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Old 05-14-2008, 10:36 AM   #46 (permalink)

 
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Re: Tactical Gameplay!

Quote:
Originally Posted by Long Bow View Post
I think with the new rules we have a fairly clear indication now that the defence is free to move where ever, IF one of the conditions of the rule are met. Outside of those conditions people need to sit tight and guard there bomb site.
Ok for clarification sake I want to make sure I understand the rule as it is written and what Long Bow has stated.

Rule: Defender Roles:

Defenders are to defend their objective and its immediate choke-point entryways. Defenders are not to go on hunting parties and aggressively eliminate the enemy; defenders can take any FLANKING route they like to a different objective to reinforce:
(1) once it's clear that either the bomb is down near that objective,
(2) most or all the defenders there are dead
(3) or the bomb has been planted.
The primary purpose of this is to reduce the amount of lone wolfing and to maintain consistent team-play.

- Numbers added for clarity of the criteria

Long Bow's comment may be worded out of order, I believe he is making a valid point but I think it may lead to confusion. It should read:

I think with the new rules, we have a fairly clear indication now, once one of the conditions of the new rules are met the defense is free to move where ever on the map. Until any of those conditions are met people need to sit tight and guard their bomb site.

Or am I off base on this one?
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Old 05-14-2008, 01:32 PM   #47 (permalink)

 
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Re: Tactical Gameplay!

Thanks Hazmat, that is clearer.
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Old 05-14-2008, 02:34 PM   #48 (permalink)

 
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Re: Tactical Gameplay!

Makes perfect sense to me.
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Old 05-14-2008, 03:40 PM   #49 (permalink)


 
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Re: Tactical Gameplay!

This would be a start and give us time in game to set up chain of command. Maybe designate one of the marksmen as SL since they usually survive the longest and go from there.
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Old 05-14-2008, 04:02 PM   #50 (permalink)
 
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Re: Tactical Gameplay!

Hey Hazmat good post but I have a couple of questions, as a new player how do I identify the immediate chokepoints? How strict is this? Is this more along the lines of the two doorways next to the bomb site or is there freedom to flesh out the defense a bit more?
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Old 05-14-2008, 04:26 PM   #51 (permalink)

 
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Re: Tactical Gameplay!

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Originally Posted by Sirusblk View Post
Hey Hazmat good post but I have a couple of questions, as a new player how do I identify the immediate chokepoints? How strict is this? Is this more along the lines of the two doorways next to the bomb site or is there freedom to flesh out the defense a bit more?
What an excellent question! I could give you my particular opinion but I would suspect that the higher ups are currently working on a plan to simply.

If you dont mind I can give you some intel on what I am doing as the Tactical Officer of the 13th and I am configuring our practices/scrimmages to reflect what I think would be the first choke-point for a couple of maps. Attached are not sanctioned by the Gaming Officers or the TG higher echelon. These are strictly my own interpretations and I am using them to formulate a possible course of action for lines that are drawn in the sand.





And as far as how strict this will be will most likely be covered to all of the admins after everyone has become comfortable with the new rules. One thing to consider is to continue playing on the server and having a good time. Have fun and listen to admins and read the server messages. If you see someone doing something that isnt proper please advise and admin in game or post a message on the admin forums, which can be located in the bottom of my signature.

I personally believe that the new rules leave little room for misinterpretation and that means more fun and good times and less bickering and admin mongering (fingers crossed).
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Old 05-14-2008, 06:50 PM   #52 (permalink)
 
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Re: Tactical Gameplay!

Thanks to everyone for their civilized efforts to refine the rules.

Regarding Haz's maps, the defensive limits appear a bit tighter than what I've seen exercised on our server. For instance, on Backlot the defense at B typically occupies the second floor of the house at B, but this has it off limits. This may actually be a good thing in that it may make an attempt at B easier than it is now. As it is most plants are at A.

I think it would be very beneficial if an offical set of maps were released denoting the correct boundaries/chokepoints.

On another note, the revised rules include the following:

Quote:
Firing into smoke:

Firing into smoke will be allowed. After the first 20 seconds nades can be used to clear out the smoked areas.
As I read this we are now permitted to smoke spam with any weapon and not just the mounted MG. Is this correct? If so, why the change? I'm not necessarily against it - just curious. I wasn't aware of an outcry to change the existing rule.
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Old 05-14-2008, 07:54 PM   #53 (permalink)

 
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Re: Tactical Gameplay!

Smoke you ask, well that has been a thorn in my side for sometime and it has finally gotten a due review.

In my current job we use smoke to cover or mask movements. If you see smoke from the enemy you take the risk exposing yourself to fire at the smoke b/c it could just be a diversion smoke. So, I for one of many asked that we use modern rules of landwarfare and update the rules on smoke. It took some time and I would personal like to thank EVERYONE for getting this "fixed" in my book.

So smoke can be used in several manners and it is also a risk for both sides. If you rush into smoke you run the chance of getting shot maneuvering thru it or you give away your position firing into it. You decide!

I think it is perfect and I would like to see smoke nades last almost as long as they do in the CoD2 server!

And again bravo to all the TG staff as well for getting this resolved in a timely and professional manner!
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Old 05-14-2008, 07:59 PM   #54 (permalink)

 
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Re: Tactical Gameplay!

Quote:
Originally Posted by Melee View Post
Regarding Haz's maps, the defensive limits appear a bit tighter than what I've seen exercised on our server.
That is correct, and it is a rule I'd like to see players observe more during play.

Another example of "immediate choke-point entryways" would be:


Wild how far up people get on this map, isn't it?


Thanks TG Admins for your work on the rules, its greatly appreciated!
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Old 05-15-2008, 02:39 AM   #55 (permalink)
 
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Re: Tactical Gameplay!

