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Old 09-20-2008, 10:31 AM   #11
Deltanew2

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Default Re: Communications and VOIP Guide by Darkpowder

Quote:
Originally Posted by creepinshadow24/7 View Post
more ppl should read this, most of the PR players don't take full use of the VOIP system, great guide by the way, its hard to follow all the aspects but its necessary.

what does klicks mean? i didnt see that in ur guide,

when ppl say like

10 klicks comin up did u ever hear of that?
It Means Kilometer. 10 kilicks- 10 kilometers.

One minute of arc when adjusting the sighting system on a weapon such as a rifle.

Klick - Wikipedia, the free encyclopedia
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Old 09-26-2008, 09:23 AM   #12
[twl]Lan
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Default Re: Communications and VOIP Guide by Darkpowder

Hey Darkpowder,

Thanks for the LAN fun we had and hope to seeyah out there, give my best to the refuge from Norway

Are you still updating this manual?

If so, don't forget the orientation aids of using the SL as orientation point or a marker set at enemy location. In the name of KISS I always use the ingame aids to cut down on position descriptions. I'll explain in detail;

Sometimes it is impractical to for your squad to shout "infantry east of my position, I'm down", on Ramiel for instance. How does the squad individually know where the recently killed soldier was? if you get to the map in time you can see his blue dot or if you have the spatial room awareness you know where he is anyways.

But if you instead orient on compass heading from SL position, which is visible for everyone in the squad far easier then exact pos of soldiers. Sometimes that helps with new squads.

A secondary solution in cases like the above, or when the situation requires fast actions, is to toss out a move marker and have people describe orientation of enemy based on that. Ramiel is a good example of that since it's so tight and crowded with buildings.

Just a few random thoughts in, I'll provide more some other time.

People without imagination, consideration and plain lacking any *ation makes me question Gods Great plan.
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Old 10-12-2008, 09:47 PM   #13
cappiz
Thumbs up Re: Communications and VOIP Guide by Darkpowder

Reading this makes this old BF2-heart beat more and more (I know it's far away from, and it's the reason I quit ;P).

This basic structure of communications will be like music to my ears If I'll hear them. Just gonna get used to it all. Need to improve my recon-ability instead of taking strolls as it seems to be my only activity these latest rounds.

Hope to see you guys on the battlegrounds!

Out!
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Old 12-20-2008, 09:29 AM   #14
[R-COM]Darkpowder
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Default Re: Communications and VOIP Guide by Darkpowder

Glad you find it useful cappiz. You will find the more tactially-oriented servers using this in certain squads appropriately named. My advice, create a squad if you are going to be playing a while and slowly introduce some simple concepts which will give your squad some successful engagements.

They will be a lot more likely to support some more complex comms and most importantly get the confidence to use them


The Future:

1 - I'm still looking for some devoted copter pilots to give me some test reports on my earlier airborne comms post in this thread. A really good post with some video support will get a prize

2 - I want to compile some video/audio footage of these comms being used in either staged or live public play. Any submissions welcome, i don't mind about accents, but a good weight of fire delivered to any target always looks good on a video. Vehicles or infantry.

3 - There will be more additions for comms for specialist roles, suggestions and source material please PM me on the forums.


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Old 01-04-2009, 12:05 AM   #15
[R-COM]Darkpowder
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Default Re: Communications and VOIP Guide by Darkpowder

More good stuff from [R-DEV]Undies here. Posting so i don't have to keep track of the other thread and so that all good comms information is in the same thread.

Quote:
Originally Posted by [R-DEV]Undies View Post
This is for background information only and purely for interest. Just a collection of British tank comms used commonly inside the turret on engagements, most of the guys of my clan [ABA] who are tanks crews use them and they work almost as well in game as IRL.

Firstly there is a difference between Commander initiated fire orders and Gunner initiated, where the commander has given authority to fire to the gunner so he can comcentrate on other things.

Commander Initiated

Example

1.Ammunition Nature to be fired.
HESH, Fin (APFSDS) etc.
Coax - Machine Gun.

