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Discussion: Red Orchestra: Ostfront / Red Orchestra - Tactics and Mission Discussion - Team channel: communication templates - I think the radius was only 5 meters. Which, frankly, isn't a lot. I know
  1. #16


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    Re: Team channel: communication templates

    I think the radius was only 5 meters. Which, frankly, isn't a lot.
    I know the range and it still doesn't work sometimes.
    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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  3. #17

    Strag's Avatar

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    Re: Team channel: communication templates

    The server setting for the Local VOIP radius is '20'. There is no unit of measurement given, so I'm assuming it's 20 feet, which is about 6 meters.

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  5. #18


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    Re: Team channel: communication templates

    I get both channels at the same time. Though the local 5 meters is very very weak. It makes it almost useless unless you are stationary...
    Long Live the 2nd BCT and 1st MIP

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  7. #19

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    Re: Team channel: communication templates

    Quote Originally Posted by Jusb
    I get both channels at the same time. Though the local 5 meters is very very weak. It makes it almost useless unless you are stationary...
    I agree. Only use I can think of is the tank commander - tank driver situation.

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  9. #20

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    Re: Team channel: communication templates

    I have found that I can hear all three channels, no matter what channel I am in.
    The channel i am logged in seems to just determine the channel I transmit on.
    I very much doubt that you can only hear the channel you are logged into to because that would ruin communication,
    and in effect force everyone into the team channel and thereby render the other two channels useless.

    We need to get this channel VOIP sorted out because otherwise we are limited to team channel and that makes for a game with one big squad only and 16 guys competing for air time on one comm channel

    It seems to me that the constant membership squad model of BF2 is not gong to work here because you cannot spawn on SL to stick together, if you die you would have to rush across on your own to rejoin your squad and thats when you get killed. It seems to me that spontaneous squad formation upon spawning is, in time, going to prove more effective, then the spontaneous squad moves closely together (within 5m diameter) and communicate with local channel

    Also for the admins to write some game tailored SOPs is a great idea

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  11. #21


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    Re: Team channel: communication templates

    Quote Originally Posted by Bonehead
    Make sure to check off the dampen game sounds during VOIP comms, helps.
    oh, no - when i said "weak" i meant distance not quality wise. If you're moving its very difficult to keep an entire squad within 5 meters of you if you are in any kind of moving spacial formation. If you're sitting in a ditch or in a building its fine but anything else its almost useless and you're better served clogging up the team channel.
    Long Live the 2nd BCT and 1st MIP

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  13. #22


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    Re: Team channel: communication templates

    Pretty much. The only real functional use I've had for the local chat so far is for tanks.

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