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| Battlefield 2 - General Discussion General discussion for Battlefield 2 |
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#1 (permalink) |
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Join Date: Aug 2005
Location: NORTH ATLANTIC (offline)
Posts: 584
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Return of the Tactical Minicamp: Tactical Gamer University
Kudos to the Irregulars for their efforts in holding excellent practices and carrying the torch of new player development. Really a bang up job. I’m back and ready to resume the Tactical Minicamp program itself. This is not to the exclusion of the Irregular’s practices but rather a concurrent program that is simply different.
Those differences are in response to the changes that have occurred in the areas of TG-style play since I last conducted the Minicamps. Firstly they are being more formalized to deliver more focused bite-sized training at many levels in addition to the advanced squad-level training it focused on before. To reflect that formalization all activities will be renamed and fall under the umbrella training organization, Tactical Gamer University or TGU. This is primarily a preliminary feeler to hear what the forumers have to say about what they want. These opinions are being combined with the observed state-of-affairs on the prime BF2 server, PoE2 at this point, to identify and address deficiencies in our server population’s knowledge, training and experience that inhibit the more experienced practitioners of the TG way from fully-realizing our gameplay goals as stated in the mission statement and BF2 rules. In that regard, I am opening this thread to suggestions that will shape our curriculum at the prestigious Ivy League institution of higher learning that TGU has been since 2006. Specifically I ask SLs what are the major differences between the players that frustrate stifle and inhibit TG-style squad play and those TGers that make your squad-leading seem effortless. These will be the fundamentals that make the average player into a solid TGer; therefore these are the fundamentals we will be teaching in our ‘undergraduate’ Soldiering School. I also want to explore the community’s opinion on the CO-SL relationship and what is successful there and what contributes to the break-down in the TG mission we often see at this level, specifically on the SL side One of the biggest goals of TGU will be to recruit and build the confidence of potential and new SLs. So COs and followers of frustrating SLs alike I seek your input as to the differences between a successful TG SL and one who is trying but failing. What is deterring SLs from emerging from our ranks, TG or otherwise? What is causing them to be timid beyond effectiveness if they try eventually to quit in frustration? How can we motivate and train players to consider trying SLing. In this area of improving SL performance, recruitment will be more of a challenge than training. This and all SL initiatives at TGU will happen in our ‘graduate’ program, the Officer Training School. Lastly we are perhaps most deficient in the area of COs. Again recruitment is paramount. Any input as to how we can get more experienced SLs to turn the corner and attempt COing is requested. This is TGU’s ‘post-graduate’ program, the School of Command. At this point let me be clear that in all critiques of player performance offered here to explain what is lacking and what is needed, I do not need observations based on rule violations. While I am very interested in what attributes promote rule-following and what skills could possibly be promoted through training that would contribute to the TG mission, TGU will not be itself directly addressing the enforcement of TG server rules. TGU is addressing this from another direction to reinforce the constant effort TG makes at ensuring rules are adhered to. For your moment of hype, bear in mind all sorts of crazy ranks and ribbon nerdery is in the works too.
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#2 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 8,008
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Re: Return of the Tactical Minicamp: Tactical Gamer University
Excellent!
As SL, I find the biggest difference between a thoroughly enjoyable round (squad) and a a forgettable round, is squad cohesion... and for all squad members A) to trust that their SL has a plan and B) to imagine how they fit into that plan (without needing over explicit instructions). Quality squad members understand.. - the importance of the mini-map and 'cover the gap'.Forgetable squad members... - do not disengage when new orders are given Anyway - bravo on taking this on again abra.. I'm happy to help out again where you need it.
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Last edited by WhiskeySix; 10-06-2006 at 10:54 PM. Reason: added forgettable traits. |
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#3 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,763
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Re: Return of the Tactical Minicamp: Tactical Gamer University
I personally would like to see the current SOPs reviewed, updated, and new SOPs created. And then we train our players on those SOPs so that simple things like fire discipline are understood and adhered to.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#4 (permalink) | |
![]() Join Date: Feb 2006
Location: On the road to perdition!
