Results 241 to 260 of 792
23-05-2012, 11:49 AM #241
- Join Date
- May 2012
My first time on RPS, although someone of you know me from folk already, and it was great fun.
Here are 2 great moments of null and killa in cratesistance I really don't wanna keep from you :P
23-05-2012, 11:50 AM #242
- Join Date
- May 2012
23-05-2012, 12:22 PM #243
23-05-2012, 01:21 PM #244
- Join Date
- May 2012
23-05-2012, 01:53 PM #245
23-05-2012, 06:36 PM #246
This was my first Tactical Tuesday, but it was great!
Hopefully I'll be more useful next week.
24-05-2012, 06:02 PM #247
Reborn Phoenix. My first FTL role as Bravo, managed to get most of the guys home after after Alpha lead bought the farm. Couldn't hear most of voice chat early one due to helicopters right above us. Thanks to Joesph for the advice.
Cratesistance. Also an FTL, we died pretty quick. I think we got flanked, or we flanked them without noticing or something.
Force Ten. I was a medic, who couldn't revive. Ended up chilling with Alpha when we were ordered to gloriously charge. Naturally, we all died.
Avalanche. Lots of enemies. I was assistant to someone who died fairly quick, so I grabbed their LMG and shot at people with it. I'm pretty sure the only guy I killed was Draakon, though.Steampowered. Origin: Simmura
24-05-2012, 07:14 PM #248
- Join Date
- Jun 2011
Great to see so many new guys turning out! Sorry I missed it, hopefully can be there next time
24-05-2012, 08:12 PM #249
Mission editor comments: Seemed to mostly work. Four “bugs”: a chopper stayed on station when it should have flown off, the counterattack was too staggered so we only really had trouble right at the end when we overextended, the evac chopper was way too slow and the extraction choppers didn’t spool up correctly. Three of those four will be fixed for the next version, the last is an AI bug that I can’t do anything about.
As Echo FTL I got some good movement in my E/F/MG3 section. Egg was a good second and Jim the Dog / Velko / (I forget the third person, sorry) were nice, communicative (yes, even though you didn’t have a mic) and competent squaddies. I apologise to MMG3 who I did not really give tasks to.
The insertion was textbook smooth. Exactly as ordered we stacked up in cover and proceeded at double pace to free one set of hostages. We then pushed though the main rebel compound clearing out what we could. The only hairy moment was when I stepped infront of Jim’s machinegun whilst he was in the middle of an extended burst. Whoops!
After clearing and holding the barracks for several minutes Command made the decision to go for the secondary objective: a communications/HQ trailer that we needed to destroy. We did so and pushed up through junk yard to blunt the enemy counterassault. It was only right at the end that the tide overwhelmed us, but I like to think our sacrifices let the survivors escape.
Best moment? When I heard someone scream about being down to their last pistol magazine.
Attacker, Delta FTL.
Kelron had a nice plan: Delta and the misc section (CO/MD/1 rifle) would go through the woods towards the nearest cache whilst Charlie took the road in a truck, making a loud and obvious target. Alpha and Bravo would hit another objective entirely. Things went almost perfectly – to the point that Kelron had just ordered Delta to go for the next cache along and leave the closer one to Charlie when things started to go bad. For a brief moment we entertained the illusion that Charlie would be able to win their little engagement, but in four quick screams crushed that dream.
We were ordered to make a hard 90 degree turn and hit the cache in the flank. I put x25killa on point knowing full well that every weapon within 3 miles would be trained on him the moment we broke the tree line. Not because they’d be waiting for him, but because he’s loud and tends to attract attention. We hit the cache hard and fast – killa gunned down two of the guards but a third was aiming at him from just 10 meters away. I let fly with my GP25 and turned the guard into a red smear, muttering something about having actually aimed at killa when my automatic rifleman chided the proximity usage of explosive rounds. Killa swiftly destroyed the cache and I ordered the retreat, aware that the enemy players would now be aiming right at us and that they were good enough marksmen to utterly destroy Charlie in mere moments. As we crossed the road we’d charged over everyone in my fireteam was shot. Fortunately Kelron and the medic had just caught up with us. The medic saved my life, then killa’s, then-- BANG, he was dead. I fled into the woods, shouting for anyone and everyone to follow.
