault discussion |
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#16 (permalink) |
![]() Join Date: Nov 2006
Location: Dallas
Age: 22
Posts: 698
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Re: Round 2 -- Sunday June 10th Coop Event
After last weeks problems with teamspeak I'm going to make a change. Rather then seperate channles for FT I'm going to keep the squad in the same channel, with my FT leaders keeping channel commander on so I can speak to them directly. What this means for the rest of you is very strict communications. Also while I will still be picking FTL I am going to open them up to anyone who shows intrest. Of course I will be looking for people who take the bull by the horns and if you catch me in game befor sunday feel free to so me what you got.
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#17 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,214
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Re: Round 2 -- Sunday June 10th Coop Event
If you're going to use channel commander, then why not separate into different channels? This would allow more comm use between fire team and fire team leaders. Last weeks challenges were a result of the fire team leaders going down and us having to consolidate into smaller units. Instead we should just make sure everyone has keybinds setup and be prepared to use them in case we need to make a change.
I can just see confusion like the "Bail! Bail!" command on Evo sunday that had everyone bailing from a perfectly safe Black Hawk that was not underfire. If the fire teams are going to be working independently then the comms should be separate. Chances are not all FTL are going to be familiar with their FT's voices. So when the "Hey to your left FTL!" comes there won't be confusion. Or even the fact we will more than likely have two John's on comms.
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#19 (permalink) |
![]() Join Date: Mar 2007
Location: Arlington, VA
Posts: 43
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Re: Round 2 -- Sunday June 10th Coop Event
I am personally in favor of everyone being in the same channel. Mostly because as a channel commander your listening to 2 different channels at once, that dont know when the other is talking. which jumbles up all communication. With everyone in the same channel everyone will know if the comms are clear and can take their turn talking... and will allow the commanders to use the "brake brake brake" Command to clear up the comms for more important info. I believe it would also give the squad as a whole more situational awareness. The only requirement I can see is that eveyone know and adhere to all of the Radio SOP's found here
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#20 (permalink) | |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,256
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Re: Round 2 -- Sunday June 10th Coop Event
Quote:
If you were a no-show to the last event there is a "hang-over" affect that means you are slotted last in the next event (regardless of when you sign-up). For me this means that, if I wanted to sign-up for this week, but I was a no-show last week, I would be put on reserves until all slots had filled. If there was still a slot available at the conclusion of sign-ups then I could move back into the active group, but if not, my only hope is to appear as a reserve and fill-in for a no-show this week.
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#21 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,256
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Re: Round 2 -- Sunday June 10th Coop Event
My suggestion on communication: Only Squad and FT leaders have voice. Everyone else is muted. This will make the transition to disciplined coms easier as people adjust to NOT talking in larger deployment groups. Once we have all learned how to improve our communication, we can then move back to a more open squad com system.
The only time a SM should be talking is for contact reports and those can be handled any number of ways. My preference is: Contact reports can be issued by "spotting" functionality of the game and then marking on the map. Thus, after spotting an enemy the individual if under reasonable cover should immediately go to the map and place a "eInfantry" or "eUAZ" marker near the contact and type into side chat, "UAZ marked on map". The FT or SL will then say, "new contact "UAZ" noted on the map. NE of FT1". The entire process should take less than 10 seconds. IMHO, if your in trouble and can't place the marker to wait 10 seconds for a command response, the contact report is useless anyway and you need to improvise utilizing your standard orders (evade and evac, dis-engage and evac, engage to destroy).
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#22 (permalink) | |
![]() Join Date: Nov 2006
Location: Dallas
Age: 22
Posts: 698
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Re: Round 2 -- Sunday June 10th Coop Event
Quote:
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#23 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,214
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Re: Round 2 -- Sunday June 10th Coop Event
Maybe I wasn't clear or I'm missing it in the other posts. Example.(Full squad) I am Asst. Auto Gunner in FT3 on the west side of the city. Why would I need to be in a channel that could hear what FTL from 1 and 2 and the squad leader are discussing about the East side of the city? Why would I want to hear "Taking fire from the west" from a team member on the opposite side of the city. If everyone is muted, then there certainly is no point in being in the same channel as there would be more chatter than is necessary. Each fire team could stay muted in separate channels and only listen to the messages relayed from the FTL.
I understand that when/if deaths occur the separate channels become cumbersome, but I think add a bit of realism. What benefit does being in one channel(besides ease of command change) bring? I can see the point that everyone knows everything, but I think as a simulation type game, that is not necessary. Like Shiner mentioned above, I think we definitely need to come up with a process of spotting/communicating enemy positions that the entire squad/side could see that would not tie up important comm lines.
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#24 (permalink) | ||
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Round 2 -- Sunday June 10th Coop Event
Quote:
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I'd much rather see folks interested in this sort of coop session step up to the plate and come prepared with proper TeamSpeak setups. In my opinion, anything else is taking the easy way out and not playing ArmA to its fullest potential. My advice is to stick with the separate TeamSpeak channels so folks will learn how to use them properly. It will make the game experience that much better. After all, these organized coop sessions should be among the best gaming TG has to offer. Note: For folks who haven't taken the time to read it, there is an SOP for the use of TeamSpeak in ArmA; it includes a keybinds template that is available for download, as well as a printout of the various keybinds in the template for easy reference. |
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#25 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Round 2 -- Sunday June 10th Coop Event
Quote:
I think what we're really experiencing here is simply adjustment. We have quite a few folks who are new to ArmA, as well as others who have mostly been playing Evolution. So, when we play serious, no-respawn coop missions with proper organization and comms, it takes time to adjust; we're going to experience some growing pains. But, I say again, let's not take the easy way out. Let's step up to the plate and learn how to play these serious coop missions. If we do, the result will be some of the best gaming we've ever experienced. |
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#28 (permalink) | |
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Join Date: May 2007
Posts: 118
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Re: Round 2 -- Sunday June 10th Coop Event
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My suggestion is that we start focusing more on small cooperative missions (10 men or less) in order to attract more TG members into it rather than the TG Evolution server in order to start "training" people to use the new comm system by habit. |
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#29 (permalink) |
![]() Join Date: Nov 2006
Location: Dallas
Age: 22
Posts: 698
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Re: Round 2 -- Sunday June 10th Coop Event
So I've actually got a plan for this Sunday. Below is the mission map updated with some of my wounderful ms paint skills.
http://s135.photobucket.com/albums/q...ent=sunday.jpg First and formost I don't have the updated map of the mission so the LZ Donner on this map is wrong. The actuall LZ Donner is to the north "off map" of Hills 44 and 45. 1. Disembark the choppers and make way to Hills 44 and 45. Fireteams will form defensive posistion on and around hill 44 with snipers moving to scout atop Hill 45. 2. Make way to the dock area, rather than swing East to the opening the squad will make a hole in the wall at the designated marker and take up posistion in the Warehouse area. 3. Again we will blow holes in both walls close to the shore to avoid the bottle neck south of the warehouse. We will move by fireteams along the shore to freindly infantry. 4. Sqaud will advance along the main road west "avoiding the bridges" to the designated Xs. Squad will then prepare shots on armour at waypoint 1 and eleminate them. 5.Squad will move behind advancing freindly infantry to the gate wall near the south docks. Here we will break into two groups 2 fireteams south/1 fireteam + command element. South group will find a way through the south end of the wall and move through the dock area. North group will do the same moving through the forest to the north of waypoint 2 6. Squad will support freindly infantries attack on waypoint 2 taking out armour when oppertunity presents its self. After elemenation of resistance squad will head north to extraction point.
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