Age: 51
Posts: 3,315
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Re: Return of the Tactical Minicamp: Tactical Gamer University
Quote:
DB
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|TG-6th|Blonov «I just made burger out of one man, turned the corner and let the gunners take care of the rest.» Belhade BattleField2 SOPs | Teamspeak | Server Rules and SOPs | The 6th Devil's Brigade ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#5 (permalink) |
![]() Join Date: Apr 2005
Location: MA
Posts: 3,581
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Re: Return of the Tactical Minicamp: Tactical Gamer University
I am teaching my inhouse squad the SOP's direct from the forum. That would be a great place for you to start ABRA. As for squad members:
You have the pubbie: -doesn't really follow orders all that strictly -sways from their objective in search of kills -only defends if there is a lot of action on the flag and lots of kills to be made. -gets the *boot* ![]() The "new guy": -Open to suggestions -Follows orders, likes the idea of teamplay -But: doesn't yet have/know all of the nessisary tools to implement teamwork (practice, enviorment where mistakes can be made) -Usually graduates from the pubbie class and makes TG their favorite server -Needs to be shown more of the TG way -Needs the most mantinence in the squad as to giving orders/explaining things The returner: -Has a better understanding of teamwork/teamplay -Might make the occasional drift from the objective, but understands the importance of following the objective -Speaks up with suggestions of strageties -May be capable of leading a squad, but not to it's full extent Then you have the TGer: -Knows tactics/teamwork -Sacrifices themselves for the good of the squad -Not a kill-hunter -Can lead a squad if they want to -Supports newbies and helps them out Now, ABRA, you want to focus on the Returner and the "New Guy" groups, as they are intrested in teamwork/tactics, but they haven't been shown the way. The pubbie/ new guy are both first time players, but the pubbie has little care for teamwork and is a lost cause. The Returner comes back for more and will eventually become a TGer. (and what Whiskey said) |
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#6 (permalink) |
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Join Date: Aug 2005
Location: indiana
Posts: 1,000
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Re: Return of the Tactical Minicamp: Tactical Gamer University
Very nice to see the minicamp coming back. I never made it to one of the old ones. Always seemed to happen on a night i had to work.
Let me know if you need help with anything Abra! Acid, great categories! I can remember when i fit into every one of those.... ![]() |
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#8 (permalink) |
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Join Date: Aug 2005
Location: NORTH ATLANTIC (offline)
Posts: 584
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Re: Return of the Tactical Minicamp: Tactical Gamer University
Yeah anyone who wants to help out is more than welcome. This project will benefit from all the help it can get. I'm going to recruit instructors with forum posting and actual instructor instruction soon. But anyone who wants a jump on the pack and more input into the design of the curriculum should PM me.
I think when asch says SOP, Acid identifies new guy/returner archetypes, and I design a incremental instruction system we are essentially talking about the same approach. Promoting a common understanding of TG tactics among recently arriving players. I look forward to seeing what system emerges from our cooperation at unifying our plans for how best to achieve that. For my two cents I think it is very important to define the boundaries and scope of TGU. There comes a point when tactics become too dependant on specific key vocabulary command phrases and too complicated that they lose their ability to be mass-marketed to the public server population. Try as we may TGU will never have total strangers, even if they have all attended TGU, doing a textbook 4 man CQC entry breach and room-clearing. At that point I think our inhouse squads have done a fine job of pushing tactical sophistication into this next level(Re: Irregs last practice with 4 man CQC drills). I think they will do that better than TGU will with its rotating participants and acceptance of all comers. In advanced TGU stuff, yes this kind of focused instruction with regularly attending participants would be great. But for some of the more sophisticated SOPs, at first at least, I think we should put them aside. We should focus on the ones that are easily intelligible and don't have unique vocabulary words necessary for their execution. This is for the benefit of people who have only encountered the tactic live and not in practice. Take fire discipline as your example du jour. If we wed fire discipline to the Red/Yellow/Green command words, John Q. Smacktard, fresh off the TKd00dF35+ server, won't have any clue what is going on. Even though those words are the most concise, clear ways to implement fire discipline to anyone who has attended a fire discipline practice, I think we need to design our tactics around ease of comprehension. We need to pander in short. Same fire discipline practice if taught using simple, clear instructions like "Hold Fire, Return Fire, Open Fire" easily replace RED/YELLOW/GREEN and allow anyone to benefit from the experience of those who did attend that practice even if they themselves did not. This is the crucial aspect of the design of the curriculum. Designing it so that even lone graduates of our programs simply by executing the tactics, teach them through example. Not 100% comprehension by example to the same level of proficiency as if they attended at class obviously. But we need to design our training so that the maximum about possible rubs off on those players around TGU graduates as possible.