I think if we weren't allowed to fire into smoke we'd lose more realism. They'd become shields. Realistically, wouldn't people then have to use thermal vision to fire through smoke, which has a very limited range, and thus allows you to get closer to the enemy.

Also realistically it'd take something like five minutes for a smoke grenade to fully develop wouldn't it?

Thanks Hazmat for clarifying for me
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Old 05-15-2008, 04:08 AM   #56 (permalink)
 
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Re: Tactical Gameplay!

Quote:
Originally Posted by HAZMAT View Post
Smoke you ask, well that has been a thorn in my side for sometime and it has finally gotten a due review.

In my current job we use smoke to cover or mask movements. If you see smoke from the enemy you take the risk exposing yourself to fire at the smoke b/c it could just be a diversion smoke. So, I for one of many asked that we use modern rules of landwarfare and update the rules on smoke. It took some time and I would personal like to thank EVERYONE for getting this "fixed" in my book.

So smoke can be used in several manners and it is also a risk for both sides. If you rush into smoke you run the chance of getting shot maneuvering thru it or you give away your position firing into it. You decide!

I think it is perfect and I would like to see smoke nades last almost as long as they do in the CoD2 server!

And again bravo to all the TG staff as well for getting this resolved in a timely and professional manner!
Yes Haz I also have supported your points here but I would like a MOD/set up tweak which limits the amount of ammo you can carry before you need to re-supply by taking dead mens cache etc.

Not sure about the frontiers being drawn up though but I will be posting else where on this.
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Old 05-15-2008, 09:09 AM   #57 (permalink)

 
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Re: Tactical Gameplay!

Quote:
Originally Posted by Melee View Post
Regarding Haz's maps, the defensive limits appear a bit tighter than what I've seen exercised on our server. .

I would agree that Hazmats maps are a little tighter then we usually allow. I'm not saying they are completely off but there are a few spots where the line would include another building or the other side of the street etc. Overall though the theme is the same, close proximity to your objective and no excessive trips up map.
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Old 05-15-2008, 07:13 PM   #58 (permalink)

 
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Re: Tactical Gameplay!

The attackers eventually have to come through the immediate chokepoints. By having more defenders close in, you can really lock down the bombsite. More Clays, more C4, more angles covered.

If the folks who pushed up get steam rolled or picked off because they're not covering each other it makes a plant much more likely. In my mind it's much easier to win on D by denying the plant with a strong defense at the bombsites rather than a spread out ragged line on defenders getting picked off leaving gaps in your defense.

My dream mod? Only the team score shows up during the game. Heresy, I know.
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Old 05-16-2008, 12:53 PM   #59 (permalink)


 
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Re: Tactical Gameplay!

Tactical game play starts with chain of command and communication. This was lifted from another website and is based on active military protocol. Its presently being used in a couple of INS servers if you want to "see" how it works. I'm told its in use in ArmA as well but I haven't been there:

From Syndicate Rebels forums. Thanks =SR=!!!!!!!!!!
Author: GaretJax


Area/Positional Comms

* ## Degrees - Location Specific North - 0 Degrees - South - 180 Degrees
* Position - Non-Checkpoint i.e. Position - 30 Degrees - Traincar 1 - Heavy
* Condition - Non-Checkpoint + Color Designation Condition Red - 30 Degrees - Traincar 1 - Ready Tango
* Swap - Return Fire Reverse Direction (ie Turn Around)
* Case Me - Travel in tandem unit with requesting player
* Flank - Rear Position Alert (Friendly/Enemy)


Sighted Comms - Visual

* Tango - Enemy / Opposition Force
* Viewpoint - I can see ....
* Heavy - Automatic Rifleman
* Assist - Medic/Small Arms Rifleman
* Team - Leader
* Longshot - Sniper


Movement Comms

* Unify - Regroup in v formation
* Maneuver PlayerX - Require PlayerX to group to you.
* Checkpoint #/A-Z - Move to Position (X)
* CrossFire - Friendly/Enemy Fire Path (you are in the line of fire)
* Tally - My Location is/will be followed by time: Tally Alpha 45 s
* Cover - Duck/Crouch/Hide (bad stuff coming).
* Sweep - Double up and check zone.
* Stop - Don't move, Don't even breath.


Alert Comms

* Green - Area Secure
* Yellow - Caution
* Red - Area Hot
* Check Zone - Evaluate the area for enemy.
* Contact - Probable/Possible Enemy.


[u]General Comms

* Copy - I heard you
* Confirmation - Please Repeat last command
* Roger - Order Confirmed
* Negative - Order Declined
* Heavy - Automatic Weapon.
* Noise - Fire blind for effect and cover.
* Verified - In Relation to Enemy a Confirmation. i.e. Contact Verified -


Here is an example communication between two members:
=SR=Garetjax: Checkpoint Alpha Red Tango 60 Degrees - Case Me - Flank - Tango's 3
=SR=Sergeant: Roger - Tally Alpha - Viewpoint Alpha 0 Degrees

Garetjax - In english says goto alpha checkpoint its hot (enemy located there) to my rear at the moment - follow me in from the rear and verified three enemy positions.

Sergeant - Understood I'm enroute to Alpha Checkpoint I have a visual of the object and its viewpoint is in front of me.

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This is offered as a way to encourage more team and squad based play by using a concise verbal shorthand to communicate with your teams. This is offered as a template only and we may like to develop a set of game commands of our own.
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Last edited by LpBronco; 05-16-2008 at 12:58 PM. Reason: Clarification
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Old 05-16-2008, 08:39 PM   #60 (permalink)
 
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Re: Tactical Gameplay!

wuh?
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