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11-30-2009, 12:44 PM #46
Re: Recent level of play, realism and general notes
My 2 cents:
Opening the Server to the public: Lots of back and forth went on with this decision a few months ago. Folks on both sides of the argument were right. We did see a drop in quality of play and we did recruit alot of new folks, some great and some who may not really fit in here at TG and either need to be trained up or leave.
The process is not finished however. We are now in phase 2 of the process; bringing replacements up to speed and weeding out those who don't belong. I think this is actually being done well. I have seen a ton of classes offered lately (although I think there should be a higher emphasis on FT and squad level infantry courses, perhaps once a week at minimum in both Euro and North American time zones). I'm not an admin so I don't have any knowledge or say in how the 'weeding out' process is going or should go but I have suggestions!
1. TS as a primary means of communication, at least on the Alpha Server. This is how it was when I joined and the gameplay was awesome. Go back to it. VON is ok but it is too easy for people to 'drift away'. I believe it is still a requirement per the TG SOPs to be on Teamspeak and have a mic, no? On top of that VON, at least for me, is about 50/50 in the squad selection screen and briefing screen in missions larger than say 15 people. It is hellu hard to organize a platoon if randomly half the people in the platoon can't hear or talk to about half the other people.
2. Admins could probably be a little more strict on enforcing rules of behavior, at least for a while. Kick the guys who aren't toeing the line. If they really want to be here they will rejoin next map and change their behavior. If they get pissy and quit, GOOD! Be extra tough on the Alpha Server!
I think that would be a really good start to moving the gameplay back to where it was.
Falcon, your missions are great and I have alot of fun playing them. I just don't necessarily want to play them all the time. I feel the same way about other missions too. Ia Drang is an awesome map, but man am I tired of playing it right now...
And that brings me to a new point and my last thought for the day. I have a problem with people quitting the server if a mission comes on they don't like. I understand everyone is here to have fun and we can't force people to play, but everyone here has different likes and dislikes and as a community member I think it is sometimes my duty to play a map I am not crazy about so that other community members get their fun fix. Just a thought...The Don Abides...
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11-30-2009, 12:51 PM #47
Re: Recent level of play, realism and general notes
In general I agree with your post, which was really well done, and indeed I feel a bit guilty for the part I quoted. I tend to leave when CSAR TvT missions pop up. But, when it comes to Top Gun I actually don't feel guilty at all. Not the slightest bit. I HATE to fly planes in ArmA2 (they shouldn't be in the game to start with, imo), and anyone deciding to load that mission has to accept if ten people instantly leave the server. There are several players that can not or do not want to fly jets under any circumstances at all.





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11-30-2009, 01:13 PM #48
Re: Recent level of play, realism and general notes
I stopped playing in August, coincidence?I hate playing here somedays because of the level of gameplay has dropped since August. Back then, it was phenomenal; people were coordinated, using radio procedure, assets were effectively employed etc etc. I don't necessarily know where the drop occured or when but I do know its not the same.
I think not!
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11-30-2009, 01:30 PM #49
Re: Recent level of play, realism and general notes
Yes....yes, i can't do any of the weekend classes due to timing

If somehow VON can be disabled so we can use caps lock for TS communication, this way we at least see the name of the persons talking, not sure about lip movements though. There are also applications that we have to install and use with TS to show in game names of who is speaking should above method fail.1. TS as a primary means of communication, at least on the Alpha Server. This is how it was when I joined and the gameplay was awesome. Go back to it. VON is ok but it is too easy for people to 'drift away'. I believe it is still a requirement per the TG SOPs to be on Teamspeak and have a mic, no? On top of that VON, at least for me, is about 50/50 in the squad selection screen and briefing screen in missions larger than say 15 people. It is hellu hard to organize a platoon if randomly half the people in the platoon can't hear or talk to about half the other people.
We have to be very careful here, too much power and things can go unfair. I'm all for giving warning first, be it in TS or Direct Communication. Give the benefit of doubt, let's not make Kick a habit and be fair to everybody.2. Admins could probably be a little more strict on enforcing rules of behavior, at least for a while. Kick the guys who aren't toeing the line. If they really want to be here they will rejoin next map and change their behavior. If they get pissy and quit, GOOD! Be extra tough on the Alpha Server!

