Results 1 to 19 of 19
17-04-2013, 08:16 AM #1
[VS] TACGIR Development Discussion
Starting a new thread, to try to contain most of the discussion and development of our TACGIR play in one location, without polluting After Action Reports or the TACGIR Introduction thread.
So, first night with the gang yesterday! AAR is here.
These were the responses to the report. Could we continue the discussion on any future improvements here?
Last edited by EsotericReverie; 17-04-2013 at 08:20 AM.
17-04-2013, 08:43 AM #2
17-04-2013, 09:06 AM #3
I'm working on some ACL magic to fix up the comms situation, so that wherever you happen to be, you should only ever require one button to PTT to your own squad and one button to talk on the command chat. PLs will still need a third button to talk to everyone. I'll need someone to experiment with, does anyone have 5-10 minutes sometime soon? Just hop on Mumble and give me a holler!
17-04-2013, 09:09 AM #4
Re: squads working together.
Since we got to PL ourselves, which was not our original intention, we lost some of the tight focus we had aimed for. Something to work on until next time, for sure. I think we should also try the comms setup where squads have their own channel, and SLs have a special key bound to shout to one of the other SLs. Really wish it would have been possible to have a Mumble channel be part of more than one whisper group. I've got some ideas, and I'll experiment with some easier setups, using the ACL (Access Control List) functionality in Mumble, will see if I can get it to work.
17-04-2013, 09:43 AM #5
Just a suggestion, that may not require Mumble alchemy or specialised setups. Before attacking a target, PL makes just a rough plan of which squad does what. EG Alpha go directly for the point, Bravo support from the west, Charlie secure the vehicle spawn, and reinforce as needed. So Alpha knows it is the strike force and calls the attack, Bravo tries to always stay on its west flank, not glued of course, trying to always get enemies in a crossfire situation, and Charlie acts as reinforcements to the other two, or switching to AA/AV duty if needed, etc.
So we reduce communication to the absolute necessary, and the rest of the information is conveyed by coloured circles moving. SLs call out to each other only significant enemy movements, the squad that acts as the pivot of the maneuver calls out its movements, and the rest adapt. PL watches the situation, and adapts the formation. Perhaps, as the point and base are secured, a counter-attack from the north is launched, where Charlie has a prepared position. Charlie is assigned as the pivot then.
17-04-2013, 09:47 AM #6
I tried to do the above last night and I think it worked. Alpha was usually my pivot point, and I tried to keep my squad out of its way, finding ways to maneuver around and in support of it. If we do this in a more planned and organised manner, I think it will work.
17-04-2013, 09:56 AM #7
Platoon Command.........send to anyone
├─ Unit 1..............(empty)
│..├─ Alpha Command.....send to all subchannels of Unit 1
│..│..└─ Alpha Squad....linked to Alpha Command
│..└─ Bravo Command.....send to all subchannels of Unit 1
│.....└─ Bravo Squad....linked to Bravo Command
└─ Unit 2..............(empty)
...├─ Charlie Command...send to all subchannels of Unit 2
...│..└─ Charlie Squad..linked to Charlie Command
...└─ Delta Command.....send to all subchannels of Unit 2
......└─ Delta Squad....linked to Delta Command
I'm trying to find a setup of ACLs that will allow SLs of Alpha and Bravo to communicate, by shouting to the Unit 1 channel, without allowing everyone else to do so too. So leaders set up two shouts, one to Unit 1, and one to Unit 2, and depending on if they're in Alpha/Bravo Command or Charlie/Delta Command, the same key can be used to shout to the other one of the pair, but not the other two squads. Then, if we were to say, move Charlie squad's channel into Unit 1, we suddenly have three squads talking to each other instead of two, without having to fiddle around with keybindings.
I still haven't quite figured out how to disable shouts from outside of the squad command channels, however. If I can get that working, this would be an immensely nice and easy setup.
Last edited by EsotericReverie; 17-04-2013 at 10:01 AM. Reason: Formatting
17-04-2013, 10:52 AM #8
ACL? This sounds and looks more complicated that it was previously. I don't entirely understand how it works now.
Edit: I'm thinking perhaps it may be easier to decide how best to communicate between SLs and then find a way to make Mumble fit around that. Do we want SLs to always talk so that the PL and all other SLs can hear the discussion or do we want individual SLs just to talk to the PL or other SLs?
Last edited by GinSoakedBoy; 17-04-2013 at 10:56 AM.
17-04-2013, 11:07 AM #9
I've never used Mumble as anything other than a grunt, so I don't know much about it.
However, if the pertinent bit of Esoteric's post is
Last edited by Kyndylan; 17-04-2013 at 11:08 AM. Reason: Grammar
17-04-2013, 11:27 AM #10
Last edited by MrEclectic; 17-04-2013 at 02:28 PM.
17-04-2013, 11:31 AM #11
All sounds marvellous - just a shame Thursdays are a no-go for me
17-04-2013, 12:07 PM #12
I'll be around on Thursday, so am up for wandering about with my medic gun.
17-04-2013, 12:25 PM #13
Edit: Never mind, the guide it out-dated.
Last edited by GinSoakedBoy; 17-04-2013 at 12:33 PM.
17-04-2013, 12:26 PM #14
Copy that in to the Stratgir thread as well. Up for Delta SL.
Regarding comms for TACGIR were going to try skipping ROs and instead having a+b work together where the SLs talk to each other directly. PL will send down orders and TACGIR will respond in a very concise manner so the SLs can simply focus on leading their squad.
Don't worry about acl, if it works it doesn't matter and you won't have to bother with it Gin. Should just work.
17-04-2013, 01:11 PM #15
- Join Date
- Mar 2013
Because of cooldown timers and resources, I don't see specific air platoons and mechanized squads working out that well. You lose your Scythe/Mag, you're out for 15 minutes. There are also specific periods in a fight where air/armour are very useful, and outside those periods you really just want more ground infantry.
In fact, I'd take TACGIR in the other direction: less centralized, more autonomous squads doing whatever they want and calling for other squads as backup if they want it.
17-04-2013, 01:46 PM #16
Last edited by MrEclectic; 17-04-2013 at 02:29 PM.
17-04-2013, 01:49 PM #17
15 minutes is uncerted. That can be certed away very easily. For example, cooldown on my lib is about seven minutes. I'm only halfway invested. People with fully certed scythes got what, 3-5 minutes? Combine that with the fact that they're good at flying and you have no issue. Regarding tanks you can take turns between gunner and driver, as you can with a lib. It's just a question of certs.
TACGIR is infantry and will continue to be so. AIRGIR and TANKGIR will be whatever their respective responsible people want to do with them. My plan for TACGIR is for the squads to be just that - autonomous and SLs coordinating between eachother in a pair of squads.
Regarding Eclectics post here, I don't know why it is in here, as it has nothing to do with TACGIR, but is a one off for STRATGIR that has been desired for quite some time - namely combined arms. We don't use combined arms and we have to start doing that. We'll see if/how it works tommorrow, but this isn't the first time we've done this. We've had dedicated air squads quite a few times and it generally worked out fine when we had certed people doing it.
17-04-2013, 04:57 PM #18
Posted a bomb of a thing over in the Mumble thread.
17-04-2013, 06:31 PM #19
- Join Date
- Jun 2012
- Hamburg Germany
Had great fun yesterday! In general I always like to hear the PL more often to get better the bigger picture...
From my perspective would like to have starting hours one hour ealier... meaning 8 CET.
Last edited by deralex; 17-04-2013 at 08:12 PM.RPS Purple Giraffe Addict - Richtersen-