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ATTENTION ARMA 3 PLAYERS

Discussion in 'General Open/Public Discussion' started by DriftingNitro, 1 May 2014.


  1. I have been playing ARMA 3 for a long time now, and am starting to notice patterns in our flaws the more we play. With the massive increase of ARMA 3 players in the group. I believe some proper training, and comms discipline is in order. Steps we need to take moving forward:

    1a. 8+ people need to split into two comms groups (two TS channels min.)
    1b. If the group is building a base, the group guarding the base needs to be in a separate comms group

    2. Some proper training is in order. Especially involving learning the mechanics, how to properly used specialized weapons, as well as multiple "What if this vs. this" scenarios. We have enough people to practice against each other to keep the authenticity of playing against real players. I volunteer to host training as well as piloting lessons so everyone is capable of retrieving a helicopter.

    (I'm not asking to play PvE ARMA, I'm just asking to sacrifice some Wasteland time to actually learn the weapons and vehicles properly so you don't experiment at crucial moments.)

    3. We need to have separate teams when building a base or running 8+. The teams are to cut the confusion of who is going where and on what mission. It's important that we don't sit at base for 15 minutes trying to get a team together for a capture vehicle.

    4. (Optional) We should have team leaders for both base defense/construction, as well as mission runners. This allows better communication directly between team leaders as opposed to a whole team, as well as someone who will answer the question "What do we do now?".

    I understand that some people will not want to have to interest in doing anything more with ARMA 3 than what we are, but we are getting to the point where lack of organization is making it a frustrating and disappointing experience. I simply want to make it more organized, well executed, and ultimately more satisfying and fun experience.

    If we do not take measures to improve our ARMA 3 experience, I fear we will exhaust our patience and stop playing. As buggy as some parts of the game may be, the most frustrating parts are the problems we can avoid.

    For those who think ARMA 3 will disappear after DFM V1 comes out , Star Citizen will not make up the bulk of our playtime until a persistent universe is in order, or later versions of DFM. As close as V1 is, I predict it will temporarily pause all activity on ARMA 3, however DFM will still be an early access game. We will play it a lot I'm sure, but we will play it so much we will be done with it before the next version comes out. I believe it's worth it to work on our little, not official, ARMA 3 division. It's not like we're recruiting or anything, I just want it to be fun again.
     
  2. Set up a date and time. I'm down for some training.

    Also, are you putting together a mission for http://makearmanotwar.com/ ?
     
  3. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    Seeing as how I've done a lot more dying than actually killing...I'll welcome some more formal training.
    I've used some of my non ARMA time to learn how to reliably fly a chopper. I'm still not all that great at it, but right now I can get from A to B in a relative straight line. It's avoiding missiles that I have to work on.
     
  4. I will make a poll for dates and times once there is enough interest in the training.

    While I would have liked to be involved in the competition I am too late in joining it since it's been going on for a good while now. Similar to the Next Great Starship competition I'm way outclassed in ability and execution.

    I think most people's problem with dying is a result of bad communication. However, I feel some practice on searching buildings and engaging in different environments would be helpful. Most importantly, playing against each other helps us understand what the enemy sees.
     
    Last edited: 2 May 2014
  5. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    Just wanted to say that last night was quite fun, but I could definitely see where training would help here.

    Zib, Nachtwolf and myself headed out to do a Downed Helo Mission. Zib was flying a Little Bird. We flew to the location and Zib called the drop. Nachtwolf and I landed about 1/2 click out from the mission. We noticed three NPCs around the Helo. Nachtwolf and I secured the help from the NPCs and noticed a few players coming to the downed Helo. One had holed himself up inside a small shack. One had brought a Humvee. Nachtwolf quickly took out the guy in the farmhouse. Shortly after the other guy came out with the Humvee and ran me over.

    Nachtwolf handled taking the driver and passenger out once they gave up trying to run Nachtwolf over. He rezzed an I thought we had the area secured. I was making my way to the downed Helo when a sniper shot took me out. The sniper then took out Nachtwolf and eventually Zib out.

    My lessons learned.
    1. Never assume an area is secure until someone says so.

    2. Downed Helo missions require you to have fuel and repair kits.

    3. A sniper who has eyes over the area would have been beneficial.

    I was analyzing the mission last night today and have a few thoughts.

    Need to bring a fuel container, repair kit, and first aid kit with you for these missions. This probably applies to all the vehicle missions too.

    Having eyes and intel in the area would benefit the entire team. Perhaps this is something I can work on. Provide an "over watch" on the area.

    What should a typical assault team for these missions be? Thinking of at least one sniper, two pilots, someone who has AV capabilities, and support. Thoughts?
     