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11-30-2009, 01:58 PM #50
Re: Recent level of play, realism and general notes
Oh, it must work some other way than I think, since what I think is only based on what I see and what I see must not be what goes on every night during prime time...

That is a whole lot of assumptions and a direct insult to the play abilities of every person who logs on the server. We're not poor teamplayers or we wouldn't be here. However, many people are here for different experiences and trying to enforce one particular definition of what playing at Tactical Gamer ought to be like is just another example of the autocratic style that necessitated my first posting. I'll agree we could do better on all fronts, but that is achieved through education external to serious play time not by crafting missions and then commanding them with the intent of reinforcing a certain style or perspective.
It's not my initiative driven chain of command. It's a tried and true doctrine at work in the German, Canadian, British and American military establishments (heavily advocated by the USMC Officership, I might add). As a commander it's your responsibility that every squadleader knows individually what they have to do. Squadleaders have the responsibility to pass that along to their men. Using direct chat, standing in front of the automatic rifleman telling him to 'turn left and walk 10 metres then face 165' while preparing to leave the base is certainly not facilitating any higher learning and is in fact impeding that same cohesion you desire. Precisely my point.
I never mentioned tactics... those are command philosophies and elements of chaos theory which I presented to you, at play at all levels of professional military leadership. Tactics occur primarily at a fireteam or section level, ranging up to companies. Leaders in those spheres pursue operational objectives on orders from their superior officers (usually the mapmaker in ARMA2 eg. Take this Town, Retrieve the Hostage etc.) However, micromanaging the platoon in the manner that you do is outside the range of what is termed 'acceptable and effective leadership styles.' It is authoritarian, more effective than laissez-faire leadership but still does little to promote anything but a distaste for visionaries.
My request: Transition us away from infantry platoons and lessons about the late 1970s and early 1980s (sorry, the -1990s-), emphasize combined arms, permit flexibility in pursuing objectives, allow technology to enter the battlespace and play its integral role in tactics and maybe consider making the commander a Coy. level leader of diverse, varied platoons.
Again, your assumption is clear that everybody not in the enlightened position of command is somehow less intelligent and capable. That's my primary problem, you treat your enlisted men as though they are somehow subordinate in intellect or capacity, which does not engender respect. I am thinking back to three prior experiences:
One where you insisted on a massed-line advanced over open ground in lock-step until repeated artillery barrages obliterated 70% of the team and you /quit in frustration. One of the comments following that map was that both squadleaders and fireteam leaders felt as though their positions were completely overruled and that they were no more important than assistant automatic riflemen.
The second is one night at 0130 EST a few months back where you spent forty-five minutes berating us angrily to get into perfect column formation on bravo server, the culminating effect of which was that one frustrated automatic rifleman who took offense to your tone teamkilled us all in formation. Restarting that map we quickly fell into organization and marched for 20 minutes cross country in column at a walking pace with weapons on safety only to be obliterated by an enemy MG and mortar fire (I'm assuming it's the same MG that you mentioned above).
The third was a mission where a slow infantry advance gave way to heavy casualties while the squad I was leading using bounding overwatch took none. We disregarded orders and moved ourselves into a concealed overwatch position behind a main objective while the rest of the platoon was ordered on a line march into a side-objective mortar position. While we prepared our assault and I informed you of our competent elimination of three patrols and preparations to sieze a critical objective, the platoon was wiped out and the map ended due to casualties, my squad still intact.
Operations occur on a combined level. If you want to command a strictly infantry platoon, that is fine, but assets define maneuver. Without Armour and Air support, you find yourself in an attritional war where the only option is to dig trenches, which I notice feature heavily in a number of your missions. Trench warfare went out of style at the end of the great war with the advent of the Mark 1. I'm a fairly competent armoured crewperson and commander in the virtual realm. Advanced infantry doctrine and advanced armoured doctrine are completely separate disciplines and many in the community probably do not necessarily love being forced to accept the most mundane combat roles rather than pursuing their chosen trades. I understand section-level tactics and basic infantry doctrine are part of a general combat education, but you can't expect us all to be 'good little grunts' without heavy support. Maneuver cannot be achieved by massed-infantry attack alone. Maybe Russia or China have upheld these principles but western warfare was altered irrevocably by the advent of Blitzkrieg and the writings of Guderian. You might consider checking him out as well, very enlightened discussion of armored operations.
In the real world of the Russian military perhaps. You might consider creating OPFOR specific infantry maps, since that would best exemplify your desired loadout and C2 (though most professionals acknowledge it as C4 in contemporary operations) structure. I'd also encourage you to always make artillery consistently an on-map side-objective, even in your limited maneuver maps, since a special forces assault, airstrike or armoured spearhead would be employed simultaneous to the line infantry advance to neutralize that enemy capability, unless there was no existing intelligence. Operations and Maneuver do not occur in a vacuum. Artillery is as you have said a big killer of infantry, but it's not fair to assume that a plan would be formulated and initiated without acknowledging that colossal risk factor or doing something to mitigate its combat effectiveness.
On that note: Do we actually have any serving reserve, national guard or regular force officers here at TG in Arma2? I'd like to hear from a true military professional. It's my career intention, but I'm curious if there are actually any professionals educated in military science who would deign to play a video game.
If the leader is filled with high ambition and if he pursues his aims with audacity and strength of will, he will reach them in spite of all obstacles.
-Carl Von Clausewitz

