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#3088681 - 09/07/10 06:19 AM Re: Military Monday 6 September 2010 [Re: fatty]
fatty Offline
ArmA2 Mission Designer
Senior Member

Registered: 07/04/07
Posts: 2925
Loc: Halifax, NS, Canada
Pretty nice gameplay last night. Nice to see some old and new faces joining us last night. Comms discipline was overall pretty good and formations were looking great. Looks like we need to work on keeping momentum when team leaders go down; there were a few instances last night where teams were unresponsive to their squad leaders or to the rest of the team after sustaining casualties. It sucks when people go down, but somebody's got to step up and take control of the team or the squad in those situations. But anyway, overall a pretty fun evening of play.
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#3088690 - 09/07/10 06:43 AM Re: Military Monday 6 September 2010 [Re: fatty]
PanzerMeyer Offline
Albatros pilot for the Kaiser
King Crimson - SimHQ's Top Poster

Registered: 04/04/01
Posts: 72154
Loc: Miami, FL USA
I had a fantastic time guys! Welcome back Lionpride. It's great to have you back.
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#3088691 - 09/07/10 06:45 AM Re: Military Monday 6 September 2010 [Re: Dirt_Diver]
PanzerMeyer Offline
Albatros pilot for the Kaiser
King Crimson - SimHQ's Top Poster

Registered: 04/04/01
Posts: 72154
Loc: Miami, FL USA
Originally Posted By: Dirt_Diver
and everyone being able to hear global (command communications) isn't the way to do it.



I've found this to be the biggest problem when the mission leader AND my team leader are giving out orders at the same time.
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#3088726 - 09/07/10 07:48 AM Re: Military Monday 6 September 2010 [Re: fatty]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
Well we've already discussed and tried other options in respect to in game comms...

1. We have alot of players now due to new releases and new missions, but as soon as we go to multi-channels we will drop back down to 12 players and not need multi-channels. lol

2. Now remember, our missions are based on a over size squad... that means that the SL'er is the one running the mission... what seems to happen is that the fireteams get spread out to far from each other and then they become really their own squad. A SL'er should make sure and direct fireteams more closer together to support and assist each other, fireteams SHOULD almost always be in vision with the other fireteams. But we seem to run our squad missions as platoon missions, me included, by having the SL take cover and direct from the map, giving orders to fireteams as if they were squads. So as leaders wee need to think and plan the way the missions are designed for... squad missions. (This of course excludes sniper, air, and armor support.)

3. SL'ers should give a good plan of attack at the beginning of the missions, then only re-order or micromanage when things fall apart. There is way to much talking, ordering, and micro-managing from squad leaders... now I bet every single one of you just said "No Poop Magnum... your the biggest violator" and guess what... I know, a problem i have and need to work on... how can you help? Lead some damn missions so i won't have too. lol.

4. Team leaders should remember that their suppose to be using the in game order system for their people... you shouldn't be on comms saying "formation line", or "rejoin formation", theirs keys for that and a character voice that says it for you to your people. While a team is moving or bounding another team, their is no need to talk unless theirs contact... either have them (your troops) stay in formation via in game commands, or point to a place you want them to go, behind a wall... and order "go there". That way the SL'er can adjust teams over teams speak as he see's fit... if contact is made, the contacting team lays suppressive fire and reports the contact (which was rarely done till AFTER the firefight last night). The team engaging shouldn't be ordered to move unless in a kill zone, they take cover and suppress while the other team flanks and kills.

5. The point is, our simple comms system works and works well... but I know for a fact, I hear it, whether in a fireteam or next to you, because anyone can hear you if their close enough... people think they can talk and joke around to there team over in game comms. If that unnecessary chatter would stop (like it's suppose to be on MM) then we wouldn't have a comms problem.

and while I'm here...

1. If you take a chopper, know how to fly it and how to use it in a combat enviroment... your not their to do mad rush fly overs to see who fires... your their to be behind terrain, where you pop up and scan, then lower... report... pop up and scan, engage... lower... slide slip elsewhere and repeat. If a SL has to tell you over and over to get out of the kill zone, you won't be flying again on MM.

Thats really it... I thought we did extremely well, and think we played and won every mission... none were over complicated, and none overly easy.
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#3088748 - 09/07/10 08:16 AM Re: Military Monday 6 September 2010 [Re: fatty]
LIONPRIDE
Unregistered


From my perspective - being gone for so long playing MMOs - I have to say that I DID learn one thing while playing those God-forsaken games - basically, a good lead didn't have to micro-manage the guys what to do unless it got to the point where we lost a large group of people to battle. Everyone knew their character and its capabilities - and you did yer job.

There was nothing more frustrating then a group who was off doing their own thing (getting us killed) and not taking ownership - Leads would drop Raid all the time and tip-toe around the issue not to hurt feelings, but the successful Raids had a group that would listen and execute.

Here's my proposal - ideally;- have a less-aggressive mission built/made that focuses on fire-team work, comms, and execution and use that as our jump-off point every Monday. Then move on from there --- perhaps the mission-builders could drop in an old vehicle or target (as opposed to an AI character) and one or two positions for training facilitators to critique the mission as we go -- ala Training Time Out --- and Im not talking about an hour long mission, just something quick to shake off the webs and limber up.



