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Ryko

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  1. Like
    Ryko got a reaction from Minipily in The Radio Channels discussion topic   
    So it comes down to this - should people change the radio channel structure or not?
     
    Option A: "Just put everyone in the squad on the same channel"
     
    This works great when two conditions are present:
     
    1) There is a strong command structure in place (ie., Platoon Command and Squad Lead(s))
    2) The squad moves as a singular unit, ie., within shouting range.
     
    Guess how often those two conditions occur?
     
    Option B: "GEN:100, A1: 110, A2: 120" (or whatever)
     
    The more prevalent condition is that NO ONE WANTS TO TAKE COMMAND and it's left up to a single person to run as ASL (or sometimes even just a fire team leader) to organize the plan and the various squads.
     
    In this case all you Option A people are asking the ASL to manage his squad, as well as Vortex/MAT/MMG on Long Range.  The whole reason I came up with 100/110/120 was so I could delegate squad movement and action to the fire team leads (or people I designate as FTL because no one seems to want to take that slot).  Enforcing radio discipline is fine and dandy.  But when Vortex/MAT/MMG all want a piece of your attention, there's little left for the squad.
     
    Advantages here are that it encourages people to run as FTL (or something akin to that) which I would hope grooms them for command positions.  As well it allows for more finessed movement: if I have to keep everyone in shouting distance, then there's no way the two fire teams will be able to flank from different directions on a target.
     
    Discuss.
     
    -R
  2. Thanks
    Ryko got a reaction from GhostDragon in Thoughts on leading a unit   
    Hi folks,
     
    I don't think I'm available on Saturday for Raz' leadership training, but of course I have lots of opinions, so I thought perhaps I'd put them down for posterity's sake.
     
    Generally
     
    There are three levels of command structure (as I see it) in EU3's platoon structure: Platoon leader, Squad leader, and Fire Team leader.  Each have their own obligations, scope of responsibility and function.  Regardless of the leader's position in the platoon, the common objectives are all the same:
     
    1) Complete the mission objective.
    2) Return all soldiers to base alive.
    3) Return all assets to base in working order.
     
    Unless the mission is a "clear the town" type mission, "killing all the enemy forces" is not on this list.  Indeed, I've led one or two missions where we barely shot at all.
     
    I would say the most important characteristic of a good leader is situational awareness: you have to be able to assess the things that are going on around you quickly, and make authoritative decisions.  Sometimes there is no right decision, but you just have to get things moving.  Standing around thinking about what to do, or appearing indecisive, leads to situations where people get killed.
     
    On leading a FIRE TEAM - being a Fire Team Leader (FTL)
     
    The fire team leader's role is to implement the squad leader's tactical plan which completes the mission objective.  The FTL leads by example, taking decisive actions which maneuvers the team into superior fighting positions.  The FTL is the primary contact with the Squad Leader, making reports on the team's progress and on any new battlefield information as it appears.
     
    FTL Checklist:
     
    Ensure everyone in the Fire Team:
     
    1) is on allocated radio channel and knows how to use their radio;
    2) carries a loadout of gear appropriate to their role, modified as required by the Squad Leader;
    3) has, and is using, earplugs;
    4) knows their role in the Fire Team;
    5) knows who will replace whom if the Team takes casualties (for example, who will call in to Squad Lead if the FTL is out of action, who will lead the FT).
     
    On leading a SQUAD - being a Squad Leader (SL)
     
    The squad leader's role is to implement the platoon commander's strategic plan which completes the mission objective.  The SL directs the Fire Teams, being aware of their relative positions and giving them move and action objectives which lead them into the overall mission. The SL should coordinate with other squads to implement the strategy.  The SL remains in contact with the Platoon Commander, making reports on the squad's progress and relaying new battlefield information acquired from the teams.  The Squad Leader should not be a front line unit, but should support the Fire Teams as required, especially in maneuvering the squad medic into positions where needed.
     
    It's a dangerous thing to micromanage two fireteams: the SL should give the FTLs movement and action objectives (move here, take this compound, destroy that vehicle, etc) and then let them decide how to implement.  Otherwise, the FTL is just another rifleman.  Giving the FTLs the agency to implement the SL's tactics gives them practice, allowing them the opportunity to try out skills that they can eventually use as a Squad Leader.
     