'The Great Game' -Blog on War in Afghanistan: www.afghanistanjournal.blogspot.com
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11-30-2009, 02:19 PM #51
Re: Recent level of play, realism and general notes
The Don Abides...
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11-30-2009, 02:26 PM #52
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11-30-2009, 02:32 PM #53
Re: Recent level of play, realism and general notes
Well we used to have one simple rule back in Arma1 and that was if people refused to follow orders they were booted. I used to Co and Squad lead alot more in ArmA 1 (mainly cuz I didn't have a million assets to manage) and had the admins kick several people who wouldn't follow orders. It was simple...it was clear. However I've slacked off alot and not done much leading so I need to do my part. I also need to drink less when playing as I'll be the first to admit that I cause alot of the silliniess. However I don't go to the point of insulting Falcon and to my recollection, even when I disagreed, I've always followed his orders. If Falcon or some of the others who like to manage small details, are taking too long, rather then criticizing them, its best for squad leaders to step up and better facilitate what the CO is trying to do so that he can move on to the main points of planning.
I'll try very hard to help with problems by, at the least, taking up more squad lead positions or 2nd NCOIC positions. Falcon, if your're commanding just ask me to take up such a position and I'll have your back and help enforce discipline. People may bitch about it, but when things are getting out of hand, the whip has to be snapped and the admins need to assist in enforcing. However, that doesn't mean having to be a drill sgt. Positive reinforcement is always best as well as asking someone first what they're doing and why. They may simply not understand. Also we have a high degree of drunks playing, so sometimes ya gotta just let people act a little silly if things aren't critical and everyone seems to be having a good time.
Also, if I'm going too far and aggrivating people, I fully expect leaders to tell me to cut the crap out if I'm getting out of line.
At any rate, we had some good games (when the server wasn't crashing) testing the SLX stuff and I've had plenty of good games. I think that your best bet Falcon is take a break from leading now and then and just enjoy the game because a person can become consumed with leadership and totally miss out on the fun of just kicking back a bit and letting someone else make the tough decisions and planning. All ya gotta do then is follow orders and shoot. All hail the green diamond with chevrons!!!
Anyways, in a nutshell, if Falcon or ANYONE ELSE is CO or SL do what he says. If you are admin, step in with a warning if people are being jerks and being disrespectful. I expect to be booted off I fail to heed warnings equally. It's nothing personal folks. Just be cool with each other and everything will be fun and groovy for all."LETS ROLL GROUNDHOGS!!!" -Supreme Bashar Miles Teg (Heretics of Dune)


