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03-08-2006, 11:39 AM #1
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AAR: 7 MAR 2006 / More tips and discussion...
There was lots of action to be had last night and it seems that the TG guys are really starting to understand RO:O. At one point we had around 8 people online and with all of us piled on to one side we were consistently winning the rounds/maps easily.
The 'LOCAL' VOIP channel was working which allowed greater communication between make-shift squads moving together. In one particular instance when Strag and I were tank-bound, he was relaying my intelligence (sent via the local channel) to the team which allowed me to focus more on enemy tanks instead of making sure I was relaying intelligence on the correct channel.
Strag and I had a couple of great runs defending the South Field on Arad. He was content to drive the tank and let me fire the main cannon even though I offered to alter it with him. There was one run to start the map where I believe we took out one armored car and three or four tanks before we finally got destroyed.VOIP Note: Use the Home (all), End (team), and Delete (local) to switch between VOIP channels. If you are currently on the local channel and hit Delete key, when you transmit it'll say 'No channel selected.' The same is true if you are currently on the team channel and hit End. You need to be mindful of on which channel it says you are transmitting. Don't just assume you are transmitting correctly without checking your screen to make sure you are transmitting on your intended channel.
Bonehead, Cadian, and I had some great assaults on the Assembly Hall as well. One notable moment was when I shot and killed a German soldier about to throw a grenade. After he was down and we thought all was well, the grenade he had primed blew up killing both Cadian and me.Tank Note: It's important to remember the correct defensive angles in a tank. Like I said previously, it's best to try to engage tanks between 10 and 11:30 and 12:30 and 2. If you are engaged with a tank and he is able to get a clean hit on you causing damage, you should try to reposition to get a deflection before his next shot. Most likely, because he scored a hit, he won't be re-adjusting his cannon and will fire at the exact same position he had previously. If you don't move, there's a pretty good chance you are going to be destroyed. Repositioning seems to decrease that chance quite a bit.
Deflections are caused by shells hitting angled armor. Think of it like this. If you throw a snowball at a car door from a 90 degree angle (perpedicular) the snowball will most likely upon impact be destroyed. Take another snowball and throw it at the same car door at an angle. It will most likely deflect off the door staying mostly intact. When engaging enemy tanks, keep this in mind. If your shots are deflecting keep re-adjusting your turret.
Later in the night I got to play with Whiskey6 and Beatnik for a while. Neither we're too familiar with the game and how it played but I think I was able to offer at least some advice to help get them accustomed to the game. Whiskey6 and I had some pretty good stands at the South Railyard and in the Warehouse and I got Beatnik used to the tanks on Arad.
Feel free to post your stories and tips. Non-beta players are depending on them and we have permission from Wilsonam so long as we don't give away too many details.Last edited by fldash; 03-08-2006 at 08:03 PM.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-08-2006, 01:06 PM #2
Re: AAR: 7 MAR 2006 / More tips and discussion...
This worked well and made for some great action. Communication is a BIG DEAL in this game.
Originally Posted by Tzefanya
Now, even though it wasn't in the "heat of battle," the highlight for me last night was when we were in the North Village on Arad hiding our damaged tank between two buildings. I was driving, Trooper was manning the machinegun, and you were manning the main gun. You got out of the tank to scout ahead a bit on foot, and you saw a couple of enemy tanks to our north. You wanted me to move forward to get a shot, but I couldn't maneuver through an opening between a fence and a building. So, you talked me through to make sure I had enough clearance, and it worked nicely. It wasn't all that "exciting," but that was the teamwork highlight of the night for me.
Great games!
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03-08-2006, 01:11 PM #3
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Re: AAR: 7 MAR 2006 / More tips and discussion...
Haha! The problem was I was giving you opposite directions because I was looking at you.So, you talked me through to make sure I had enough clearance, and it worked nicely. It wasn't all that "exciting," but that was the teamwork highlight of the night for me.
Tzef: 'Turn right!!, Further right!'
Strag: (after still not being able to make it thru) 'You're right or my right?'
Tzef: 'Uh.. Turn left!'It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-08-2006, 01:22 PM #4
Re: AAR: 7 MAR 2006 / More tips and discussion...
LOL, that's right, I'd forgotten about that. Not to mention that those enemy tanks were coming our way during all this, and our tank's entire left flank was completely exposed if they saw us. We were in a bit of a hurry.
