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#17 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: SWAT 4, Saturday Night?
This game is a blast with TG folks.
For the times when there are two teams (red and blue), those of us playing tonight thought it would be a good idea to "toggle ignore" on VOIP for all the members of the team of which we weren't a member. Red members would toggle ignore for all blue members, and vice versa. We thought this would help eliminate a lot of voice comm chatter. Cross-team information would be relayed using Teamspeak. EDIT: We tried this and it seemed to work pretty well. |
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#21 (permalink) | |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,935
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Re: SWAT 4, Saturday Night?
Quote:
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#23 (permalink) |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,137
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Re: SWAT 4, Saturday Night?
That was a blast! Thanks for the games, guys.
__________________
![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
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#24 (permalink) | |
![]() Join Date: Aug 2004
Location: Naples, Florida USA
Age: 42
Posts: 4,021
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Quote:
1. Are we using in game VOIP or TG Teamspeak? Some have reported lock ups when having VOIP active, but also using TS...FYI. If we have more then 5 players and use VOIP, then we will have to toggle all not on your team. If we use teamspeak, then we need a red and blue sub-channel, and simply use hot keys to jump to the approperate one. But also, if it's one of the original small maps then breaking the team up will 1) not be realisitc and 2) create problems when you don't know what or where the other team is. My suggustion, open to debate of course, is that the full 10 man team stays together on all single level maps, but on two or more level maps can splint and clear a floor each. We will have to fine tune the gameplay after our first couple of runs. Realize thou, we may have a full 10 man team at first but it won't last and will eventually only be about 6 to 8 members, I believe... that happened with AA and OFP so far on Game Club night... GR is the only one that seems to bring a large crowd on Game Club night. |
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#25 (permalink) |
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Join Date: Jun 2005
Location: Redmond, WA
Age: 22
Posts: 277
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Re: SWAT 4, Saturday Night?
Tonight, we had 6 players for a fairly long time. We used two teams of 3 for several maps in a row and I generally liked it better than one big team, however I would agree that splitting in the smaller maps just made things harder. (Almost purely from an increased need to distinguish friend or foe, though.)
The method of using in-game voip(with ignoring) for commuicating with element memebers, and then TG teamspeak for cross-comms seemed to work extremely well. I do understand that some people may not be able to support both in-game and teamspeak chat at the same time, but as long as most members can, then we can simply relay important cross-talk to them. (I don't think in-game voip works in the pre-game lobby, we generally seemed to use teamspeak for loadout deiscussion.) Final note: I had a ton of fun in the portion of play I was able to attend tonight. I learned to make more effective use of the lethal weapons...despite the all too frequent shots I took due to over-trusting suspects' willingness to put down their weapon. (I gotta say though, it suprised me in the beginning to see suspects continue to resist even after multiple shots through their kneecaps/arms; and so I eventually just joined the trooper bandwagon and took head+body shots if suspects didn't immediately surrender.)
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Combat is very simple, there is a first place and a second place. Second place is laying face down in the mud...sometimes, so is first place. [age-c1] [eng][air] |
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#27 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: SWAT 4, Saturday Night?
I definitely agree on keeping the entire team together on the small levels and in one-story structures. We already ran into a problem last night using two teams on the same floor of a building; one team was inside a room clearing it, and the other team opened and flashed the same room from another door. Fortunately, nobody got shot.
![]() Magnum, I'm looking forward to some instruction with this game. I know last night I was guilty of several unauthorized uses of force, but damned if I'm gonna let a guy in body armor wielding an AK get the drop on me because I gave him too many chances to comply. ![]() |
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#28 (permalink) | |
![]() ![]() ![]() Join Date: May 2003
Location: Dallas/Ft. Worth area of Texas, USA
Age: 33
Posts: 17,137
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Re: SWAT 4, Saturday Night?
Quote:
__________________
![]() ![]() Take the world's smallest political quiz! "I was touched by His Noodly Appendage." TacticalGamer TX LAN/BBQ Veteran:
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#29 (permalink) | |
![]() Join Date: Jul 2005
Location: Tustin,CA
Age: 39
Posts: 248
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Re: SWAT 4, Saturday Night?
Quote:
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"If the sword is always sheathed, it will become rusty, the blade will dull, and people will think as much of its owner." —Yamamoto Tsunetomo, Hagakure: The Book of the Samurai |
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#30 (permalink) |
![]() Join Date: Jun 2005
Location: In my wifes house......if she says i can
Age: 25
Posts: 8,894
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Re: SWAT 4, Saturday Night?
Yeah i have that same habit, but instead i warn him once then i get droped....every time
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that sounds like a good idea trooper. -Vulcan |
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