  6. fuel and repair are a must for any vehicle mission. I would say a 4-6 man team. Pilot can drop, provide C&C from a safe distance. If it is a gunship, maybe even keep a gunner for protection/eyes. Assault team, should be one marksman and spotter, 2 pilot worthy people, and the others are close security. remember the golden rule: two is one and one is none.



    also, holy mother of god, comms. I am guilty as any person, but we can not have 10-12 people in a channel, plus chat coming from the game. set up channel commanders, split into groups, go there.....save us all a headache...lol
     
  7. I'm glad you went and analyzed this, however I think even when someone says it's secure you shouldn't assume so. You only can know for sure by not being shot unfortunately.

    Assault teams have to be dynamic based on what equipment we have. We don't nearly utilize gun stores enough unfortunately and I think it's a missed opportunity to not buy a sniper rifle with a scope sometimes. It's extremely valuable asset to have.

    I know and Tacos, Kane, and Buz went off to do a diving mission, utilizing the channel commander. I was talking to them through that and it worked very well. We need to split teams, no more than 6 people a team. This doesn't mean we can't work on the same objective, it just means two groups can focus on different parts of the same objective, one team is repair, the other is over-watch, etc.

    I don't know if it's a lack of people going on the forums but i have been sensing a lack of interest except for Nach and Sentrosi to do training. I need more people to be on-board with this before we actually do it. This DOES mean we can't be playing wasteland every chance we get. I feel like some of the players are afraid if they don't play wasteland they'll miss something. Remember, it's all TEMPORARY! Actual training would be much more persistent and worth our time in my opinion.
     
    Last edited: 5 May 2014
  8. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    I was one of the first to institute AARs in Planetside and in PS2 here. And while I'll be the first to admit that I may not have a strategic mindset as most others here, I don't like to repeat the same mistakes twice.

    I think a 6 man fire team is perfectly balanced. I think you can get 6 into a little bird. Ground vehicles may mean open trunk trucks. Haven't explored all those options yet. But even if we have two quads and an SUV, we'd be good I think.
     
  9. Like I said it's mostly compromise based on what we can scavenge. Nothing would necessarily be a problem, it would just be nicer to have better gear as always. I definitely 6 man teams are a must, even for comms separation.
     
  10. If I can throw my two cents into this - I know I'm late to the game, but in real-world scenarios.. this was my bread and butter.

    I cannot stress enough the importance of doing a map recce (recon for you american folk... which is quite a few of you). When you're coming up to an objective, take a quick gander at the map and determine several things:
    High ground, low ground, obstacles between you and the objective, cover, concealment, possible/probable En positions

    Never go into a situation being ill-prepared. There should be one dink who has overall command and s/he should have a 2i/c.

    When approaching your objective, stick to the low-ground under cover (infantry term meaning protection from being shot), and if no cover then concealment (ex: trees hiding movement). After ever major move assuming it isn't a timed mission, take a listening halt for two minutes. Listen for enemy movement, chatter, etc. After having played the game a bit, I've noticed just how realistic the sounds are.

    As soon as you're being shot at, you have two options if you don't know where the baddie is - double tap, dash, down, crawl, observe, communicate. All in one smooth motion. Or two - run like hell for cover and then down. Key words always being get down. When doing proper infantry section attacks, we use the mantra "Up, he sees me, down" to time your movements. Never pop up twice in the same location.

    Tactics, tactics, tactics. If need be, with time allotted, I can come in and provide some real-world training.

    By the way, nothing keeps a close enemy's (~200m or less) head down quite like a machine gun. One machine gun is usually the equivalent to about 4 riflemen. Short bursts, 3-5 rounds a pop from the kneel or prone and it really messes people up.

    As for the comms issues, war is noisy. When I was in actual combat, not only were we practically side-by-side so we could say things we needed to say (read-- yell), but we also had our platoon level comms(PRR's - personal radio). You learned to not use your PRR and only use person to person comms unless you saw something of importance that the rest of the platoon could benefit from knowing. Now, unfortunately for us, we are all spread out across the continent, so we don't have the luxury of face-to-face comms. Instead, depending on the amount of people who are playing, it should be split up into 2 man fireteams. In game, they all fall under the "sgt" or "capt' or whoever is overall in charge, but on TS if there are 8 playing, 4 teams of 2, with each team having one dude who communicates with the other dudes.

    The only problem though with an ultra-realistic game like this.. is that you need to have every person on the same page. Standard Operating Procedures. Same ideas as when Star Citizen finally roles out. Actions on enemy contact. Each person needs to understand their role, what to do, etc. That comes with training, and not everybody has the time to dedicate to said training. And this is a game. *shrugs*

    Anyway, that's my suggestions on this. Let me know.
     

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