    SL Checklist:
     
    A) SL must:
    1) create radio channel(s) for the squad;
    2) coordinate with Platoon Commander in the development of a Strategic plan of action;
    3) know how to get in touch with other squads and elements (Vortex, Torch, Logi, etc).
     
    Ensure the Fire Team Leaders:
    1) are on appropriate radio channel(s) and have backups to communicate with the SL in the event they are injured and unresponsive;
    2) are aware of the strategic and tactical plans to be implemented by the fire teams;
    3) are aware of any special equipment their teams must carry to achieve the objective (explosives, etc).
     
    On leading a PLATOON - being a Platoon Commander (PC)
     
    The platoon leader is really only needed when there are multiple squads to manage: if there are Alpha, Bravo and Torch elements, for example, that's too much for any one squad leader, and it really helps to have a Platoon Commander to manage all those elements and let the individual SLs concentrate on their specific objectives.  The Platoon commander's role is to develop the overall strategy for completing the mission objective.  The PC can either make the plan completely independently or in conjunction with the Squad Leaders, but the PC always has the final say on how a plan will be carried out.
     
    The Platoon Commander should not micromanage the squads or fire teams directly - they can develop objectives for the squads to complete, but it's the role of the SLs and FTLs to figure out how to achieve these.  If the Platoon Commander overrides the decisions of a SL, it can lead to loss of morale, not to mention hurt feelings.  The Platoon Commander's role is largely planning and logistics: if you want to shoot things, you probably shouldn't take this role.  In fact, if you've come up with a good plan, you've got good Squad Leaders, and nothing goes way out of the ordinary, you might not even have anything to do other than coordinate comms.
     
    The PC should modify the mission strategy based on reports coming in from the field.  For example if the plan calls for a team to assault a compound and it turns out the compound is filled with tanks the team can't reasonably overcome, then the plan needs to change.  A good PC will liaise with the Squad Leaders on the ground to come up with a plan that will work.
     
    PC Checklist:
     
    The Platoon Commander must:
     
    1) create a plan which uses all the elements at their disposal;
    2) take into account the disposition of squads when creating a plan (For example, don't create a plan which uses CAS to just destroy all the targets, because that'll give nothing for all the other players to do);
    3) ensure the various Squads know how to reach Command element (via Long range and short range radios);
    4) ensure each squad knows their role in the strategy.
     
    There you go - there's my two cents!
     
    - R
  3. Like
    Ryko got a reaction from Nicolai in The four-mission challenge   
    Re: 5.56 vs 6.8 vs 7.62 (Smiley & edgEe) - I agree with both sides.  I'd love to enforce an ammo type policy, but I also wouldn't want to be so anal about it; if there's a good reason for a player to take a given ammo type, they should be able to do so.  (I'm thinking about a marksman taking 7.62 for the longer range).  If that's the case, the FTL just has to be able to ensure that extra ammo for each of his units is available.
     
    Re Logi squad - this is the perfect opportunity for it to actually do something.   I think this mission challenge would be good for a full Alpha squad, Platoon commander + Medic + Engineer, full MAT or HAT squad (depending on the map) and then Vortex/Talon, and Logi: this would be 12 + 3 + 3 + 2 + 2 = 22 players.
     
    I'd be all for a no-arsenal day: we'd need a Gauntlet variant where instead of a virtual arsenal, there are standard ammo boxes with a set amount of ammo.  For bonus points, these are the type of crates that can be loaded into vehicles.  Same with weapons / launchers in crates.
     
    Re: needing a place to re-arm: the idea would be that the first non-gauntlet mission would be to set up a FOB with ammo and replacement weapons, then tackle the first mission.  Ideally, units only have to return to the FOB to rearm if they are critically low or unable to get back there in any sort of time; you could have Logi deploy from the FOB or base to re-arm units in the field before moving out to the next AO.
  4. Like
    Ryko got a reaction from Nicolai in The four-mission challenge   
    Hi folks,
     
    I had an idea today that I'd like to try tomorrow (Thursday) - and it's a simple one.
     