A tense minute passed whilst I called for anyone at all to respond. Only killa was alive. Not one man from any other fire team. Commander Kelron and the heroic medic were dead.
At a loss for what to do we headed north to take the next cache. As we approached it we took sporadic light fire and I remarked that it was a fortified position. I lost track of killa at this point. Apparently he ran a kilometre to the east, ignoring the point we were closest to.
The videos above show what happened next, more or less. I used my GP25 to scare two player guards, got the drop on a third, fumbled my keys, shot smoke at him, threw smoke at him and finally killed him. Then I made a mad dash and got shot in the rear. (There’s no way that was an AI egg; they don’t move around from their guard positions and an AI would have ‘heard’ me).
Killa’s end is better documented.
I don’t think I ever heard from Alpha or Bravo. At all. Maybe they were ghosts to begin with!
DC Medic #2.
Mission maker comments: There are a couple of gear bugs, old scripts and stupefying load times that grow with player count. I’m unsure how to fix that last issue so I’ll probably completely redo most of the mission in the next revision (if I actually get round to making one).
I won’t waste too many words on the mission, as I made it, but I will say it seemed to fill the role I had envisioned for it pretty well: A hectic, grind of a mission where the only way to win is to never let yourself get bogged down, be willing to disengage, and move swiftly. The huge continuous fire fight that emerges when you fail to do this is just an added bonus.
It’s exactly because of this that I felt Commander StrangLove did an absolutely excellent job. If you’ve seen Blackhawk Down you might be familiar with a scene I refer to as “information overload”. Strang was dealing with twice as much chatter on the command circuit and still keeping people to task.
I could heal people but not revive them. When I got shot I respawned. I had to skip the rest of the mission.
I fired my AK wildly into the hills until I had no more ammo. Then the bad guys turned up and I did the same with a dead comrade’s AK. I hit nothing. Then I played a bugle charge when Comrade Commander Wolfenswan decided that our surviving few had no chance of holding the village. I was cut down by rifle fire as I leant over to pick up a new gun, some hundred yards up the road.
27-05-2012, 11:19 PM #250
[AAR] Folk [Sun] 27 May 2012 (EBass betrays us all)
Cross-posting from the official thread in the Folk forum (please, please, please cross-post):
- Fritz Frenzy
Comrades ... I want ... I want to tell you about the fact that our playercount was around 40(!) .... and about how we had many new and excellent comrades join the struggle tonight (welcome!) .... and about how we fared in a bumper session that saw us play 5 missions over 3 enjoyable hours. Comrades, I want to tell you all of these things, and perhaps tomorrow I shall. Tonight, however, I can barely type through my tears. I speak, of course, of that incident that has brought shame to every comrade, to the whole of the Third International Fighting Brigade of Takistan in the name of Che Guevara, and to the Party.
I speak, of course, of the fact that comrade EBass, whilst in command of the platoon, ordered a retreat.
I have no emoticon.
Except, perhaps, this one ...
PS Thank you to all comrades, old and new, that came along tonight to make up a superb session. Also thanks to comrade Tigershark for operating the server controls. Tickets for EBass' execution can be purchased online from Monday. Why not bring your own AK to join in the firing squad fun?
27-05-2012, 11:20 PM #251
- Join Date
- Oct 2011
HMG. Made it to the marking on the map, heard some gunfire, some comrades died, set up machine gun tripod with Kefriz, bad location, decided to move up, after a couple minutes of fumbling around, set up placement near a stone half wall, fired off some rounds with Kefriz giving me excellent coordination into the airfield, fired all 300 boolets, joined forces with the squads nearby, Commander told us to command the MTVRs, my comrade wanted to fire his shiny RPG into the hind, he did, was happy, picked up some other comrades, left the area and completed the mission.
Very enjoyable mission, would do again but in night.
In charge of Charlie Squad, I didn't have whisper setted up to commander on teamspeak so Delta's leader mike helped out. Took the green camo humvee, managed to head the wrong direction, made a U-turn and kept following the markers on map. All of sudden, got shot out of no where and I didn't have time to mark the position I was.