Originally Posted by Tzefanya

In case some folks are wondering what the big deal is about moving a tank through a narrow opening, keep in mind that these beasts do NOT respond like a Porsche 911 (even though Porsche did make tanks during the war
). They're massive, lumbering vehicles that take time to turn, get up to speed, and slow to a stop. As a driver, you can't see your entire vehicle. It's quite a job just maneuvering and getting into position so the main gunner can get good shots, not to mention relaying information from the Local channel to the Team channel, all at the same time. This game does NOT lack intensity.
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03-08-2006, 01:59 PM #5
Re: AAR: 7 MAR 2006 / More tips and discussion...
Originally Posted by Strag
You got it.
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03-08-2006, 02:26 PM #6
Re: AAR: 7 MAR 2006 / More tips and discussion...
yeah, last night was fun, though I only got to play for a little bit. You were extremely helpful Tzef! The two critical pieces of info that I was missing were:
1) What the symbols on the map mean and how the correlate to each sides objectives.
2) The scale of the map (i.e. the map isn't a high-resolution satelite photo like in BF2, so it's not instantly understandable without some context)
Actually, I think the biggest tip was to completely forget BF2. Leaning around corners, etc.. It was great to finally get some kills! My K/D was close to 2! (as opposed to 1/10 as it was until now).
|TG-12th|WhiskeySix
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03-08-2006, 02:58 PM #7
Re: AAR: 7 MAR 2006 / More tips and discussion...
Here is a few observations from last night.
1) Teamwork really goes a long way when playing this game. On Stalingrad last night we had a few breakouts but we prevented the Allies from getting the North rail yard and the Assembly yard till we pulled back with about two minutes to go because our reinforcements started to run low.
2) It will be hard for the assault team if they aren't working closely together.
3) The rifles are really hard but once you get the hang of shooting them you can pick guys off left and right. Also don't try to clear a building if you have a rifle unless you have to, you will usually die fast.
4) Tank combat is intense and hectic
5) I read some tank tactics and it said to move when the main gun is reloading, that seemed to work really good. It also helps if the driver tells the commander to point the main gun or at least tell him if you are going to turn right or left. The main gun takes awhile to turn so if he is prepared he can keep the turret on the enemy.
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03-08-2006, 03:25 PM #8
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Re: AAR: 7 MAR 2006 / More tips and discussion...
Hard if not impossible, especially on Stalingrad. One round last night, not sure if you guys were there, the assaulting team never captured a second objective and when the game was over we (the Axis) held the warehouse.It will be hard for the assault team if they aren't working closely together.
If you can get the automatic rifle, you will be pleasantly surprised. It's a killing machine. I know if I'm on Allies it's what I try for first. The bolt action rifle is tricky, don't forget to bolt the gun after you fire by clicking the fire button again.The rifles are really hard but once you get the hang of shooting them you can pick guys off left and right. Also don't try to clear a building if you have a rifle unless you have to, you will usually die fast.
Unless you are improving your defensive angle, I would NOT recommend moving. Exceptions are if you are engaged with more than one tank and one of those tanks has a good angle on you or your target is engaged with another tank and you are actively trying to get a better position on him (and his turret isn't on your position). First, tanks don't move fast enough to avoid fire. Anyone with four or five hours of experieince can hit a tank moving full speed perpendicular to their position. I've taken out just as many moving tanks as stationary. Secondly, you may end up in a worse defensive position. Granted, this is just my experience with the game. Just remember it may only take one nicely placed shell to send you packing.I read some tank tactics and it said to move when the main gun is reloading, that seemed to work really good. It also helps if the driver tells the commander to point the main gun or at least tell him if you are going to turn right or left. The main gun takes awhile to turn so if he is prepared he can keep the turret on the enemy.
I'd also like to add that if you are damaged but still mobile, you can always shoot out the opposing
tanks tracks and retreat to base. There you can get in a fresh tank and destroy your old one (so it will respawn). I haven't seen anyone do this other than myself.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-08-2006, 03:42 PM #9
Re: AAR: 7 MAR 2006 / More tips and discussion...
When an enemy tank would get a jump on me in the fields we would take a shot then move to a position so we could get our hull down and only have the turret exposed. Once in that position you shouldn't move but when you are out in the open I don't think sitting still is the best thing to do especially if he can shoot before you have your main reloaded. I was getting owned when I was sitting still the other day. Plus moving make it more interesting.
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03-08-2006, 03:54 PM #10
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Re: AAR: 7 MAR 2006 / More tips and discussion...
Interesting Turbo. I take out tanks constantly that have their turret showing over hills. I don't think that's any harder (perhaps easier) than a tank in the open field. It's definitely something we'll have to test. I agree, it's more interesting for the driver if you're moving.

