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Old 06-11-2007, 12:35 PM   #46 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

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Well said, KhAn. Having folks maintain the immersion by not is very important, and it was greatly appreciated last night. This is key to keeping coop missions enjoyable after the first or second time through them. Let's keep it up!

Of Course the Map Creator can always mix things up a bit to give the Players a Bit of a Wake up call... eh? It's map maker v. the Players!!

eh Strag..? I'm thinking Hummer with MG patrolling the Northern fields... "heads up guys!" ;-)
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Old 06-11-2007, 12:37 PM   #47 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

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All but one of Bravo team did get taken out by a grenade. I think most of Alpha team was hit by machinegun fire from one of the T72s, but I'm not positive. In any case, next time we'll know to stay off that main road.
Yep, looks like we need to work on our spacing within a fireteam. We shouldn't really be seeing one enemy taking out an entire fireteam, and definitely shouldn't see a nade taking out more than one guy except in special circumstances. This is easier to do outside of an urban context I'll grant - maybe better to have bigger spacing between the fireteams, because realistically you can only really bring a fireteam to bear on one area anway, with the narrow streets.
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Old 06-11-2007, 12:44 PM   #48 (permalink)


 
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Re: Round 2 -- Sunday June 10th Coop Event

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Of Course the Map Creator can always mix things up a bit to give the Players a Bit of a Wake up call... eh? It's map maker v. the Players!!
There are some random elements in this mission, but I could probably add more. Currently, the T-72s will almost always be in the same places, but the BMPs definitely alter their positions. Some of the infantry is completely random (to the point of not even appearing a certain percentage of the time), but other infantry are always in the same places.

I'll see what other random twists I can add to keep it interesting.
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Old 06-11-2007, 01:08 PM   #49 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

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It left poor Pfiel all alone. Spectating him was humorous as he was surrounded and essentially just dancing around engaging enemies as he spun.
I knew my experience playing Battlefield 2142 would pay off!



The enemy closed in on our position rather quickly and I was scrambling to find the remainder of what was left of our squad. At some point, my fight-or-flight instinct kicked in and I hightailed it out of Dodge and into an abandoned building. I told NKato that we were going to fall back to the supply trucks and assess the situation from there. Unfortunately, as soon as we stepped out of the doorway, I was lit up like a Christmas tree.

I have to say that calling out over the "radio" (TeamSpeak) for everyone to report their status and receiving no reply was one of the first times in ages I have been scared while playing a video game. My fire team's movements brought back a lot of fond memories of my time as a grunt, as well. The whole mission was fantastic and I felt totally immersed in the setting.
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Old 06-11-2007, 01:20 PM   #50 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

Any coments on the joint teamspeak rather than by fireteams? Do you feel it hurt us or helped us?
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Old 06-11-2007, 01:58 PM   #51 (permalink)


 
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Re: Round 2 -- Sunday June 10th Coop Event

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Any coments on the joint teamspeak rather than by fireteams? Do you feel it hurt us or helped us?
I felt we were pushing the limit with the size of the group we had. We had some crosstalk even with our small squad and decent comms discipline, and I had to type most of comms to my fire team in Group chat. Not the best way to do it IMO.

Hopefully, as folks start to appreciate this style of playing more and more, we'll want to incorporate separate channel comms into our games. However, I'm very interested to see how well in-game VOIP works now with v1.08 patch. If VOIP is solid, we'll be able to take advantage of it more and rely on TeamSpeak less.
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Old 06-11-2007, 02:02 PM   #52 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

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However, I'm very interested to see how well in-game VOIP works now with v1.08 patch. If VOIP is solid, we'll be able to take advantage of it more and rely on TeamSpeak less.
VOIP is not up to snuff in 1.08, you will find that many players will not hear other players, whereas other players will hear them but not others, and so on and so forth... it's a mess right now. It gives you the impression that it works, but once you start testing it, you find that it's completely unpredictable. We made BIS well aware of the issues when testing it and it should be fixed in the future, but it is certainly not fixed now.
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Old 06-11-2007, 02:02 PM   #53 (permalink)