    We don't RTB between missions.  That is to say, we need to plan to stay out in the field for each of the four operations that spawn in each mission.
     
    I recognize there will be challenges with this approach, especially regarding the re-insertion of soldiers who are KIA on the battlefield.  My thinking is that this would be a great challenge for a Logi squad; creating an FOB in a central area of the map, and then running the missions from there.
     
    I think this could be a really fun challenge.
     
    -R
  5. Like
    Ryko got a reaction from edgEe in The four-mission challenge   
    Hi folks,
     
    I had an idea today that I'd like to try tomorrow (Thursday) - and it's a simple one.
     
    We don't RTB between missions.  That is to say, we need to plan to stay out in the field for each of the four operations that spawn in each mission.
     
    I recognize there will be challenges with this approach, especially regarding the re-insertion of soldiers who are KIA on the battlefield.  My thinking is that this would be a great challenge for a Logi squad; creating an FOB in a central area of the map, and then running the missions from there.
     
    I think this could be a really fun challenge.
     
    -R
  6. Like
    Ryko got a reaction from Louis in ACE, vanilla damage and the "walking bug"   
    Hi folks,
     
    As I understand events, the recent update to 3.3.2 made changes to leg damage such that any major damage makes it so that you can't run and are limited to walking.  There has been some commentary on the ACE github issue tracker, but it seems even with the remove_bloodstains boolean enabled this will still happen.
     
    No one seems to like this "feature" - even to the point that on EU3 admins have been running code on an ad hoc basis (setDamage = 0, I suspect) which removes vanilla damage, and allows the player to run again.  This is great when there's an admin online who is receptive to running the script, but if there isn't one online, or he's busy running ZEUS - you're gonna be walking.
     
    I have been doing some experimenting and I am pleased to present an option for consideration - the walking bug vanilla damage restoration banana (WBVDRB):
     
    this addAction["Eat Banana", {_this select 1 setDamage 0; hint "Your vanilla damage has been removed. Yum!"; _this select 0 setPos [0,0,0]; }]; Adding this code on the initialization of a banana item (ACE_bananaItem) will make it so that a banana can be "eaten", whereby it removes a player's damage and then disappears (technically, gets teleported to 0/0/0 on the map).  Here's the interesting thing - it doesn't stop ACE bleeding effects or pain, so it's not a cure-all.  At least, no more than the current directly-run scripting.
     
    I don't know how this would be implemented, but in a perfect world, it would be an ammo box item that a user could take with him into the field.
     
    Anyway, my two cents.
     
    -R
  7. Like
    Ryko reacted to Mouldy in Unlucky Counterattack   
    First of all, thank you for hosting such a wonderful server, it's been tons of fun since I started playing a few weeks ago.
     
    Pleasantries aside, something ridiculous happened last night during a Zargabad town clear.
     
     

  8. Like
    Ryko got a reaction from SkullCollector in LZ My Ass   
    NSFW, I suppose.  But I'm so glad Ghost Dragon recorded this gem of a planning session.
     

  9. Like
    Ryko got a reaction from Solex in LZ My Ass   
    NSFW, I suppose.  But I'm so glad Ghost Dragon recorded this gem of a planning session.
     

  10. Like
    Ryko got a reaction from Solex in Back blast bug fixed in ACE 3.3.2?   
    And I felt bad about it each and every time, Solex.
  11. Like
    Ryko got a reaction from Stuffedsheep in The new update   
    Hey Ziochester
    Suggest you download the RHS weapon packs separately from armasync; that's around 4gb that you can download via torrent instead.
    -R
  12. Like
    Ryko got a reaction from Nutek in Gamenight 19th September 2015   
    Out of town. Good luck!
  13. Like
    Ryko got a reaction from Josh in Letter status 17092015   
    I'm going to write a longer post on my experience with radio channels but I'll just say that the 100/110/120 idea is mine and I'm finding it works exceedingly well - as do the teams that are lately playing as my team leads.  It cuts down on radio clutter dramatically.  Bacon, you suggest that everyone should be in close proximity and bounding together - I agree with this - but having them in the same channel doesn't prevent them all from speaking at once and plugging up the channel.
     