Leader markers were broken in this mission. I fucked up as a leader as well. My bad fault squad.
MAT. I really enjoy this mission. We followed Delta and Charlie up in them mountains, shooting any enemies we see, managed to score some kills, gave my rockets to my comrade Kefirz. SPG trucks spotted us and proceeded to fire rockets. We couldn't make it a clear target and before you know it, SPG rocket took out most of Delta and my comrade Kefirz. I scream out for a medic in the side channel, even mark the position. But alas, I passed away.
Adversarial. Commander of the Indy coffee shops. We had to defend Cache A and Cache B from the enemy. Ordered myself, Alpha and medic to defend cache B, Bravo and Charlie to cache A. I turned around, turns out there were MTVRs! Changed the orders: myself, Alpha and Medic to defend cache A. Bravo and Charlie to defend cache B. We drove to the caches, our time was up so ordered the men to disembark and walk to the caches. Everyone was in a good position and was very quiet for a good 10 minutes.
Then I had a crazy idea. I decided to be the bait. I told everyone to hold ground and if I should die, the medic takes over (Tigershark). So I went west towards a house, spotted some enemies, dive into the front of the house and fired off some rounds. Managed to injure someone, but no one perished. Harlander scored his first kill on me. Tigershark took over command and bloody hell, he was amazing. He managed to score 9 kills and defend the caches.
Charlie Leader, saw a car near me, took it, picked up comrades, dropped them off at the marker set by commander Unaco and then drove the car around as a distraction. Draakon ordered me to shine lights into the heavy defended building and so I did. Abandon the car, using VON to distract the enemy and won the game.
Overall, a good session but I did managed to screw up on the second mission, Fritz Frenzy. That mission had no lead markers so making it hard to figure out where the bloody hell I was. Same for 3rd mission, nightblind.
29-05-2012, 12:09 AM #252
Alpha FTL: Fer
|- AR: Black Mamba
|- AAR: Unaco
|- RPG: F1yer
As Alpha FTL I led the A/B squad, tasked initially with being the centre of the platoon's front. Our start line was up on the hill north-east of the airstrip, in the tree line, from where we were supposed to give covering fire to C/D and E/F as they enveloped the the enemy positions from south and north respectively.
Bravo was first to its position, and came under fire before I got Alpha on line with them. Engaged earlier than planned, our platoon scrambled to its designated positions and attempted to return fire in volume. It was frantic stuff, especially when an enemy UAZ drove up the hill track, almost onto our position. A crackle of gunfire from my fireteam finished the crew before they could open up on us, but by this point Bravo was already calling for medical help. Falling back from our positions in some trees a little way down the hillside, we returned to give aid to Bravo, linking up with the platoon medic. Around us, the other squads were moving forward rapidly, and I was conscious that A/B was failing to provide the expected covering fire.
When the 3 survivors in Bravo were patched up, Alpha returned to the advance, bounding between groups of trees on the hillside, slowly making our way to the flat ground. Behind us, Bravo had commandeered the enemy UAZ, turning the terrible force of its grenade launcher on the enemy. Still we lagged a little (though we were engaging targets on the airstrip all the while), and when I spotted men from C/D below us on the flat, I hurried to place all of A/B at the fence line.
With Bravo rolling just behind us, we moved along the airstrip perimeter's northern track, engaging sporadic infantry targets all the way. Finally, with the hangars less than 300m away, we turned in and ran for the cover of a burnt out Shilka on the apron. With my AR and AAR covering us, I moved ahead with my RPG man to check out the huge structures. Satisfied that no further enemies lurked by the Mi-24s, we co-ordinated with the CO to get all other elements clear and began the methodical task of rocketing the helicopters.
Just after the second Hind had been destroyed, I was looking south towards the raised berm beyond the hangars. Against the white of the sky, a head popped up, then shoulders and a gun. It was no more than a silhouette, and for a long moment I just stared, wondering why C/D's men were out there. Then a shot felled me and everything went red. I called out the contacts, then became aware of someone dragging me.