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11-30-2009, 02:40 PM #54
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11-30-2009, 02:44 PM #55
Re: Recent level of play, realism and general notes
Indeed! Part of the thing with being below someone else in the hierarchy is that you OBEY whatever orders they give. If it is strictly suicidal: protest. If the protest is declined/overruled, obey.
If you don't do what you are told, how can you ever expect anyone else to do what they are told? Suddenly no one trusts anyone around them and the platoon's fighting efficiency will drop like a rock.
The commander has to trust that the squads will do what they are told, the squads have to trust that the other squads do what they are told.
Take a simple assault as an example: The fire base does its job, but gets a lot of attention by the enemy. The assault element on the other hand chickens out, despite being denied to cancel the potentially hazardous assault. Because they don't assault and finish off the tied down enemy infantry the fire base is stuck where it is, and after a drawn out engagement artillery lands in their heads since they still are in the same spot, forcing them to retreat or be obliterated. The assault element is now alone and without cover from the flank where they are hunking down and taking pot-shots, and the entire platoon has been annihilated because of one squad's indecisiveness and inability to do what it is asked to do.
Now this COULD be because the commander doesn't rework his plan, but sometimes you can just choose between 'bad' and 'even worse'.
And of course some commanders will keep micromanaging if this happens. If their subordinates acts so much on their own initiative that they don't even keep platoon coherency or even try to perform orders, how is he to be expected to allow them to take that much initiative at all?




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11-30-2009, 03:04 PM #56
Re: Recent level of play, realism and general notes
Im i hearing a plea for a SL/CO TGU course in the near future?







Bastion: "I always enjoy it when the mentally questionable are given control of flying the aircraft"
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11-30-2009, 03:08 PM #57
Re: Recent level of play, realism and general notes
Simple. That's when CO, after warning the squad leader to follow orders, tells admin, "Boot the squad the leader, he can rejoin if he wants. #2 in that squad, do you have voice comms? Ok you are in command, begin your assault or the other squad will be annihilated. Do you aknowledge? Yes? Good! Ooorah!"
Problem solved."LETS ROLL GROUNDHOGS!!!" -Supreme Bashar Miles Teg (Heretics of Dune)


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11-30-2009, 03:10 PM #58
Re: Recent level of play, realism and general notes
Simple and wonderful solution! I'm in love with your mind, Miles.





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11-30-2009, 03:15 PM #59
Re: Recent level of play, realism and general notes
Good call, could be very useful. Maybe even host an open forum for individuals to just share/test their techniques.
At the end of the day this just a game, sometimes it seems the community loses sight of that. Focus on having a good time. Sure intense strategy can help and be a lot of fun for some missions, but it's not for everyone. We have another server, so hop on there. If that too doesn't have what you want for that gaming session, you may have to look elsewhere to play until the current mission ends. I personally would rather play a mission with a few players and have a good time, than join the 30 players just to be miserable, but that's just me and maybe I'm crazy.|TG-12th| tHa_KhAn

XBL GT: Khan58






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11-30-2009, 03:16 PM #60
Re: Recent level of play, realism and general notes
That sounds like a damn good idea Dredge. There are alot of tips and things that help alot. One thing I've found that helps is writing down FireTeam leaders names and also, at the beginning of a mission, telling fireteam leaders to memorize who is in their FT. Even when I'm not SL or CO, I still like to remind players as FT's are key to a squad's success and survival.
Likewise I know I'm super rusty on CO'ing and could use a class on that as ArmA2 is alot more intimidating to CO then ArmA 1 was.Last edited by Miles Teg; 11-30-2009 at 04:00 PM.
"LETS ROLL GROUNDHOGS!!!" -Supreme Bashar Miles Teg (Heretics of Dune)


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