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#1 |
![]() Join Date: Apr 2007
Posts: 1,288
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Tank crew communication
Although communication is important no matter what you do in PR, it is most essential when operating a vehicle with another crewman. Proper communication between the driver and the gunner will determine whether or not they will survive an engagement. So, here's a couple of tips for proper crewmen communication:
Feel free to discuss and/or add more... |
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#2 |
![]() Join Date: Jul 2006
Posts: 1,685
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I could post a shit load of info on real Fire Commands if anyone is interested.
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#3 |
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 7,062
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Probably stolen from dyslexci and ArmA
But the most effective tank squad is just driver and gunner. Third guy can be an engineer. If you plan an armor squad, use TS with different channels. And voice activation, so you don't have to use one hand to talk. |
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[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
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#4 |
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The [R-MOD]s' Poodle
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VoIP on the BF2 engine has a delay, even on low ping servers. Me and Jester found this out while crewing on EJOD.
Also, the gunner should give the order to move in a direction after he's fired a round. That way the gunner can tell the drive when he's ready to fire again, or they can retreat and attack from a different direction. |
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I AM NOT ALLOWED A SIG UNLESS I SHOW I CAN BEHAVE MYSELF
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#5 | |
![]() Join Date: Apr 2007
Posts: 1,288
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Quote:
And yeah, TS would be ideal in an ideal world (hell, it even has whispering to predefined channels bindable to buttons, so you could communicate with BOTH your tank and other tanks on separate channels, using nothing but TS), but we don't live in an ideal world (or I'd be really ******** rich and would rule over an entire continent). Language - Warning UKF | |
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Last edited by [R-DEV]UK_Force; 10-25-2007 at 08:17 AM.
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#6 |
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 7,062
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Umm...TeamSpeak is free...
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[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
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#7 | |
![]() Join Date: Apr 2007
Posts: 1,288
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Quote:
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#8 |
![]() Join Date: Feb 2007
Location: In the Pasture
Posts: 745
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Four observations which I have found greatly improve a tank's effectiveness.
#1, use the compass. Its the only way to be sure the Tank Commander (TC) and the gunner are looking in the same direction. The gunner has to zoom out to be able to see it well. I will call out a target something like this: "Enemy tank, 2 marks left of South West" marks being the fat lines between the cardinal directions. Practice on an empty server using the coax to shoot as distant bushes etc., until the TC can spot a target and get the gunner on it within a few seconds. Aside from the obvious roll as unit commander, IRL the TC's job in the heat of things is giving the gunner his next target while looking for threats and directing the driver to manuver accordingly. #2 As far as TC-Gunner comms goes, one of the two most important things a Gunner can tell the TC is when he's loaded. IRL the loader will say "SABOT UP" when he loads a Sabot, and the game has an audio that does this for the gunner, but the TC does not hear it. If you're moving and want to take an accurate shot, letting the TC know when you're ready to shoot minimizes your exposure to enemy fire while you're sitting still. #3, The other most important thing to tell the TC is that you've taken the shot so the TC can start moving again, minimizing your "sitting duck" time. IRL the gunner (USA) will say "ON THE WAY". There is a bug in the game that I find I don't see or hear the gun fire all the time, and end up waiting for the gunner to shoot... BANG we take a hit and the gunner wants to know why we're still sitting still. #4 I usually play using TS. I do not use VOX, I have 3 PTT buttons set up. One just for my tank, one for the armor platoon, and a command channel that all the SL's and the commander can hear but not the gunners. It takes some getting used to, but it greatly reduces the confusion of the battle. |
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Fear the Moo!!! <MFF> |
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#9 |
![]() Join Date: May 2006
United States of AmericaLocation: New York
Posts: 840
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Hehe you should simply make communications a general 'guide.'
Also note that the driver cannot always tell when the gunner shoots or is hit. I noticed it occasionally when I'm zoomed it. It might be my rig or the system, but when I'm zoomed in(might be when I'm switching zooms), I don't always hear the cannon firing. Sometimes I don't even see the huge tracer-ish round. Sometimes I also don't recognize when my tank is hit. Just a note to watch out for those for an increase in communication. |
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#10 | |
![]() Join Date: Nov 2006
Location: Inside the "Search Function".
Posts: 4,934
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Quote:
Known Issue, probably due to net lag, hitbox, etc... | |
![]() If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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