2.Target.
Tank - Tank
BMP - BMP/IFV.
APC - Anything armoured below a tank in the pecking order of things, ie, Recce vehicles, APC's etc.
Transport - Soft skinned vehicles of any kind.
Heli - Rotary winged aircraft.

3.Executive Order.
Fire - Shoot that baddy.
Wait - Hang on till i say Fire

There are a few other but those are the basics.

So an example of a Fire Order could be something like.

"HESH, BMP, FIRE"
or
FIN, TANK, FIRE
or
COAX, MEN, FIRE

Whilst the commander is laying the gunner onto the rough area of the target the gunner acquires the target in his sight picture and states "ON"
He then carries out the engagement provided the commander has said "FIRE" at the end of his Fire Order.

If the gunner observes the fall of shot and strikes the target he simply reports "TARGET" to which the commander will acknowledge by repeating, followed by either "STOP" or "GO ON" depending on the state of the target.

Should the gunner not see the round strike he will report "NOT OBSERVED" and if he misses he will automatically carry out corrections for himself but report to his commander what corrections he has made. For example if he goes down and to the left he would report "RIGHT AND ADD" and carry on engaging.

The only difference with the gunner carrying out his own engagement is he carries out all the vocals himself to inform the commader of what is happening should he be doing something else.

Target acquisition is obviously the tricky bit in PR, but there are ways to simplify it. The same can be done on PR as can be done IRL, whereby one crewman scans in high magnification and one scans in low magnification, from left to right so your arcs constantly cross one another and eliminating blind spots where possible.

The guy on the roof in the game is very useful not only for area defence but for helping acquire targets.

References in the game are easily given using the compass at the bottom as you are all on the same vehicle with the same directions. But the gun and hull can also be used as a quick reference. The hull is good for the clock-ray method so for exapmple "1 oclock of the hull" lets people know instantly where to look. With regards to the gun it is a learned skill but to give 1/4, 1/2 and 3/4 left and right references from the position of the gun are very fast and generally accurate and i will come up with a picture later as a picture paints a thousand words

We always do well in armoured battles i expect a lot of it is second nature but it also helps to try and practice with the same guys in the same jobs all the time, this speeds things up and improves reaction times massively. You also get to know how each other thinks which helps even more.

Hope its useful.


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Last edited by [R-COM]Darkpowder; 01-04-2009 at 12:19 AM..
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Old 01-04-2009, 12:00 PM   #16
Copper.8

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Default Re: Communications and VOIP Guide by Darkpowder

You are a killer leader man, you seem to love your conyoys as well.

If you don't manage to kill an insurgent, don't go after him, he'll IED you.

If you don't manage to kill an insurgent, don't stay in the same place, he'll molotov you.
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Old 01-22-2009, 03:13 AM   #17
GrimSoldier

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Default Re: Communications and VOIP Guide by Darkpowder

Good guide i hope more people will use VOIP because i hate me being the only 1 talking in a squad makes it harder to communicate.
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Old 05-06-2009, 10:30 AM   #18
Ouchcrcol
Default Re: Communications and VOIP Guide by Darkpowder

A very basic question. New to this and was wondering how to use VOIP. DO I need a third party program like teamspeak, ventrillo, or mumble or does PR handle voice on its own. Have mic and headset, just can't figure out how to get voice working. Thanks in advance for the help.
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Old 05-18-2009, 05:36 PM   #19
[R-COM]Darkpowder
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Default Re: Communications and VOIP Guide by Darkpowder

Please ask in the Tech support forums lots of reasons why it isn't working or find me on Xfire and happy to help.
Meanwhile, i would like to advertise this recent excellent post involving some voip ideas and leadership.
http://www.realitymod.com/forum/f143...rst-place.html


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Old 05-19-2009, 01:11 AM   #20
GrimSoldier

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Default Re: Communications and VOIP Guide by Darkpowder

awesome guide.

In Game Name - Gr1mSoldier
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