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Drill Series: Respawn at Warpgate, Load up in Galaxies

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  • Drill Series: Respawn at Warpgate, Load up in Galaxies

    There are a few things in game that I (and others) really think we need to get better (or faster) at doing. Basic things that we do often enough in game that they could be considered a repeatable (and therefore, trainable) skill. And, that we could stand to use some improvement on. So, how to improve? Driling.

    I plan for this to be the first in a series of simple drills that can be performed in game by anyone at any time. Other drills I have in mind are: form up & execute Max crash, Max/Engi fireteam cohesion, Amp Station Fast Break Technique, and breaching. I'm sure there will be others that will come to mind; I will make a separate post for each of these in time. I will start with this one, as I think it is the most common and straightforward of the various drills.

    Background

    Sometimes (especially during alerts) strategic considerations dictate that we redeploy quickly to the warpgate, pull Galaxies, and quickly fly somewhere to reinforce a falling territory, or attack another territory where an opportunity presents itself. Very often, time is of the essence in these redeployments, with a capture and/or alert timer ticking down. Sometimes it takes us so long to get formed up and move out that we miss the opportunity. And that is something that we need to improve on.

    Drill Format

    So, this is what I propose for the format of the drill. I have done this a couple times in game already and gotten fairly good results. This can be done at any time, but should be done more often when running TG only squads / platoon. No sense in drilling puggers, although doing this occasionally in a public platoon may actually garner us a few new recruits (some people really enjoy this kind of stuff, and usually those people would also be a good fit here at TG).

    Make the announcement "Everyone hit delete and we are pulling back to the warpgate and pulling Gals. Each squad pull one Gal, and load up into your squad's Gal" (you may also want to add "... ,as each squad may be going to a different location" if that is true, although I would say that every time as it increases your flexibility should a change of plan be needed). So far, that is pretty much the standard that we do already. But to this I have been adding "This is now a drill. I am starting my stopwatch now." And then I do so (I have a stopwatch on my Android phone, but you could use the second hand on a wall clock or whatever you have handy). Finally, instruct "each squad leader call out in platoon when you are formed up and ready to move out."

    Then just keep track of the time it takes for all squad leaders to report in. I think it should also be stressed not to wait for everyone. Squad leaders, if one or two people from your squad are not in your Gal in a reasonable time, move out anyway and let them catch up. If they are consistently missing movement, remove them from your squad.

    As soon as all squad leaders have reported in, stop the timer and announce the result. Also make a note of how many people in the platoon are NOT in a Galaxy (or perhaps a Reaver escort)(this is easy to see by looking in the platoon list, just look for people without a Gal or Reaver next to their name ). Report your results here, time elapsed as well as how many people were not in Gals. Or name them here specifically, in order to shame them. LOL

    Changing Kits or forming up for Max crash

    Oh and one more thing. Make sure you (as PL) tell your SLs what the target will be and your desired strategy, and/or kit layout. Because the time to change kits is not when you are jumping out of a Gal into a hot LZ, it is at the warpgate. This is something that I think we need to do more of in general, and honestly where most of the time is lost. So, squad members, please pull the kits your SL asks for quickly. And PLs, report whether kit changes (or forming up a Max crash, for instance) were included or not, along with your elapsed time and number of people not in a Gal.

    Report format

    1.Elapsed time: [mm:ss]
    2.Number of derpy derps who were not with the program:
    3.If you can recall, name and shame from #2, above:
    4.How many people were involved (1 squad, entire platoon, etc.):
    5.Approximate % of TG in group:
    6.Were kit changes or form up as Max crash included in the redeployment: [Y/N]
    7.Additional Notes:
    "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw




  • #2
    Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

    Sounds like a good idea, I like the adding "this is now a drill" it makes it much more clear that time is of the essence. I think a lot of the times that people are slow to load up gals is when the lead uses less urgent wording like, "lets go back to the warpgate and pull some gals". To me, that says "finish whatever you're doing and get back to the warpgate when you die." Wording is very important.

    Comment


    • #3
      Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

      Did a couple today, first took 1:50 or so, the second took 2:35 but involved a change of kits to Max crash setup. Changing kits always seems to take longer. We were running outfit only squads at or near 100% TG, around 1.5 to 2 squads. Only one person was not in a Gal between both times, but that was due to due to being AFK.

      It will be interesting to see how long this takes. If you combine this with some estimate of transit time*, you could figure out quickly if you have time to reach a certain flag or not in time.

      * usually I estimate about 15-17 seconds per 1 km while traveling in a Gal. This is nose down and smashing on the spacebar, no speed chassis upgrades.
      "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



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      • #4
        Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

        Baseline speed shouldn't be more than one minute, including loading times and such.

        Suggest that Galaxy landing points be announced by squad/platoon leads ahead of time. Most of the time that elapses consists of squad members sprinting from spawn at the warpgate to where the Galaxy has landed.