I know Strag and I set in the south fields in the open (about 10:30 angle toward the North Village) and took out 3-5 tanks. We only got taken out after we attemted to move further north and came face to face with an enemy tank at their spawn. I got the first shot but because he was in their spawn point no damage was done. Once his shot fired and we were toast.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-08-2006, 04:05 PM #11
Re: AAR: 7 MAR 2006 / More tips and discussion...
Test time.
One thing for sure, tank combat is so fun.
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03-08-2006, 06:12 PM #12
Re: AAR: 7 MAR 2006 / More tips and discussion...
Questions from a non beta tester:
1) How does VOIP work exactly? Apparently there are 3 channels that you use with the home, end, and delete keys. Aside from that being on the other side of the keyboard thats cool, but do you have to hold these down whenever you talk? Or is it just a toggle, and then you hold down a different key when you actually want to talk? Also, what are the 3 channels. Theres local, team, and what else?
2) What parts of a tank are the strongest? What parts of the tank are weakest? How do you know, from a distance, if you got a good hit or a deflection? How do you assure the tank round wont deflect? What are the roles of all the tank positions? Does one drive, another use the turret, and another the machine gun? Are there real noticable differences in the tanks, and are some better than others, or are they balanced for gameplays sake? Maybe all that will be clearer when i play the game, but its confusing at the moment.
3) How far does local voip extend? If my impromptu made squad has been spread a bit, will i have to decide if the arbitrary radius of the local voip is too long to talk to my teamate? Or does it decide who is "local" compared to the position of the rest of your team?
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03-08-2006, 06:58 PM #13
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Re: AAR: 7 MAR 2006 / More tips and discussion...
Santa,
1. You have a "Microphone" key that's seperate from those channel keys that you hold down much like BF2. You select the channel you're transmitting on with the home, end and delete keys and they are able to be remapped in the control menu. The channels are local, team, and public.
2. The front is always the strongest, rear weaker, sides in-between. The very weakest parts will be the bottom / top of the tank, so a well-timed shot against one going up / down an extreme angle should be very effective.
A ricochet is usually very apparent - you see your round (somewhat like a tracer) and you will hear the KLANG and usually can see the round rebound elsewhere. With a non-fatal hit, you don't see or hear the rebound, and often see the tank smoke.
Damage can be to treads (immobilizing the tank) - engine (which seems to take varying levels of damage from slowing down to stopping completely) and "general" damage. This last one doesn't seem to actually effect anything, and I've had a tank full red on the overall damage indicator take several hits that still ricocheted off. I think it is safe to say that anything that penetrates when you're red WILL kill you, though.
Tanks always have a seperate driver and commander / gunner - most also have a hull MG operator that is there to protect vs. infantry. Reloading is done automatically. In a pinch you CAN operate a tank by yourself by driving, then switching to the CO / gunner position to fire, and vice versa. You will NOT be very effective this way though.
The tanks are VERY different. The German tanks reload faster than the Russian ones, turrets have different traverse speeds between models, Russian tanks move faster than the German ones, etc. The differences that should be there between say, a Tiger, Panther and T-34/85 are there.
3. Local VOIP is supposed to be heard for 5 meters. Enemies within this range also seem to be able to hear this, not sure if this is designed or part of the general VOIP flakiness that the devs are aware of.BF2 POE2: NC_Tarheel
Team Fortress 2: |TG| Tarheel
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03-08-2006, 07:07 PM #14
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Re: AAR: 7 MAR 2006 / More tips and discussion...
Great questions. I don't think it'll break NDA to fill you in on some of your requested information.
The VOIP channels are toggles and there is a seperate key to transmit. Scroll Lock is the default key to transmit. Local, Team, and All (as in everyone in the server) are the channels.
Obviously 90 degree shots to the front, sides, and back are most dangerous to a tank. You'll notice the shot deflection, it's hard to miss it. Not sure about the differences to each tank, I believe they are modelled for historical accuracy.
I'm unsure of the distance for Local VOIP channel. I'll try to find out.
Edit: Nice post NCman. :-)It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-08-2006, 07:29 PM #15
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Re: AAR: 7 MAR 2006 / More tips and discussion...
Really? I remember asking a dev this question *specifically*, and he said only your local team would be able to hear it. Voice commands (premade lines), on the other hand, would be heard on both sides. Makes sense, really, since the average soldier shouldn't be understanding what the other would be communicating.
Originally Posted by NCman
Question: From this, would you guys say that team VoIP is good enough, or would TS still be required? Having both would be a bit annoying/redundant (requiring multiple keys), and would separate the team (not everyone on the team would be from TG, for example, and thus communication would be segmented).
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