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#9 (permalink) |
![]() Join Date: Feb 2006
Location: Vancouver, BC
Age: 40
Posts: 2,375
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Re: Return of the Tactical Minicamp: Tactical Gamer University
Hey Abra,
Have you checked out these resources?...much of this was done by JimmyTwoHand from his involvement with the "open to all TG'ers" Irregulars practices that we run. He and Shafik filled pivotal roles as Drill Instructors in many Irregs practices. As for content, I think WhiskeySix hit it on the head. Squad Cohesion is where we need the most work, and it's where a "new-to-TG" player get's their real addiction to the TG way! I agree that SLs and COs are needed, but if you needed to start the TGU efforts anywhere then I'd suggest the squad is the place to be. I'm ready and willing to assist as well. Cheers. |
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#10 (permalink) |
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Join Date: Sep 2006
Location: Sierra Nevada Mtns, CA
Posts: 5
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Re: Return of the Tactical Minicamp: Tactical Gamer University
As someone who falls in between 'New Guy' and 'Returner' on the POE server, I'd love to get more educated with the Tactical Minicamp. My goal is to be the most effective as a squad member, and when necessary, to assume SL duties. Trying to get this with in-game play, but the lack of squad cohesiveness, and the limited number of knowledgable TG squad leaders, makes it a challenge. So, you have at least one interested student.....thanks for the great server.
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#11 (permalink) |
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Join Date: Aug 2005
Location: NORTH ATLANTIC (offline)
Posts: 584
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Re: Return of the Tactical Minicamp: Tactical Gamer University
Acid clear your mailbox, you're unable to recieve messages.
Thanks eGoat, I am familiar with the TacticalWiki material. I'm working to get it unprotected at the moment so I can continue Jimmy's work. PM me so we can discuss your involvement. murph-what you describe is exactly what I envision TGU doing to start. Keep your eyes open in this forum for announcements for scheduled events. WhiskeySix, FreekyE--Send me those PMs for your involvement. I'm EXTREMELY busy right now and much less time than I'd like to fully participate in the forums. So if I don't get your PM, I'll likely forget or overlook contacting you personally.
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Xbox Live Gamertag: TG ABRA live.xbox.com/member/TG ABRA Friend me! |
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#12 (permalink) |
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Join Date: May 2006
Location: NY, USA
Posts: 1,119
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Re: Return of the Tactical Minicamp: Tactical Gamer University
As a player benefited from the Irr practices, I would like to get involve too. I will be able to help out anyway I can (not as a insturctor), if not being a student myself.
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Last edited by RocketPunch; 10-10-2006 at 03:24 PM. |
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#13 (permalink) |
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Join Date: Aug 2005
Location: NORTH ATLANTIC (offline)
Posts: 584
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Re: Return of the Tactical Minicamp: Tactical Gamer University
RocketPunch I had you in mind as a curriculum advisor. I want your tactical mind working on the lesson plans and what and how we should teach them. PM me.
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