Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Charon

Pages: [1] 2
1
General Discussion / Hey guys! (Buff Bug craziness)
« on: October 19, 2013, 12:59:23 am »
It's Charon, over at the Ducks.

So yesterday, I took a look at a video of Wolfrider playing in the sunday rumble and something looked really off. There was a series of repairs that took place in rapid succession (or at least it appeared this way) and I made this common knowledge to my brother Ducks. I should've headed from there STRAIGHT to the sandbox, but instead, I gave the go-ahead to chat up the forums about it.

Pretty immediately, you guys came together to discuss this thing and a lot of what was said got us thinking. We hit the sandbox this morning and tried our best to beat this thing to death and found that the pipewrench repair and hull buff expiration armor jump look incredibly similar, which would entirely explain the repair which was in question in the video. We even measured out pixels.

Anyway, after checking it out for a good long while, we decided that there was likely no way that the buff hull bug was what we were seeing, and I want to make this clear now.

I brought the video up, I thought it looked shady, it had a lot of us swayed, and in the end I was wrong. Sorry guys.

In the end, this isn't about whatever relationship all of you have with Squash. It's not about how he's looked in the past, and he wasn't looking for this when it came down to it. I gave him the video, the info, and he posted what I gave him. I was wrong here. I don't accept when my own team screws up on this level, and I won't sweep it under the rug when I do it. My bad, y'all.

All my best to you Wolfpackers, good luck in the Anvalan Conflict.

2
The Lounge / Current/Prior Service Military
« on: October 18, 2013, 06:38:22 am »
Any other servicemembers around these parts? If you did the job, stop on by. No work talk, but let's at least get an idea of who we ought to tip a beer to every now and again.

0311/USMC here. Arbitrary salutes to any who follow this post.

3
The Pit / Weapons that suck
« on: August 12, 2013, 08:03:08 am »
This is a thread for REAL LIFE WEAPONS that SUCK.

If you can think of a weapon that has an incredible flaw, post it here. If it's not a modern weapon, be sure to post the following design or enemy counterdesign that fixed those flaws.

4
The Lounge / Parkour
« on: June 18, 2013, 08:34:54 pm »
Any other traceurs in here?

5
The Lounge / PRAISE THE SUN
« on: June 04, 2013, 06:11:07 am »
PRAISE THE SUN

6
The Pit / Natural Progression of Self Righteous New Players
« on: May 28, 2013, 06:56:56 am »
Day One: The newb has just purchased GoIO. He or she assumes the game is new, because this is the first time he or she has seen it on Steam. Of course, it was on sale. Newb assumes a class, takes a loadout that he or she does not quite understand, and hits quick join.

Day Two: Newb didn't do so well, but decided that all those other players telling him or her to switch classes or loadouts were probably just mean. Newb takes to the GoIO forums to set this shit straight! Newb is immediately comforted by everyone on the forums, and told the obvious truth: "You didn't meet everyone in the game last night".

Day Three: Newb realizes that the majority of the people in the game do not have membership on the forums, and is downhearted after a full day of getting yelled at again.

Day Four: Newb reprimands the forum community regarding the GoIO community. The community provides Newb with a fresh hug, and Newb is revitalized, ready to take on the world.

Day Five: Newb has most likely linked up with a compassionate veteran of GoIO, and has been taught the ropes of his or her class. If the Newb has listened, the Newb will progress to day six. If not, the newb will quit this mean game because it's just too mean.

Day Six: Newb spends the day screaming at people to change classes and loadouts.

7
The Cantina / Story: Hell at Angel's Head
« on: May 22, 2013, 07:21:26 am »
 HELL AT ANGEL'S HEAD

A single black silhouette appeared against a dark blue, post-midnight sky as a single bolt of lightning slashed through what had formerly appeared to be a jet black void, constricting the world with it's cold embrace. The sound of wave after wave slamming into the rocky beaches at the foot of Angel's Head provided a continuous ambient noise that obscured nearly all others near it. The moon was lost to all eyes, hiding deep within the darkest of umbra. It was this very shadow, that roaring noise and the storm that raged at sea that made this the fateful night that hell would descend upon Angel's Head.

Among it all soared the Black Omen. In tow, a team of well trained individuals with one goal in mind and the fire to see it through. At their backs, the most diverse assault, support, and security elements the world had to offer. A small fleet of men and women that couldn't seem to agree under most circumstances, but found each other's wing early one morning, before the sun could even consider rising.

-THE BURREN, ONE YEAR PRIOR

   Everything rang.