The platoon got the enemy stragglers, and I was patched up in time to get my fireteam aboard a waiting truck. With Bravo bouncing along behind in its gun-truck, we headed out to the extraction point and victory. Congratulations to comrade commander Draakon.
Alpha 5 FTL: Fer
|- Unaco / Pirate / ???
After the initial confusion of assigning vehicles and realisation that group map markers were absent, I have to commend comrade StrangLove for getting the US Army platoon into a robust little column. With every driver simply following the dust cloud ahead of him, almost the complete platoon managed to snake its way along the valleys and rough terrain to the start of a green zone west of the KSK position.
Having avoided anticipated contacts on the main road to the KSK, we had made good speed. However, at the edge of this green zone we faltered: we came under fire and several vehicles stopping to engage the enemy, breaking the momentum of the advance. The CO was calling out for us to ignore the enemy and drive through the contact, and as leader of 5/6 I exhorted my drivers to push on to the KSK position at full speed.
We made it, 6's gun truck reaching the KSK perimeter first. As we scrambled out of the vehicles and behind the German sandbags, I tasked 6 with manning the western wall and my own fireteam, 5, with the south. As the rest of the platoon streamed in we gradually created a 360 degree coverage and fairly soon the enemy's fire had been reduced to sporadic contacts from the west.
There now followed some kind of logistical nightmare for comrade commander StrangLove, as he struggled to organise survivors and surviving rescuers into the limited number of vehicles. Meanwhile, the enemy fire had only partially abated, and 6 lost its FTL. In the frantic minutes that followed, I tried to organise the extraction of the remaining members of 5/6. Alas, I took a bullet to the head and was killed instantly before completing this task.
Despite the issue with the map markers, I really enjoyed this mission with greater numbers - the feeling when we reached the KSK position and joined in their frantic defence was really great!
Note: As mentioned in the session, when there are lots of vehicles at our disposal, the CO needs to diligently assign them to squads / elements at the start, so there is no confusion. Mission makers can also help by either placing elements next to their vehicles in an unambiguous way, or by starting the troops already in their designated transports. No critcism of comrades Stanglove and Tigershark - this is the kind of issue that only becomes apparent as our numbers climb. It's a great problem to have!
Alpha FTL: Fer
|- AR: AstuteCat
|- AAR: Ansob
|- RPG: Pirate
In real life, I often enjoy a beer and some light hearted political banter with comrades AstuteCat and Ansob (I'm always trying to persuade comrade Ansob to stop being such a reactionary capitalist running dog). So it was great to lead them to their deaths.
Alpha began in the forefront of the attack, charged with moving down the roadside to the south, in parallel with comrade Headspace's Bravo to our north. Behind us, armoured elements and attachments brought headlights and firepower, whilst high up to our flanks, C/D and E/F (escorting MMG and MAT teams) provided top cover for our advance. Somewhere in a nearby compound, comrade Egg was preparing to unleash some deadly map-clicking on the enemy. Apart from the fact that I could barely see my own hands, and the illumination rounds were giving the landscape the feeling of a red light street in Amsterdam, everything was set up for success!
We surged forward, taking the first few compounds with ease. The new, automatic illumination rounds allow element leaders to focus on the advance (instead of launching flares), and I think this was reflected in the early pace of our advance. Still, the enemy was by no means passive, and a lively exchange of fire was to be seen across the length of the valley.
At the second or third compound (and the last one for us before the town itself), I managed to shoot comrade Ansob by accident. Hands quivering with shock, I ran to his prone body to see if I could save him. I'd have happily cast aside my disgust at his Daily Mail habit and give him the kiss of life (or at least allow comrade Tigershark to do it), if only to make up for my terrible mistake. Thankfully, comrade Ansob was alive, and required only a bit of bandaging and the promise of a drink by way of compensation. So we stacked up at the next doorway and prepared to advance into no man' land.
We made it as far as some rocks when the rocket streaked past us, flying meters above the tarmac, following the grey ribbon right up to the nose of the M113. Bang.