    Having everyone on the same channel doesn't impact on FF; from what I've been seeing these incidents occur when different teams don't coordinate with each other (ie., MMG with Alpha).  I have seen more than one instance where MMG or HAT hasn't marked their radio channel on the map, or are not responding on Long Range, which has led to mishap.
     
    In short - TFAR has the capacity to use alternate channels - they aren't hard to learn and use - and I don't see a compelling not to leverage the technology to my advantage.
     
    -R
  14. Like
    Ryko reacted to Plant1ing in Letter status 17092015   
    Hello everyone,
     
    This time I'll try to explain and cover every subject I intended until last status while retaining briefly explanations. Let's start.
     
    1. General update
     
    1.1 I salute new map Gauntlet Zagrabad. It is really a nice map, and what distinguishes it from Fallujah is that all streets and corners of the towns and villages are unique. Even buildings have their particular function like mosque, different towers, squares that are converted into marketplace, workshops and others. You can see that the map is created by someone who understands how city is developed. Just today we were at a remote village and were engaged in fight at a marketplace. Truly something new. There were no ordinary fights; you need to move constantly because the angles of the streets are not commonly shaped and you always need to check your surroundings. Also on a plus side is that every building that you can climb on has a disadvantage of covering all the angles. Trees are placed thoughtfully around the buildings and you can also see that the creator has payed attention on open fields which have been separated by “green fence”. This gives European type of arranging fields.
    Very big PLUS is going to creator who integrated Logistics squad. We need to understand how to use it and how to deploy it on the field. Imagine admins integrate fatigue which has drastic impact. You won't place then two Javelins or carrying twenty mags (I've typed in letters to keep it low profile).
    One thing that really needs fixing is that strange helicopter echo when you first spawn on the map.
    BLUFOR base where we spawn is something special. It is created by @MessedUpSmiley and @alganthe. These guys know how to make the base in a hurry. It is like there was a mission in planning and the remote FOB needed to be set with utmost priority. Base is uncommon like the map; unique, detailed and well organized. It has mission planning site, small barracks, salvaged metal, guarding points. There are a lot of helipads which gives it a look of fast response FOB, and a feel that all the equipment was brought by air and established on sight. Positioning of helipads is a little bit off. While this is okay I'd like to see more scrap metal around repair area like barrels and crates around helipads for fuel and rearm. This is our little gem which we call re-spawn; well, that in most cases.
     
    1.2. I have never seen so much team killing on EU#3 server. Just WOW how we can even manage to step on foreign soil and engage the op forces. The team killings were not preformed by usual grenades inside the FOB and our beloved Arsenal box (yes I gave it personality). No these killings were preformed inside AO, on the battlefield. It mainly because of lack of coordination, not identifying targets, untrained use of AT equipment, or CAS preforming gun runs without permission.
    Regarding AT equipment, there are plenty of videos around the web how to use one and remember, this is not a Single Player game. You are not Master Chief or Dr. Gordon Freeman. You are individual surrounded by friendly individuals and only teamwork will bring you back to base so you can see your beloved Arsenal again. When you hear play your roles it doesn't mean only which gun you can take. Just yesterday guy discharged AT equipment not securing his back blast. One guy was incapacitated and the other guy was given CPR for five minutes. It wasn't even American AT.
    Moving to CAS. If the commander on field gave you a permission to preform gun run, IT ALWAYS tells you where and how, with what approach in mind not to endanger assets on the field. You were not supposed to engage every other target you see in the AO. If you are inpatient, just don't be a pilot. Keeping this in mind I'd suggest integrating white list for pilots who can CAS or which ones can actually use helicopter in transport purposes. Today everybody wants to be an air ACE.
     
    “Whacha wearing, Barbie? I think I'll go with olive one.” giggles.
     