        Light poured in between black strands of nothingness, bringing to focus a brilliant world of heat and sand. A quiet world. That's how he determined his own proximity to Death's icy touch.

        At first, he forced himself to move, and the only indication that it was occurring was the jostling of what felt like his organs within his body. It was hard to determine where he was moving to, or at what speed, but the feeling of his head bouncing off of something hard delivered his consciousness back to the moment. The light brightened. Sound returned, a deafening roar of what sounded like a million individual explosions. Whistling. Screaming.

        He'd survived the initial volley. Senses returned to him, and he took in the expansive, sprawling desert before him, now crawling with enemy troops. Their advance was haphazard, and they appeared to advance in what appeared to be a bounding squad skirmishers online formation that stretched across the expanse of their hasty defense. Holes had been dug, but barely. To the far right flank of their position, still under tarp, rested the hull of a destroyed airship they'd taken down only a day prior.

        The defensive layout was simple. They didn't intend to defend this position against an enemy airship; a few quick lumberjack shots and they'd be pink mist, if they weren't underground. The surface fighting positions each linked into the underground tunnel system which had been dug the day prior. They were fairly stable, as the ground composition was packed dirt, as opposed to sand. Those fighting positions were laid linear along the eastern side of a major avenue of approach; the only stable road leading through the entire expanse of the burren, created by the toil, blood and sweat of an untold number of generations. It was that avenue, and an untimely fixed site ambush, that lead to their current situation.

       They called him "Charon". He was among the privileged few that had any idea what his name meant, or even came from. Most of those that fought alongside him possessed what was referred to as a "lost" name, something given almost as a placeholder until they could determine their own. Many of the men in his company were mercenaries of a different sort, having come to fight under their own terms without the burden of a banner. Their wealth depended entirely on their performance, and nothing but pain could be promised. They were a tough sort, tactically proficient and technically invested.
   
   The ringing had subsided. Charon's eyes swept over his defensive positions, referencing the position of the enemy ahead to them. His mouth opened wide, his lungs constricted and he barked to his haggard men "Eskadro, rekta fronto! Malliberulino plotono en la malfermita! 500 metroj! Fajro al volo!".

        His squad trained on the enemy unit directly to his front, but it wouldn't be enough. There was enough microterrain ahead to ward off a squad's fire, even though the enemy was barely organized into squads themselves. They couldn't risk leaving the position to begin maneuvering until the enemy closed in, and those fires were raining in hard.

   It was then that he noticed the airship on the horizon.

        A thunderous volley screamed in, round after round of hot metal pouring into the parapets of his defensive positions. Dirt cascaded through the air at high speed, pelting his cheek and neck. It didn't move him from his hole. His guts were tight, wrenching against themselves.

        There is a moment many speak of in which a man sees the designs of his enemy and is powerless to fully stop them.

        His mind raced. Anti-armor rounds had been nearly exhausted, and remaining stores would be nearly ineffective without the employment of the whirlwind they'd salvaged off of the downed airship. The tunnels would be a safe bet, were it not for the enemy ground troops on advance from the front. This was a combined arms dilemma he might not be capable of countering without extreme casualties.

        There was only one chance to do this.

        Charon called for an increase in suppression on the right flank of the enemy's advance, and received it in moments, following the loud, effective relay of his order. The right flank of the enemy's advance had all but come to a halt as those fires crashed into, and all around the men that composed it. It was at that moment that Charon jerked a dirt encrusted field phone from its base and spun the crank that supplied it with a quick burst of power.

        "Give 'em the Whirlwind. Sound the FPF."

        Within seconds, the heavy canvas tarp covering their prized possession came unfurled, revealing a pair of Whirlwind Gatling guns, and a forward Hellhound Carronade. All three weapons had been painstakingly aligned and mounted to deliver heavy fires across the front of their defensive position, in order to inflict the heaviest possible casualties on an advancing force. In recent months, steps like this had been all but a formality. Today, they were a reminder that paranoia and readiness sometimes grasped hands tightly and skipped down the street together.

        The Whirlwind began to spin. A fiery stream of tracers tore across the enemy lines, and for a moment, there appeared to be panic at the the center. The right flank was nearly combat ineffective, with over 30 percent casualties. This suppression provided Charon with exactly the moment he needed. He stood in his fighting hole, drawing from his left leg a spyglass which had been neatly holstered a moment before. Raising the glass to his eye, he began to scan the Airship that had begun its approach. Though it had grown only slightly larger since the last time he'd seen it, it had definitely been on approach. It was large, and probably had heavy weapon hardpoints on each side, and yet it advanced.