I called out for comrade commander EBass, and was relieved to hear he was okay. More rockets were streaking away from the town, slamming into the hillsides near our flank elements. Comrade Ansob was still in need of medical attention, comrade AstuteCat had crawled forward to get a better view of the enemy positions. I was hesitating, calling the medic up when instead I should have either pressed forward, away from the open ground, or fallen back to the compound.
A rocket delivered the harshest possible lesson: all my men dead around me. There was only one thing left to do, and I began to run at the enemy town, hoping that perhaps I could reach a wall and provide some covering fire to the other advancing elements. A man on a rooftop cut me down as I neared the first set of buildings.
Later, in death, I watched in horror as comrade EBass issued that order.
Oh EBass, why?
Party Announcement: Reports that comrade EBass was ordered to retreat by a ranking Party official (who later disavowed all knowledge of such an order) are incorrect. The Party is saddened to learm of these accusations, and sadder still to learn that comrade EBass has quite clearly succumbed to mental illness. Arrangements have been made for comrade EBass to convalesce at a Party facility. No estimate has been given for his rehabilitation by Party doctors.
Comrade Mike's plan was based on a sound principle: guns are good, more is better. Concentrating our force in a sequential assault on the two caches should have given us superior - and decisive - firepower at each point. However, plans are only ever part of the story, and now I am reminded of that Woody Allen joke: if you want to make God laugh, tell him your plans.
From our starting location, comrade commander Mike had all elements move north until we were level with the Alpha cache. Wheeling right until we faced east, the platoon crossed a road in organised fashion: fireteams crossing in sequence whilst others provided overwatch. In the distance, we could hear the snap of gunfire, but comrade Mike's orders were clear: this was just the enemy firing speculative shots and we were not to be drawn into revealing our position.
On the eastern side of the road we entered woods on a slope. Here, the platoon adopted a wedge formation, Alpha in the lead, Bravo to the left, Charlie to the right. Delta, under comrade Headspace, was to bring up the rear, but an accident of navigation had brought his men across the road a little further south, near some buildings. A lone enemy gunman was waiting, and our first contact was made.
As the only medic, I had been hovering near the centre of the platoon wedge, but now I ran south to tend to any casualties in Delta. At least one person needed patching up, but not seriously. Behind us, comrade Mike was getting A/B/C to move off up the slope, mindful that we still had plenty of ground to cover on the reverse. Delta would now move a little to the right of the main wedge, screening the platoon from the rising ground to the south. Everything was wooded, but with scant undergrowth so one could see a long way into the trees.
When the fire came it was from our right - comrade Bodge's Charlie was engaged first, exchanging rounds with enemies on the high ground close to Delta. Comrade commander Mike exhorted Delta to move upon the enemy, and for Charlie to make haste into the cache (which was right ahead). I heard Bodge go down injured and ran forward to help when I caught a bullet in the head.
To close out the night, and give the new comrades what I hoped would be a nice send-off, we played this riff on Precinct 13. Almost all the new guys were given shiny new pump-action shotguns and sent into the police house with comrade Egg to look after them.
That should have been my first clue.
When the assault happened, I was first into the eastern door, having deftly thrown some smoke in ahead of me. Dimly, through the smoke, down the dark passageway that leads all the way through the building and out of the western door, I saw a pistol-toting figure approaching.
Hurrah! It was another gang member, and toge----
Oh well, this is why being a gang member is not top of the recommendations you are likely to get from your career advisor, and that's before you get into the economics of it (see Freakonomics if you're ever curious). Comrade Draakon was very ninja-like, which is always fun to watch.
Great session - thank you to all the comrades who came along. You are Folk. :hist101:
29-05-2012, 11:42 PM #253
[AAR] Tactical Tuesday 30/05/2012 - The magic 50.
- Vanguard (Coop)
- Warlords (Adv)
- Cacheola (Adv)
- Feruzablues (Coop)
- UNfortunate Sons (Adv - Testing)
Amazing session. We hit the magic 50, which is unbelievable, considering we hardly reached the 30+ just weeks ago.
Remember there's FOLK on sunday, details here.
Post the tales of your glorious deeds!
