Jump to content
Spartans Home

ARMA - PLAY FORMAT (none evo)


Zebb
 Share

Recommended Posts

I intend to goto bed by 0030 latest, it can not start too late as you can end up going to bed 0200+

If someone wants to start one at 2330 or 0000 thats fine but I need sleep. For example Zeno is CET &

would run to 0100 in the morning in the current times.

 

We could start at 2000 (eight o clock) but then what happens? the USA players might still be at work etc.

 

The truth is USA east coast is -5 hours & having them get in means a start time 1700+

I found 2200 is a good time, player that wanna play COD play cod, just like GTR,

 

 

The two games are running at different times.

 

CURRENT

FRI 2230 BST 1730 EST 1430 PST 2330 CET

SAT 1930 BST 1430 EST 1130 PST 2030 CET

 

 

There are only so many primary time slots and COD has the prime slot, there is no choice?

2100 is a great slot, the game lasts 2 hrs and everyone wants to goto bed or now join another

game to play to 0100 BST (0200 CET)? The other problem is some just don't play COD, either way,

if COD is not exist, ARMA COOP would still run the same time, I thought about it alot & did make

two separate time slots. I can't avoid a 2 hour prime slot being crossed.

 

 

 

viii

Link to comment
Share on other sites

  • 2 weeks later...

Enjoyed the mission very much tonight

 

I learnt that I need to be much more patient. When all the snipers around me were doing there stuff I got bored and moved too far forward away from my team but when we got close to target they did need me with an assault rifle.

 

Please learn to use the expression 'oi dickead' when I go too far away from my team or do something equally stupid.

 

I really think we should have two channels permantly setup for missions and we should use channel commander, I did think that I was witholding important info from my team when the other group was using comms a lot and I didn't want to talk over them.

 

Great fun guys ty.

 

If anyone wants to run some training I would be up for it.

Link to comment
Share on other sites

You played well.

 

Our little squad did ok. A sniper and 2 assaulters is a good combo. Typically the sniper gets a lot of action initially but in this map the AI flank particularly to the left when you are looking down towards the tower. These guys are often not in the sniper view. If the assaulters cover the flanks we can clean up. The tower assault is obivously covered by the sniper but is mainly the domain of the assault guys.

 

Once we took the tower, our squad should have stayed in the tower to engage the reinforcements that dropped behind the tower.

 

With so many people the mission was initially disjointed, but it did settle down to become more organised later.

 

Your right, we should have split comms.

 

Outflanking the tower to the rear is a solid plan, but engaging the town is beyond me,

 

I would say engage the tower and its surroundings, then engage the town from the tower, then when the town has been thinned out engage and recover the SF guys from the spawn point, establish a defensive perimeter to engage the counter attack.

 

The problem is it can take an hour to take the tower.

 

Good fun though

Link to comment
Share on other sites

Specific to Revive Only/Coop...

 

Really good mission Thursday and I hope we can hang on to the 'Buddy' system and stay paired up...at least. If we can work tightly in twos/threes I think we will find the larger groups sizes are effectively multiples of these smallest of elements. First buddies then fireteams/squads/platoons/companies/battalions/brigades (example). The emphasis is that the smallest common demoninator is two or three.....never one.

 

Custard and the rest of the tower team I apologize for chewing up the comms. The only excuse I have is we were in dire jeopardy which is of course no excuse at all because your team was as well.......I am sorry and I hope we can we please discuss the possibility of going to a channel commander environment for the tactical coop missions.

 

The pairings/comms issues are directly linked as the small elements will work more tightly together if they can freely but efficiently communicate. Any feeling that you need to withhold essential information due to bandwith limitations is a fundamental obstacle which I hope we can quickly overcome.

 

If I'm off track here please straighten me out.

 

Overall I thought it went well and good games that continue to get better. Looking forward to the next one.

 

Thoughts?

 

 

 

 

 

 

 

 

 

 

 

 

Link to comment
Share on other sites

Groups of 3 or 4 are best (IMO) for revive misssions, maybe for all missions. All midweek missions should have revive, respawn or join in progress. I dont like players left on the sidelines unless there is another game going (domination or evolution) that they can easily join.

 

I am going to start a map thread fo that we can comment on map specific issues.

Link to comment
Share on other sites

I really enjoyed last night also. I thought it went very well.

The rear flank tower assault was effective and the team attacking the town did a superb job considering

the almost constant engagement with enemy soldiers & machine gun nests.

 

I think the 2, 3 or 4 man squads are excellent.

 

I agree we need to seperate the comms. I think it is important that each squad leader be the only one using channel

commander unless it is imperative that someone else do so.

On the tower map, I think at the end of the tower assault we should retrieve the hummer with the grenade launcher. From that hill it would be a superb asset to use on the town and the re-inforcements that try to retake the tower.

With a spotter on the tower, we could hit the enemy hard without exposing the hummer by using the spotter to vector the launcher's aim into targets.