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        • #5
          Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

          I can't stress how important it is for the person in command, be it PL or SL, to let the squad know the intended target (or as much info as possible) when they call for the squad/platoon to group up with the intention of moving to another target. It's one of my pet hates when my SL/PL orders everyone into vehicles before telling them where they are going.

          I have 6 different profiles for each of my classes, each set up slightly differently to accommodate the various bases and situations I may be heading into, I want to be pulling the right equipment for my class before I move out, this means I need to know where I am heading before I'm bundled into a vehicle. It's not all about how quick you do it, it's also about how prepared you can be for the situation you are heading into.
          It matters not what letters or numbers come before my name, I'll always be 1stMIP.

          sigpic

          "It is all about being a teamplayer. Give a kitchen sink to a teamplayer and he'll find a way to support his squad with it."
          - John_CANavar (Marshall & Founder of the 1st Mechanized Infantry Platoon)

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          • #6
            Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

            For transit times, my usual rule of thumb in a Reaver is 20 seconds for each kilometer for the target. Given the slower speed and acceleration of the Galaxy, maybe 30s/km is a good number for estimating transit time.



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            • #7
              Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

              Also from being in different Platoons that practise this maneuver it is a good rule of thumb to have a standing order out. "Don't pull assets ie: Maxes, Tanks, Aircraft that you are not willing to drop instantly!"

              If it is going to be standard operating procedure to redeploy a lot the above rule keeps things simple and fast. I like the fast game play this technique gives but it is much easier to convince none vehicle people to play it.
              I also think we need to use the redeploy feature more to jump across the map from spawn point to spawn point. (In a coordinated manner!!)
              sigpic

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              • #8
                Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

                Great idea Randy. Usually, a task like redeploying gets caught up in all the events and complicating factors so we end up moving really slow. Certainly, non-TG members and other factors may slow us down, but the point is to set a baseline that is as fast as we can be. Once we all know where that is, we'll have a target to aim for and be able to tell whether our redeploy times are within reason or not.

                Doing this with TG-only or blueberry-light squads/platoons makes a lot of sense then, as it'll be simpler and we'll be more organised when we end up with a full platoon. Practice makes perfect.


                "Everyone hit delete"

                Please remember that people move key binds. Also, new players may not know what you want. For in-game actions I think it is good practice to emphasize the command - redeploy - and then it's up to you whether you add "default is delete".

                [Reminds me of whether to say "Squad Waypoint" or "Green Waypoint" -> say "squad" and then it's up to you whether you add that it's green.]

                Originally posted by Finestyle View Post
                I can't stress how important it is for the person in command, be it PL or SL, to let the squad know the intended target (or as much info as possible) when they call for the squad/platoon to group up with the intention of moving to another target. It's one of my pet hates when my SL/PL orders everyone into vehicles before telling them where they are going.

                I have 6 different profiles for each of my classes, each set up slightly differently to accommodate the various bases and situations I may be heading into, I want to be pulling the right equipment for my class before I move out, this means I need to know where I am heading before I'm bundled into a vehicle. It's not all about how quick you do it, it's also about how prepared you can be for the situation you are heading into.
                Heck yes, this is high on my list of annoyances too.

                Even if the PL/SL isn't sure, when I ask, they usually have one place they expect to go to and one place they're keeping an eye on, or something similar. Letting us know this is better than nothing. The squad can prepare for the most likely and have people ready to swap for the alternative.

                To me, this is a very strong example of why every order should be given as what you want and why you want it. Context can completely change everything the SL/SMs expect.



                |TG-Irr| MrJengles - You know you want to say it out loud.

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                • #9
                  Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

                  Now a days I refrain from posting but I'm breaking the silence this one time, I third the vote from Finestyle and MrJengles about knowing the plan. I too have multiple setups for my class kitting depending on what the objective is, know that objective prior to deploying in a Gal is helpful if not necessary.

                  I'd like to add a thought if possible that I know will bring comments and opinions. I realize the concept behind not making a dedicated squad of the "better players" is to have the "better players" interspersed in the squads to act as an example of how things should be done. But what happens in reality is that the players that don't follow orders or that don't understand the concept of team play just aren't watching or getting the concept. That in turn drags down the better players that are focused on the objective and operating as a team. What seems to happen is that the PL then has to continually correct and adjust the squads collectively. It reminds of the class of 33 students all getting punished because of 5 of the bad ones.

                  I'd like to suggest something to try. As the squads start filling out, move the "better players" (PL to decide who those may be) to say Delta squad and make it a private squad. The SLs are responsible for making sure their squad is on the objectives, pulling kits, redploying per PL orders. Delta squad now becomes the example by the completing their portion of the objective and maintaining squad cohesion. In turn the SLs are the ones that need to get their squads together on the objectives, get them rekitted, and get them deployed. The only stress aspect of the PL then is to ask "Why isn't Alpha squad on the objective". Alpha SL then has to decide if someone isn't following orders and ask to have them removed if there is a clear example that it needs to be done.

                  This process takes the stress off the PL who has enough as it is, and places the management of the squads back on the SLs where it should be. It also lets the "better players" do the job assigned and have a feeling of accomplishment and offers an example to those who don't know how to play the TG way. 9 out of 10 times that I quit a squad is due to frustration............and not because I disagree with anyone.