30-05-2012, 12:03 AM #254
- Join Date
- Feb 2012
Great session tonight, sorry to the 2 people I put my justice bullets into.
30-05-2012, 12:46 AM #255
- Join Date
- Jun 2011
Glad y'all was still playing when I got home. Some Fraps shit will be up later this week, sadly I didn't keep it rolling all the time so missed out on some good parts :/
30-05-2012, 12:07 PM #256
(Apologies in advance for the ream of text)
Nice playing with you guys. It was a real baptism of fire for me though: first time playing Arma 2 multiplayer (excluding Day Z) and first time using Mumble too.
I remained thoroughly confused throughout, but I did enjoy it.
I stand around uselessly for a couple of minutes, there are lots of people, and they're all going in different directions. Somebody (the commander?) is saying something about Alpha, Bravo, Charlie, Delta, and Echo. I have no idea if I'm part of any of them groups, but I decide to look less useless by following a bunch of guys along a road.
It's about halfway through the mission when I realise I'm supposed to be one half of a machine gunner team, and luckily one of the guys I've been following is my partner. Also, note to self, any time in the last ten minutes that the commander was saying 'HMG', he was referring to us. Er, whoops.
I help set up the machine gun (hooray I wasn't totally useless!) at a few points, but there's no action to be had. My buddy decides to set up the MG closer to the front line and we find a nice spot on a little hill.
The Bad Men start firing at us as we approach so we hit the dirt. We manage to get the MG set up, and are ready to lay down some hot lead but it, er, disappears into thin air. Didn't matter much because soon after the Bad Men fired some kind of explosive into our general vicinity and I got dead.
So I'm a terrorist. Great. We're in a small village. I have absolutely no clue if I'm in a squad or who I'm supposed to be following, so I find a nice rock and settle down behind it clutching my AK.
Watching the brow of a nearby hill, I see some movement so I press 'B' to get a closer look. Ah, terrorists can't afford binoculars; I suppose that makes sense, so I press RMB and squint instead.
I can't make out anything, but they're not friendly, so I do what any good untrained terrorist would do and let rip with my AK on full auto in their general direction. Take that sand!
So I waste an entire clip. Two mags left and I switch to semi-auto, probably more accurate. I quickly look around at the village to check the situation but it hasn't changed, I'm still clueless.
We're supposed to be escorting a Warlord to ... somewhere. Am I actually being useful by giving my position away and not hitting anything? Maybe. I've no time to think anyway because the infidels are getting closer. I quickly empty the remaining two mags at some dots on the horizon. Maybe they might get scared and run away?
I have no ammo left now, but I assume I must have some kind of sword in my inventory. I quickly attempt to get into melee range but I'm gunned down as soon as I stand up. Somehow we still manage to win, no doubt thanks to my exquisite marksmanship.
Third mission, and I concentrate at the briefing this time. Okay, I am definitely in team Charlie this time. So I now know when I'm being referred to. Charlie. Remember that.
Terrorists again, but somebody has to fight for Allah, poor guy gets a bad rap. A little icon pops up showing the guy who's my squad leader, which would have been incredibly useful, had I realised it was there before. I do the easy thing this mission and just follow this guy.
We get directed to a certain part of town and I take up residency in the first floor of a building overlooking some stash we're supposed to be guarding. Nothing happens for quite a while.
I start to hear gunshots and explosions a fair bit from our position. Apparently Alpha and Bravo are under fire.The commander is concerned so we're ordered to reposition somewhere else.
We're halfway to our destination when the commander pipes up in Mumble that we're going the wrong way! our FTL must have misheard the orders or something. Don't blame me, I'm just another grunt. Well, soldier (of God) person. Do they have ranks in terrorism?
I don't know if that means we're screwed or not but the commander sighs and just tells us to reinforce Alpha and Bravo seeing as we're close to them. Delta is ordered to fill the hole we vacated.
There's some muzzle flash ahead so I duck into a nearby building. I do the incredbily stupid thing of strafing to get a better look, and am prompty rewarded with the honour being the first in my squad to die. That's when I remember that there's a lean button. Yeah, Q and E would have really helped there.
We all died horribly and succumbed to the might of the American Humvee.