Link to comment
Share on other sites

Ive been playing with you gents for awhile. I hope I can make some observations here and not get flamed for it. Its different on a Dom match which allows for great practice of all skills. The other night I was like 140 kills 22 armor and like 4 or 5 helo pops with 15 deaths. This style of play allows others to repair, respawn, reload your gear, and get back into the fight; like a big sandbox. Practice in tanks, AT, sniper, dual primaries, arty, etc. Don't get me wrong, its fun and I had a blast. Entertaining for me and I enjoyed playing it with you guys. But that is a much more relaxed style of play, which I also enjoy. However this style of play, like the "Situation Critical" mission last night, is a whole diff ballgame. The thing is most of you thought it was a successful mission, which I don't believe it was.

 

I was having connection issues, so after my reboot I rejoined the server after missing the start and ran across three dead I revived getting back to town. The pilot, whom the whole first part of the mission is based on, was dead somehow. Guys were scattered about. Some by the castle, and some still in town, when the town still hadn't been cleared yet. And the com's at one point became so loud, I couldn't even hear the updates from the mission once a objective or counterattack was triggered. I heard contacts being called but drowned by non-relative issues. It wasnt one person specific, but just in general. Even though we heard the counter attack was coming from the East, when it hit, half the team was in transition between the Castle and Merc. I was up on the tower with another player until a rocket run drove us back down to the base where it just ended up being us two there fending off the CT as long as we could. The only successful part is we took the Tower. Ive finished this mission with 3 other players but took us 3x's the time it should of. You gents have the talent without question. You cleared the lower city fairly quickly without too many deaths by the time I got back in.

 

It all depends on what you want to get out of the experience. I know its just a game Gent's. By all means I understand if that's exactly what your thinking as you read this. I would think the same if I was just coming in to chill for a bit and kill some stuff. But if your truly going after the hardcore line and want to complete these in that fashion, I wouldn't look at last night as a success, but what can be learned. The "Pilot Rescue mission" the other day was outstanding example of what you guys can do, except for the fact the pilot was glued to the wall and wouldn't leave lol. But that compared to the Critical one? Was night and day, to me at least. Im not one to preach too much either because I pop off chatter on com's and make jokes. But the second you hear "contact", your ears should perk up like someone cut a huge fart in a movie theater and the room should go quite. And it doesn't have to be super duper hardcore like "oscar roger ebert", but relative to the those around you.

 

Perfect example is on the Rescue Pilot mission: We all were North of the crash site looking into town. I saw a tango run out into the open, and instead of taking the shot myself to drop him, all I said is "contact main road, heading out" in the middle of our communications. Due to all our relative positions, everyone knew I meant the main road leading in/out of Ortego. Then I watched at least 3 or 4 of you snap right to him and turn that guy into a meat puppet from different directions. Com's then continued.

 

One last note is that aim isn't your issue. You guys do very well with the targets you see. But I think your ready for the next phase IF your going pure tactical. I know your not going to like this suggestion lol, but you should turn off the map markers on your hardcore server; plain and simple. Im seeing people literally playing right off the map instead of checking their sectors. I know I should of died several times and didnt cause the map saved my tail, not another player. Makes me lazy. The markers off not only adds intensity to every mission, but makes sure your team has your back and vice versa. Forces more team work since any movement would need to be covered. And if someone is getting shot at, you and your team has to locate the tracers or muzzle flash to find the shooter, not look at the map. Makes you slow down and not rush in due to impatience. "I dont see anything on the map, so im driving up", type of thing. I know for most it would be a huge adjustment, but I wouldn't recommend it if I didnt think you Gent's could do it. Its a totally different game with the map markers and the 3rd person camera off. You dont get the added magic SA, only what you can see in front of you. That alone forces your game up since you have to be more aware of what your doing, or you will die.

 

 

Its your TS, your server, and Im just a guest so I hope I didn't piss any of you off. After playing with some of you for this period of time, Im just trying to help if the hardcore line is where you want to take it. I have a blast toying around with Majestic in the Evo/Dom missions so I dont want you to think that Im ultra hardcore 24/7. I know most you hate dying, myself included, and this maybe a bit much from the "fun" perspective. But you do have two other servers that can be used for fun. I'm not saying play like this all the time either lol. I'm just saying if you are going to use one of them for hardcore, these are only my suggestions. If I burned any bridges, I apologize. I enjoy playing here in both manners and just wanted help those that are looking for that hardcore experience.

Edited by Seven
Link to comment
Share on other sites

Firstly Seven your input is welcome here. But yesterday was not really one of the hardcore nights. The truly hardcore missions are on Friday and Saturday. Having said that when there are just a few of us we do tend to play more conservatively.

 

Last night we had a lot of players and no plan. We did play the mission like taking a town in EVO but actually less organised. Funnily enough people know what they have to do in EVO and most undertake the required roles without input.