    1.3. For the last week I'm hearing here and there about chick-chat on the radio communications. When we are at Ops, let's keep the chat on the minimum. When we are near Arsenal, form a group therapies, social interactions and what not. Just not at the AO. This causes assets to team kill. One asset is starting setting channels for general squad, and fire team like 100,110,120. This is a good division. Keep fire team chat between fire teams because nobody says whole squad will clean same side of the town. Keep your squad general channel as additional channel. But if you are not TL or SL report only to your specific channel. Make sure always to mark your channel on the map. If you get team killed in hijacked enemy vehicle, your own fault. First, we don't drive enemy vehicles, If we are driving we make sure to report to our TL and advise him to report to SL. That is the main role of the Chain of Command Communications. If you are still uncertain how to use radio communications, visit your Ahoy Bible Forum.
     
     
    2. Suggestions:
     
    2.1. One thing to consider is re-enabling side chat or global. I know that new players aren't actually reading any of the rules like we saw in earlier iterations filling side chat and asking questions: “Where are the tanks?” Heh that is probably my favourite one when guy asked exact that question on Chernarus. Immediately after that always someone writes in capitals RULE4. I admit, when I've joined EU#3 for the first time I also greeted everyone with Hello on side chat. Everybody was furious and after that when I thought what I am doing I questioned myself. Problem for me not having a side chat is that I can't stand while marking targets or way points on map to change every marker to side so everybody can see. I was really fast at this and now this gives me a hard time. If we really have problems reading general rules, Then I don't know how people install the game in the first place. Hell, how do we even use this thing we call PC.
     
    2.2. Yes we need training, not just air but also how to preform house cleanings, using equipment and communications. But be sure, if you ask anyone who is in the game or setup room politely and in good timing (that means not in the AO, keep your question in mind, if you can't remember write it down) you will get an answer. If nobody knows, join us on forums and we'll have discussion. Keep the game play flowing, question decisions later. Let's make the most enjoyable experience. If you are new pilot or just insecure, we have good pilots and if you ask them politely they will gladly give you co-pilot seat. They will maybe even give you that joystick so you can preform that hard maneuver which was bugging you for a while. Give interest and attention in the role you want to play, the others will follow and help you out. New players keep coming. While we all know each other, experienced players should help new ones. Not leave them behind on AO alone like lost sheep. I was CMD Engineer and I took a role of leading four new players through streets of Fallujah. First they shouldn't be there in the first place, the team leader was also a new guy. ASL was just coordinating with one fire team and left other team to wonder around the streets of Fallujah. I can see lone wolf-ers and how they actually become one. Thankfully CMD Medic called for immediate EVAC and guys went home – all with injuries.
     
    2.3 On a suggestion thing just for discussion, integrating two types of team, infiltration and breaching. Breaching vehicles or helicopter, Infiltration H.A.L.O jumps on point. I saw a glare in all those eyes when you've jumped from that Huron on Fallujah during sandy sunset. This would only be viable by night. For the Infiltration team to be enabled and deployed all slots from that team have to be filled.
     
     
    3. Other:
     
    3.1. If SL or TL asks to use laser, it doesn't mean we are having laser party.
    3.2. Ambient AI is your ticket to have fun.
    3.3. LEARN TO USE PUSH TO TALK.
    3.4. I will repeat this one. ARSENAL IS NOT WHY PEOPLE ARE TAKING A LONG TIME IN BASE. If you wonder why you will ask yourself which will lead you to conclusion. If not, leave it and be that guy which you already are. If you are not liking people talking and playing around Arsenal, take initiative.
     
    3.5. I think that Ambient AI is misunderstood how it is supposed to be working. We are all rushing to complete that one mission which is always repeating. But why? I had better fights and experience fighting ambient AI while they ambush than actual AO. Why are we all rushing at it and avoiding ambient AI? Do we get points or something for completing missions fast. Are we keeping track of some hidden score? Just today I've had the best experience in a while fighting my way through Ambient AO to actually going to the best AO of clearing city from enemies.
     
    3.6. Players keep asking SL/TL what should they do, should they do it and such. Don't be lost sheep, Keep your buddy (TIP: you should always have a buddy at your side) close and take initiative, but not initiative Jack Churchill – like. How I know when I play with players who play their roles and actually are doing team play? Simple, they are constantly looking at the map. Today SL ordered specifically my team to check particular side of AO. Why my team? Because SL saw who is on that particular far side of AO on the map so he knew how to shape his order. Check your map constantly, shape your thought with intel you have been provided from the comms.
     