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#3088755 - 09/07/10 08:24 AM Re: Military Monday 6 September 2010 [Re: fatty]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
Military Monday... is for... Military Monday.

You have 6 other days in the week to learn, practice, train or whatever... actually, your not suppose to arrive at MM till you know the basics and have read the 5 tutorial articles... but thats a general rule, meaning we don't "teach" on MM.

Just FYI.
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#3088774 - 09/07/10 08:39 AM Re: Military Monday 6 September 2010 [Re: Magnum]
LIONPRIDE
Unregistered


.

Indeed, I have read all the briefings - read them then (two years ago-when they were published) and read them again - The perception that I get is that there a lot of new faces and people like me are trying to get use to the team-oriented game-play of SimHQ - I could jump on a public server and run around like a tard - I guess I might learn something there ----

Not trying to ruffle feathers - I will concede

.

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#3088785 - 09/07/10 08:45 AM Re: Military Monday 6 September 2010 [Re: fatty]
Magnum Offline
Land & Armor Combat Editor
XBL: Magnum SimHQ
Lifer

Registered: 01/27/03
Posts: 23287
Loc: Naples, Florida
Neither am I... and I highly encourage members to use our 24/7 server on more days then MM... a small group of 4 to 6 is a great learning inviroment... Just saying MM is for MM.


Actually... I think LtFransky is setting up some type of ArmA2 training... maybe he can share more info on that.


Edited by Magnum (09/07/10 08:51 AM)
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#3088904 - 09/07/10 11:13 AM Re: Military Monday 6 September 2010 [Re: fatty]
Enven Offline
4th Horseman of the Apocalypse...
Member

Registered: 05/29/06
Posts: 1185
Loc: Lat: 33.7669444 Long: -118.188...
I thoroughly enjoyed last evening, it reminded me of the good old days.

I will say one thing though, I took Lead on the tail-end mission and yeah...that RAID was truly a raid, right out of the staging area we had a head on fire-fight.

Issues I noticed: The tow-HMMMV had major driving issues - and the communication was sub-par regarding it. When you lose an entire team due to vehicular issues the momentum peters out quickly. I was checking my six for Bravo to assist in the assault. By the time they arrived to the village we were clearing out houses and getting zippered by Static MG's. Sum it up: Move fast, if the vehicle is bogged (Similar to any real-life issue) dump it and start running toward the gun fire, you're bound to find us there...(heh)

Armor played a major role in supporting the assault of that fortified position, thankfully it had a great hull-down position overlooking the village and compound. Once Bravo showed up they did fantastic...clearing houses and finishing the mission was important.


I think the biggest issue of all was the confusion of SL, once I was hit the acting 2ic in the HQ squad did not notice the SL badge in his GUI (accidents happen) and was unresponsive.

---

The mission before was a blast, safe and cautious...and chaotic!

---

I enjoyed MM - its so great to be back w/o pc issues.
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#3088991 - 09/07/10 01:24 PM Re: Military Monday 6 September 2010 [Re: Enven]
guod Online   smile
Custodian
Veteran

Registered: 09/29/00
Posts: 19767
Loc: 11th floor, corner office
Originally Posted By: Enven
Issues I noticed: The tow-HMMMV had major driving issues - and the communication was sub-par regarding it. When you lose an entire team due to vehicular issues the momentum peters out quickly. I was checking my six for Bravo to assist in the assault. By the time they arrived to the village we were clearing out houses and getting zippered by Static MG's. Sum it up: Move fast, if the vehicle is bogged (Similar to any real-life issue) dump it and start running toward the gun fire, you're bound to find us there...(heh)


What a comedy of errors -- or a scene from Kelly's Heroes -- that was. Deadmeat couldn't get the icon to drive (the wheel) so I tried and had the same problem. I think there might be a bug in there somewhere, but the wheel would appear for a nanosec then go away. As I'm trying to click on the wheel, Deadmeat had a disco (I think) and dropped off. UTR and Fransky (I think) were patiently waiting for the thing to start rolling. I gave up and jumped into front passenger seat, then the truck took off...with an AI driver who must not have received his learners permit yet...and when I looked over to him he was leading the team (stripes icon). smile He was running into stumps. Backing up 5 feet, then driving right back into stumps. I tried to get him to turn, or get him out so I could try to drive again, and somehow finally got the wheel. By then the bus had left the station so we made a beeline for the wall, then it took me out of the drivers seat and put the AI driver back in! At that point Brennus (I think it was) said head for the wall on foot, so Fransky, UTR and I arrived late. I had a satchel and placed it at the tank.

I never thought about trying to chase the AI out of the command role via the menu. That may have worked, or not.

After what happened last night, then the fiasco with my screen freezing a couple of weeks ago (which didn't happen again after that night, btw). Maybe its working fine and I'm missing some key commands, but I'd better stick to being a ground grunt. Don't seem to have much luck with vehicles. smile

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