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OPEN YOUR SUCK: Battlefield Communication
Charon:
--- Quote from: Lord Dick Tim on March 04, 2013, 11:54:11 pm ---I was a SeaBee, SteelWorker PO2, 40th Naval Mobile Construction Battalion, 8 years service. Was denied reenlistment due to injuries sustained, but at least the navy fixed most of them.
--- End quote ---
Hell yeah. We like SeaBees. You guys show up and the world gets a little more comfortable.
Charon:
--- Quote from: HamsterIV on March 04, 2013, 11:54:40 am ---This is a very nice guide, and I would like to see more new captains using this. I have my own take on several of these commands, which I will go into below:
I like using "Contact" in conjunction with the clock standard and, since we are dealing with 3D environment, I like to add high, low, or level. So a spot command for me is: "Contact 11 o' clock low."
If I don't have a spy glass (because I am captain), I follow up this with "Please Spot." Otherwise I follow up with "marked" or "can't mark" if lost in the clouds or the game is glitching.
When gunning and the ship turns out of my field of fire I call out "Lost Shot, turn left/right/go down." I like to think the prefix "Lost shot" is enough explanation as to why the captain should turn the ship in that direction, if there is a more pressing need than keeping the guns on the target they can make that decision.
One communication I do not like is when the gunner's call out the components they destroy, especially if they say it like: "balloon down", "hull down", "or gun down." Such commands should be reserved for damage to one's own ship, and can really freak out an engineer who has experienced the game glitch where a component is not reporting its current damage status. If the gunner absolutely has to brag about the part of the enemy ship they have destroyed I prefer them to use the terms:
"I broke their forward gun"
"Target armor down"
"I hope they didn't need that balloon"
--- End quote ---
Thanks for the support, I might release a bit more on it sometime soon. I've got a couple other guides in the works right now.
I agree on the damage calling, and to be honest, that's how it works for us. There's a bit too much chaos to be shouting about who we took out on the enemy's side of the fight, on the ground. When referring to an enemy vehicle, though, we do state the kill in the form of a BDA (this can also apply to situations where friendly air assets or artillery are helping us out). BDA = Battle Damage Assessment.
There are four types of kills, generally speaking.
Mobility kill: The enemy's ability to move is greatly hindered. For a tank, think tracks. LAV? Think wheels. Something is stopping that vehicle from moving effectively. As far as the game goes, calling this out to your team could (if they know what the hell you're even saying) help them understand the enemy situation.
Firepower kill: The enemy's main gun is destroyed. In this case, it could refer to the forward gun on a goldfish. Otherwise, the team will need to dictate what they want on this: A Galleon's broadside main guns? One of the guns? Both? Standardize before you apply, and the world is yours.
Catastrophic kill: The enemy vehicle is totally destroyed. This does not necessarily indicate that all occupants are dead...but it usually does.
Mission kill: The enemy vehicle is no longer able to continue on it's mission. Does not usually indicate a destroyed vehicle. This one would be the hardest to apply in game.
As always, you're not doing it wrong if your team understands you and finds your communication helpful.
Thanks again, here's a salute.
-Muse- Cullen:
--- Quote from: Charon on March 02, 2013, 02:21:57 am --- Direction: Ensure that the team you're alerting knows the direction of your contact. -snip- A few Captains recently began using "Port" and "Starboard" naval terminology to indicate the direction of their opponents.
"DIRECT FRONT!"
"RIGHT!"
"LEFT!"
"REAR!"
Range: By estimating the range to target and knowing the capabilities of your mounted weapon systems... -snip-
"1000 METERS!"
--- End quote ---
Good post- I wanted to add my two thoughts to these two categories.
For directions- I always find that, because ship directions seem to act like stage directions, and therefore are quicker to understand when a crew member has the knowledge, I use them more than simply left or right. A quick list of important ship directions to me:
Afore- direction forward.
Astern- direction behind.
Aport- direction left.
Astarboard- direction right.
Adrift- undesired sliding due to wind.
There's more, but usually irrelevant to an airship. I usually don't say anything special for a ship's position other than above, below.
As for distances, I'm still not very good at judging precise numbers, so I instead say very long range, long, medium, and close. Those distances are based on my knowledge of how far a gun can shoot- close is the maximum range I've seen a barking dog land hits, long range is about the length of good artemis hits, and medium is about a safe distance to use the Hwacha. Everything more is just very long range, and therefore, safe distance from everything but Mercury.
Most of my ADDRAC's are simply: "Contact astern, enemy galleon approaching from smoke, Very long range. Turning to face them. Pepper them with the Mercury." Or something similar.
I also make sure to mention when I start to go in reverse, so my gunners can accordingly shift their aim.
Charon:
@Cul:
If you've got an established team, that system should work perfectly for you. I've seen situations where the port/starboard/fore/aft/bow/stern style has confused the crew, so for my piece, I try to remain very simple about the call. That being said, if you're communicating and they're reacting, you're doing it right.
Machiavelliest:
I can vouch for this concept. Communication is the most important part of my ship (Charon is my gunner), and how I judge the competency of a crew. Even someone playing their first match can be turned into a useful crewmember with effective, albeit in that case directive and specific, communication.
--- Quote from: Ccrack on March 04, 2013, 03:33:16 pm ---i wish more people when trying to communicate the location of the enemy to the captian would consider useing the compass at the top.
certin captians **cough cough captian phoenix** can get their sence of direction mixed up when haveing to focus on more immediate things like combat.
so if someone says 'enemy to the Nw pretty far away' instead of 'enemy behind us on the left sort of' instead of haveing to look about in the general direction to spot the guy, all it would take is a quick glance to the compass on the top of the screen.
--- End quote ---
I use the compass directions when communicating between ships. My gunner does not care what direction we are heading, so long as he can fire and we're not hitting something. Same with the engineer. I prefer to keep crew commands based on the ship, so I don't have anyone referencing the map or compass just to execute. It adds an extra step. Same thing with clock callouts--'left' and 'right' can be subjective, but the clock is relative to ship heading.
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