    Well, I was thinking to write briefly… I'm obviously unable to do that. I want to be precise. Well at least the ending is short.
     
    Good plays,
     
    Plant.
  15. Like
    Ryko got a reaction from Lone in Help me test a PVP mission.   
    I will try!
  16. Like
    Ryko got a reaction from Nutek in GameNight: Sat. 12th September Raz's Playground   
    Thanks very much, Raz!  I wasn't sure what to expect - the IEDs were a neat touch.
  17. Like
    Ryko reacted to Lone in Help me test a PVP mission.   
    I do have both versions saved because both have their merits. As for the tenable for smaller numbers of players, THIS map is my attempt at a PVP game-night (so 30+ players hopefully), I could easily port the existing mission onto another map, or even delete one of the hostages and set one team another objective. For now I'm working on the (up to) 24 vs 24 mission that IS currently in fruition. Later I could change, port and adjust the mission to suit other numbers
  18. Like
    Ryko got a reaction from Lone in Help me test a PVP mission.   
    @Lone -
     
    "All accept #3 I agree with, the reason it takes some time to get off the ground is because its Arma, the game is designed to last a fair amount of time whereas each round of insurgency I played lasted 5 mins tops."
     
    Well that did sound like I was suggesting you re-create the VIP game mode.  I won't suggest that.  What I would repeat though is that there is no incentive in the current incarnation for either team to leave their base.  If one side did not have the hostage then they would have a clearly offensive objective.  To match that, the defenders would need an objective or else there's no incentive for them to leave their base.  Thus the movement objective.
     
    Setting it up this way would also make it tenable for a smaller number of players.  Right now you'd need to have some players on defense and others on offense, on both teams.
     
    It's your mission, and I'll be happy to play it when it's around.  Those are just my two cents' worth.
     
    -R
  19. Like
    Ryko got a reaction from Lone in Help me test a PVP mission.   
    So about 8-9 of us were on tonight testing Lone's mission.  It was an interesting concept: PvP, with American BLUFOR vs Russian OPFOR (or were we Taki? I couldn't tell).  There were also Taki AI roaming the map.  Both sides had a player as Hostage: the goal was to rescue your own side's Hostage from the other side, while safeguarding your own hostage.  No arsenal, so you started with a pre-set loadout but there were a good selection of kits available.
     
    My thoughts:
    1) It was very boring to play as the hostage, as you usually got cuffed and placed in a box.  I'd leave this as an AI.  I get that it could be more interesting if you got rescued, but the likelihood of that happening would be IMHO quite low.
    2) I'd try and get a delay on the respawn (glad that it eventually worked!) as it was really jarring to be playing and then suddenly spawn back at base.  "Oh. I guess I died."
    3) Personally I'd try and shape the mission more along the lines of the VIP game mode from Insurgency: one side has a VIP they have to get to the other side of the map, and the other side has to prevent this by killing the VIP.  I think instead of a VIP, a hostage, would work, but again it would only be fun if the hostage was the AI.  So in this case the opposing side has to capture the hostage and get him to their safehouse.
     
    The advantage of setting it up in this way is that it would encourage the players to move - right now there is no incentive other than sitting in your own base defending your hostage.
     
    4) There were a few issues with TFAR, but I'm guessing it was because we didn't have our own dedicated room.
    5) I would actually scrap the vehicles, or make it that vehicles are all controlled by the Taki AI and have to be taken by force.  I think the helicopter is a bad idea all around.
    6) I'm divided on having the hostage be visible to the team - the idea is there is a GPS tracker on the hostage that lets you see where he is on your map - I like and dislike things about that.  I'd have to play it more to figure out if it works.
     
    -R
  20. Like
    Ryko got a reaction from Josh in Letter status 26082015   
    @Despite - "This is supposed to be realistic now i understand your point but in real life you would have to RTB to rearm patch people up and get set to go"
     
    Very few shots fired.  No wounds taken.  Similar mission.  Drop at the new LZ and brief before going in, in my opinion.
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