         But why?

        The airship was certainly within range, and could at any moment open up with a devastating combination of mortar and flak fire that would put a stop to this conflict. Despite that, the ground forces continued to advance, and the airship continued to close. It was then that he saw the flash.

        One flash, followed shortly by a second one. His breaths halted a moment as his right hand scrambled for the signal mirror he kept tucked into his left side satchel. Fumbling with the button, he tore back the lip of the leather pouch and presented his mirror to the sun, flashing three brief times in the direction of the ship. Such an action would have been suicidal without the intense firepower of the Whirlwind. It was all he could afford. Enemy fires began to pick back up, and the Whirlwind went momentarily silent. He nearly dove into the bottom of his hole, his mind briefly acknowledging the fact that the Whirlwind just took a casualty. The next time he presented himself, it was just enough defilade to protect him as he acquired a target with his own rifle. It was then that the rain of fire came crashing down, amidst quickly muffled screams.

        The Galleon hanging heavy in the sky had turned broadside, and was laying heavy supporting fires into the approaching enemy rank. High explosive rounds sent shrapnel screaming through dirt and flesh alike, while accurate single-round fires picked off mobile crew-served weapons teams set up on either side of the large dirt road leading through the battle area. Dirt, blood, torn flesh and twisted metal soared through the air, only to slam into the ground a moment afterward. Stragglers from the enemy formation, dazed and terrified by the display of surprise power, began to rush away from their own formation. That full silhouette was all he needed. Charon's sights found a picture, and his trigger found its break point.

        That first round slammed into the right shoulder blade of a fleeing opponent, the permanent cavitation taking a through-and-through course directly through his left lung. If only that were all. The round contorted on initial impact, pieces of metal peeling off to remain in flesh as the full force of the round's velocity caused an internal shock-wave that expanded from the permanent cavity, forming a temporary cavitation that cast fragmentation into the man's aorta and caused his body to shut down from sensory overload. He crumpled as he ran, his legs flailing in futility and carrying him directly into the ground with a satisfying degree of intensity. With that first round, the defense began anew. Overwhelming fire made sad work of fleeing men, and the Whirlwind had again began to spin. Enemy fires all but ceased.

        This was a good day.

        Charon stood in his fighting hole, having pursued a few other targets by fire, and turned to their unlikely ally in the sky. It had closed the distance some during the resulting small arms engagement, and turned broadside to their position as another two flashes signaled from the top deck. Raising his spyglass again, he saw a young woman, her hair pinned up and a wrench still in hand, waving enthusiastically to his position. He raised a hand on high and return this wave hesitantly, a slight feeling of elation having washed over him from the thrill of battle, or perhaps the thrill of remaining alive following an Airship assault near his position. A heavy breath left his lungs.

        That's when the shock-wave hit. His hands snapped to his rifle, presenting toward the position of his enemy, but the loud noise he'd just heard had came from his immediate right. In a fit of sudden confusion and near outrage, his head snapped to the right. It was then that he saw what produced that shockwave; His Hellhound was not only operational, it was being actively directed to the balloon of the Galleon that had, only moments ago, assisted them in their fight against what could only be assumed to be a Platoon of Arashi vultures. Within moments, small arms fire erupted from the lines. He shouted to his men, ordered cease-fire across his line but to no avail. Another blast slammed into, and through the Galleon's balloon without retaliation. It was then that the Galleon began to peel away from its position. The men had begun screaming at this point. Shouting in elation over their victory, and in anticipation of the plunder to come. None would respond to their orders.

        Charon's sights found a picture, and his trigger found its break point.

       The first round took the Hellhound's gunner. The round impacted his head at a slight upward trajectory, and caused a splash of what appeared to be clear liquid to slash violently through the air before his body collapsed in a heap. A confused spotter, positioned aside the Hellhound, reached for his rifle and appeared to shoulder it in Charon's direction. The second round would impact him directly in the solar plexus, taking the air from his body and replacing it with a deep, horrid burning sensation that was quickly numbed by the third shot, landing within millimeters of the solar plexus and knocking him unconscious.

       Once more, he shouted "CEASE FIRE! CESU FAJRO!"

       The fires did stop, momentarily. The outrage began slightly after that. From the Galleon, it must have appeared as if one ant were fighting nearly 20 other ants with some degree of effectiveness. On occasions, one of them would fall away from the fray, but their numbers remained quite large compared to the single, lone ant down there. The engines burned on and on, taking the archangel of the battlefield far away from the incident on its surface, and back to the safety of the skies.