                  Comment


                  • #10
                    Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

                    People flat out not following orders or working with the team should be removed from the squad per the primer. Additionally, it already falls on the squad leaders to keep their squad in-line, request removal of problem players or directly remove them, as well as to do their best at leading and micro-managing.

                    The PLs orders should already be aimed at SLs - although exceptions occur, such as a single squad overflowing to half a bravo squad in which case you may hear the PL say "we'll treat this as a single squad".

                    As to the rest, I think that discussion would be better suited to another thread so we can keep this one about drills. I gave my opinion regarding treating TG players differently in the Working alongside/against a zerg thread.

                    However, I've also noticed some frustrating platoon management problems and I think there may be somewhat of a compromise that revolves around maintaining the high TG : blueberry ratio. I'll get around to posting that later.



                    |TG-Irr| MrJengles - You know you want to say it out loud.

                    Comment


                    • #11
                      Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

                      Have they changed the default redeploy key recently? I know they changed one, but I thought it was the instant deploy on squad leader one (used to be Insert, and still is for me). But that's a good point Jengles, as there are new people in game every day, and a new player would have the latest key defaults. Why they changed that I have no idea (if it ain't broke...) but that's a whole 'nother discussion...

                      I also agree wholeheartedly that context is important in giving orders, as it allows the SLs to better interpret (and therefore, carry out) as well as improvise should the situation change (as it often does at first contact ;)). I think I do this pretty well already, but will make a special effort to do so going forward, especially when it comes to redeployment via Gal (i.e., set up for long range, or CQB, or assault, or at least share the territory objective when giving the initial redeploy order, or ASAP afterwards) so that the SLs can outfit their squads accordingly.

                      I guess my stressing the speed aspect was more in regards to the fact that this is a common enough thing that we should have it down pat. Also, and more importantly, VS and TR (and some NC outfits, like CML) seem to have a great understanding of using cap timers as a "buffer" to hold down enemy troops, while we respond quickly and fluidly, ultimately being able to effect more numbers of battles decisively. At first, I was not comfortable with the somewhat hectic redeployment pace, but the longer I play this game I am realizing that we too should take advantage of keeping enemy forces tied up (as they have to stay on the objective) and use that "buffer time" to our advantage. How many times have we seen great surge defenses by TR (months back) and more recently, the VS? DA in particular seem to specialize in showing up in force (and decisively) with :30 left on the cap timer. We did this just the other day at the Tech Plant, and even got a compliment from a VS in /yell about what a great last minute reinforcement.

                      Having said that, it should not preclude giving good, clear, and full orders so that the SLs (and ultimately, squad members) can set themselves up in the best way possible to achieve the objective. In fact, as raised here, that should really be done all the time, whether we are in a hurry to reach an objective or not.

                      Edited to remove the part about addressing RAGE's points re: TG/blueberry ratio, and moved them to the thread that Jengles linked.
                      "The power of accurate observation is commonly called cynicism by those who have not got it." - George Bernard Shaw



                      Comment


                      • #12
                        Re: Drill Series: Respawn at Warpgate, Load up in Galaxies

                        Default Keybind Changes

                        The following keybinds have changed in the default mappings. This affects new players and players who reset their keybinds to default.

                        The following default mappings have changed

                        Vehicle Headlights: This functionality had two keybinds. The extra binding to “L” has been removed. The “G” is still bound to headlights.
                        Open Friends Page: I -> L (Friends List)
                        Redeploy Toggle: Added U (Un-deploy). This key was previously not used.
                        Instant Action Toggle: Added I (Instant Action).

                        These changes are to improve accessibility of Instant Action and Redeploy, particularly for new players who may find the former Home and Delete keys awkward and forgettable. Instant Action and Redeploy are now next to each other and within easy reach. The Friends List is still next to other social keys like outfit and squad page hotkeys. Players who are organizing other players and instructing them to redeploy or use instant action should be aware that newer players may not have the same keybindings for those toggles as they do.

                        Players coming from GU13 should see no change in their keybinds. Players who played Pre-GU13 but did not play during GU13 may find that their Instant Action key is no longer bound. This can be corrected by setting the Instant Action toggle to whichever key the player wishes in the keybinding settings.
                        https://forums.station.sony.com/ps2/...m-cest.145926/

                        They also moved L for infantry attachments (lasers) from L to X.

                        Although key bindings are really a side issue to being clear. I confess, the first time I heard someone say "hit delete", I hit backspace and nothing happened. Despite having played quite a bit by then, I had no idea there was a key for redeploy and had been going to the map and clicking the button each time.

                        Originally posted by MrJengles View Post
                        However, I've also noticed some frustrating platoon management problems and I think there may be somewhat of a compromise that revolves around maintaining the high TG : blueberry ratio. I'll get around to posting that later.
                        Posted here.



                        |TG-Irr| MrJengles - You know you want to say it out loud.

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