 

As the admin (in control of when the game started) I could have forced a halt to review the map. But I have no idea how to take Mercalillo except if the Tower is taken first. So I didnt propose an overall plan just one for a small group.

 

I have tried this map many times and never succeeded. I would like to do it properly. Lets set up a night where we can agree on a proper strategy for this map.

Link to comment
Share on other sites

Great reading '7' I have to agree, the main points I tried to embrace were , better comms (structure), tactical movement & engagement when all relevant parties are ready (unless life threatening situation). My main complaints (from a personal angle) is the comms comments to: 'I can't believe he didn't die', 'No way did I miss', 'That should of gone down' etc etc.... The game is the same for all, so why share the disbelief and clutter comms, If you hit and it did not destroy or die, you did not do enough, everyone has the same enemy, but everyone does not make comments of disbelief, as we say, 'when you do a job right, it's done'.

 

The map markers make little difference to me as I rarely use the map for AI detection and I've always believed this to be the best way, 'LOCATE, SECURE, MOVE' this is how I try to play, of course sometimes it goes adrift as I move into an unsecured point. Comms is the key, but not as in talking, but as in information relevant. I don't care about kills, I only care about team & objective.

 

I agree EVO (not for me) & DOMINATION are more fun orientated, I prefer NO AI on my team as I personally see AI as mobile gun platforms, I mean if AI were as good as you, I would want them, but they are no where near. Other things about AI on your own team is it dilutes the actual contribution you make as a soldier, ok if you wanna be a commander of a group of mobile units but I leave that to C&C and other RTS games.

 

DOMINATION maps are on server two, you can run it up with only one mission & then treat it as a COOP, I like it because there is no ARMOUR (on the opfor team) and the objectives are relatively hard with only one possible objective unlike EVO.

 

FRIDAY night COOP to DOMINATION & SATURDAY to COOP, where we could set one objective and treat it as a realistic COOP, by this I mean...

 

 

ONE MISSION SET.

ALL PLAYERS TEAM UP in mini groups A, B , C etc.

ALL TEAMS HAVE Specialist ROLES.

KITS have to compliment each team & the teams the mission

 

Each Team has one TS commander & they communicate to the other team commanders (sub channels).

Zero hour start & if late joiners then they join the team that requires extra men.

 

We adapt on the fly, I could mod the domination from 20 sec respawn to 60 sec, to enforce to need to stay alive

and slow down the death rate.

 

Any way all great responses and very welcome, the end game is that we get better.

 

 

End note, I will look ar moding out the respawn time in Dom to 60 sec etc, and there is a revive

version only for FRIDAY night NO RESPAWN, only revive, if that plays better.

 

 

viii

Link to comment
Share on other sites

Have to agree with everything you said 7.

 

One thing that really surprises me here is that most people talk about playing tactically and how to do this and that but no-one seems to want to practice the most basic things.

 

I'm starting to sound like an old cracked record but until you have the basics down pat, then frankly, whether you can control 15 Ai, call in a pin point air strike and fly NOE (Nape Of the Earth) in a jet or Helo whilst looking at the map is a moot point.

 

Even on the more tactical nights, people are still not moving or covering correctly or giving accurate recon.

 

The way it is at the moment is just a bunch of single players playing a Multiplayer game, It's like joining a public server but knowing the names already. It's FAR from playing like a unit or squad.

 

Anyway, I think I'm :beatdeadhorse: so I'll just shut up and continue just having unorganised fun ;)

Link to comment
Share on other sites

The way it is at the moment is just a bunch of single players playing a Multiplayer game, It's like joining a public server but knowing the names already. It's FAR from playing like a unit or squad.

 

Exactly the point I was trying to make when I wrote...and re-wrote....my post trying to make the point, offer a constructive path and not step on any toes.....tricky stuff that... :)

 

The reason I was pushing the pairings is that it's the smallest possible 'Team'......if we can not do two's how can we do anything beyond? Zeno I agree that the 4-5 man fire team is an effective element, I just noticed folks heading off and wanted to see how people responded to working in pairs and it told me a lot. The majority did well removing themselves as the priority and focusing on their team mates and the objective. Others are still moving out on their own which ALWAYS results in someone else needing to divert to revive them. There are many other genres that encourage solo work......this is not one of them.

 

Seven your input is like manna from above my friend so let it rain. Thanks for taking the time to post an outstanding analysis of the night and couldn't agree with you more. We welcome the leadership you and other experienced players offer and I hope you understand how much it's appreciated. .....I also agree that the map markers are over utilized and feels unrealistic.

 

Our default mode should be tactical with the exception being the more relaxed styles.....not the inverse.

 

As always I enjoy the experience and am looking forward to the next mission set.

 

Peace,

 

 

 

 

Edit:Typos

Edited by X-Wind~SPARTA~
Link to comment
Share on other sites

 Share

×
×
  • Create New...