 
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Re: Round 2 -- Sunday June 10th Coop Event

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Any coments on the joint teamspeak rather than by fireteams? Do you feel it hurt us or helped us?
With the # of players we had and only 2 fireteams I think it went oK. If we have a full 4 fireteams, then I say splitting is a must. Because we did alot of bounding we were able to have one fireteam speaking then the other. THere were times when You, Strag, and myself were trying to give orders all at the same time. Boudreux and I had our group channel VOIP working which helped us considerably.

I PERSONALLY would have preferred to have my own squad channel. It would have allowed for a little more chatter for observations during movement. There were times that we were having to wait either to move or report movements. In a big firefight where we need to move and fire and report, it could get crazy with even 2 fireteams. Coincidently our only big engagement Bravo was whipped out as soon as it started so I don't know how it would have worked out had we had both team engaged.
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Old 06-11-2007, 02:06 PM   #54 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

Could always have individual fireteam channels, and use channel commanders.
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Old 06-11-2007, 02:11 PM   #55 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

I feel that we need to have a means of communicating intra-squad if we are ever split into more than one fireteam, because each fireteam is seeing different threats. We can't have people waiting to talk when they are seeing time-sensitive threats. Also, it just gets confusing. Khan and I were using "group" channel during the mission yesterday, and that works (even though only 2/4 in our group could hear it), but the chatter on teamspeak carries over it. I really feel we need to get used to channel commanders and such, or get our binds going to where we can split into separate channels when fireteams disperse.
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Old 06-11-2007, 02:14 PM   #56 (permalink)


 
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Re: Round 2 -- Sunday June 10th Coop Event

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Could always have individual fireteam channels, and use channel commanders.
Exactly. This is already in place as an SOP, but we need to start making better use of it.
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Old 06-12-2007, 02:05 AM   #57 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

I had a great time during the mission, outcome aside.

We worked well as a team, and our movement into the city was excellent.

Once in though, I agree, we were too bunched, and with our positioning, put the enemy into an almost classic reverse slope defense. I'll happily keep trying this mission if we keep getting the same level of good play we got on Sunday.

As far as TS goes, I think FTL, AFTL as channel commanders, separate channels per squad. It will scale. Having half a fireteam out of comms once the FTL/AFTL get popped adds to the immersion imho.
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Old 06-12-2007, 09:34 AM   #58 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

Yeah the bunching up was bad but other than that we did way better I thought. I feel for nkato also, but voice comm is critical for this game. There is a reason for TS being a requirement of playing on the server. It takes way too long to stop and type everything in like we needed to do when we came up to that bridge. By the time someone types in "theres a tank around the corner of that building at 3 o'clock at 200 meters" the person would already have gone around the corner and be dead. Even the radio command menu takes too long unless you have all of them memorized. The only real solution I can think of would be some kind of teamspeak speech to text but I doubt that would work since the voice quality isn't good enough to not make constant mistranslations. Anyway I'm not trying to put Nkato off of playing , I'm just explaining that we're trying but it is a hard problem to get around for games.
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Old 06-12-2007, 09:42 AM   #59 (permalink)

 
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Re: Round 2 -- Sunday June 10th Coop Event

In the future, we could choose NKato's position according to his needs. In a mission where transport is required, he could be the driver/pilot as LZ's are easily marked and adjusted real time and no need to micromanage. In an infantry heavy mission, we could make him rear guard as again no need to keep typing he would be able to follow his fire team and get go commands when it is time to move.
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Old 06-12-2007, 09:48 AM   #60 (permalink)
 
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Re: Round 2 -- Sunday June 10th Coop Event

One way is to use the built-in command system. Just point, hold spacebar, then click, and you've sent an order. It's not really that hard to do - it will be good enough to prompt me on keeping up.
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