Didn't play, but very much would have liked to.
UNfortunate Sons (Adv - Testing)
Also didn't play.
Fun times. I did three missions, two of which I didn't even manage to fire a weapon before dying. Hooray! I liked the third one the best because by then I had a grip on who I was supposed to follow, and what the general plan was. Also, the night time setting was pretty good, especially when nothing happened for quite a while, it made things really tense.
I do have a few newbie questions though:
1. What I gathered from yesterday is that only people higher up the chain of command should use Mumble when in-game right? How do I communicate with my squad then; is there any way of talking only to the people in my squad? As a follow up, what do all the various channels in the in-game chat do? (Side, group etc)
2. Any way to change channel in Mumble while you're in game, or do you always have to alt + tab?
3. Is the name of your squad in the map screen somewhere? I couldn't find it. The first two missions I didn't have a clue what I was supposed to be doing or who I was supposed to be following.
4. I heard the acronyms 'CC' and 'VON' being thrown around a lot. What do these mean?
TL; DR I had fun playing Arma 2 multiplayer for the first time.
30-05-2012, 12:30 PM #257
On ADV missions we put each side in a channel, and used that to communicate between squads and command, and using VON at fireteam level.
2. You do have to alt-tab, but you can ask someone to move you if you don't want to alt-tab
3. If you go to 'unit' on the map screen, click on your name and look to the right, you should see something like 'charlie-2' or 'c-2', indicating that you're in charlie squad. alternatively, you can always ask your squad leader or, before the mission, make sure to check your slot. Many of the missions we play us F2, a framework that gives us squad icons on map, so you should see a coloured box on the map with 'C' next to it. If this is on top of a yellow triangle, representing your FTL, you're in that squad.
4. CC is Command Channel, it's essentially like having a radio channel just for FTLs and Commanders to relay orders and contact reports on. See this page for details on mumble and CC.
VON is Voice Over Network (essentially VOIP), and is the in-game audio chat. We use group channel for fireteam chatter. We tend not to use anything else, but vehicle chat is useful for communicating with people in your vehicle, and direct communication, when it works, is like talking positionally to people and can be used to communicate with other people nearby. Side chat is also useful for communicating with all players on your side, but talking over it is generally frowned upon and it's always better to type here.
Glad to hear you enjoyed the experience, if you'd like more of the same remember to show up to Folk Sunday.I'm Respecting your culture!
30-05-2012, 12:38 PM #258
2. You have to alt tab, but Arma is usually ok with this. If you can't for whatever reason, ask someone to drag you to the right channel.
3. When you pick a slot on the initial screen before the mission launches, it should be named Alpha, Bravo, MMG or whatever. You can also see the name of your unit on the map screen -> units. Depends on the mission maker actually having named the units, but most will. Most of our missions will also have coloured markers showing the location of each squad on the map.
4. CC is command channel, it allows people to talk across mumble channels. It's not necessary to have it set up unless you're in a command role but it can be useful to know in case everyone above you is dead. See the 2nd post here. VON is in-game voice.
I also recommend you and any other new players set up the mods most of us use. They're not mandatory, but very useful.
- Community Base Addons: required for the other 2 below.
- STHUD: shows nearby fireteam members. Makes Arma 50% less confusing.
- STMovement: Stops your gun getting stuck on walls and other annoyances.
Mods are installed like DayZ, but you might find it easier to get one of the various launchers for Arma that will do it for you.
30-05-2012, 12:40 PM #259
Kelron explains it better than me, and shows off with some fancy addons afterwards. I endorse his message.I'm Respecting your culture!
30-05-2012, 01:41 PM #260
Thanks for the answers guys.
So, just to clarify: if I select the 'Group' channel (the green one) in-game and use the (in-game) push-to-talk key, the only people who should hear me are my fellow fireteam members and my FTL?
What's confusing me here is that I'm sure there was green text showing up on my screen from people not in my fireteam, but I think this was after I was killed. Presumably, if you're dead then you can only communicate with other dead people, regardless of your channel.
Also, just so I'm not getting confused, are 'squad' and 'fireteam' interchangeable terms?