       The day was won, in a manner of speaking.

 (STAY TUNED FOR THE NEXT EPISODE: ENTER THE OMEN)


Author's note section: Hey guys. This series is meant to fulfill two basic purposes. 1: To give a bit of back story on the Glintspire at Angel's Head, and 2: To complete a challenge from the pit. CAs, if we gotta move this thing, that's cool. I wasn't sure exactly where to put it.

Each day that I complete a section, I'll be introducing one or more new characters. This entire thing is meant to follow our actual GoIO experience, so if you've had interactions with the crew of the Omen, you'll probably be in here. Sorry if I take artistic license with your character, I'll try to be gentle.

This whole thing will culminate in actions at Angel's Head against insurgent forces that have taken a Glintspire in order to bring trade to a halt in the region. If I know you and you're a green name to me in the game, I'm going to try and include you here, even if we don't quite get along in the Cogs. If that's not okay with you, give me a shout and I'll do my best to get along without you in the story. Otherwise, I hope you guys have fun reading and apologize if this all gets a little too dry. Stay classy!


8
The Lounge / Boston Marathon
« on: April 15, 2013, 05:54:04 pm »
Do we have any Boston natives amongst our ranks?

10
The Pit / AND I'LL SCREAM
« on: April 06, 2013, 10:59:41 pm »
SO LOUD THAT EVERYONE IN THIS PLACE

11
Community Events / GoIO Regional Meet Up Thread
« on: April 06, 2013, 06:11:20 pm »
Not much to it, find your local players (Or semi-local), organize a meetup and document the results. Extra points for hangovers, GoIO costumes and police reports.

GoIO Okinawa Meetup goes next weekend.  Will post pictures.

12
Community Events / Outcome of the RAFT vs Gentlemen Game
« on: March 30, 2013, 06:14:12 pm »
Hey Gentlemen,

Great game today, well played! Good luck in the future.

QUACK!

13
The Pit / All of the Mornings We Wake Up Without Severe Hangovers
« on: March 05, 2013, 03:58:32 am »
I need you guys to think for a second about this very important topic. How many mornings have you wasted by not waking up in a haze of intense pain and nausea?

SOBRIETY IS OP

14
Gameplay / Medals on the stats page
« on: March 02, 2013, 06:14:20 am »
Haven't seen any info about them in game. I've got a gold one under my gunner class, but no idea how I got it.

15
Guides / OPEN YOUR SUCK: Battlefield Communication
« on: March 02, 2013, 02:21:57 am »
Preface: Any communication at all is better than no communication, and if it works, it's not wrong. Don't take this guide to indicate a flaw in your teamwork unless there's a flaw in your teamwork. If it's not broken, don't fix it.

OPEN YOUR SUCK: Battlefield Communication

Communication one of the three most important factors in combat. The mantra "Shoot, Move, Communicate" has been used to help the infantryman remember the basics of his performance in combat for years. So long as he's shooting at the enemy with well aimed shots or general suppressing fire, but not forgetting to advance or move from source of cover to source of cover all while informing his comrades of the situation from his perspective, he's got a decent chance. There are plenty of other drills to perform, reactions to enemy contact, unexpected meeting, ambush and the like. They all conform to this most basic of models. Shoot the enemy. Move up with your team, from source of cover to source of cover. Communicate with your team.

It's this model that allows team members to achieve a basic level of interchangeability.

It should be obvious, then, that standardization of terms becomes more important with this emphasis on communication. Speaking to one's teammates increases your chances of performing well as a team, but not if you're saying things that your team will not understand under stress. The simple solution is to use phrases and terms that are generally agreed upon by your team, with a focus on brevity and ability to convey information.

What follows is a very brief guide to simple battlefield communication.


CONTACT
 
     Contact is a term used to describe the presence of an enemy. It doesn't necessarily indicate hostile interaction, rather the mere existence of enemy forces. When spotting an enemy, the word contact could be used to gain the attention of team prior to issuance of further information regarding the enemy. This is referred to as an ADDRAC.

     ALERT, DIRECTION, DESCRIPTION, RANGE, ASSIGNMENT, CONTROL

          Alert: When issuing an ADDRAC to your crew, the first step is to alert them. In order to do this, most units will state the element's name. This is akin to a preparatory command, a statement that implies commands of execution are to follow immediately. "CREW", "TEAM" or something along those lines would suffice. If the command is only for a specific individual, stating the individual's name or position will work. If the crew in question hasn't worked together, or you're working with unfamiliar individuals, stating the crew position might be the better option.

          "GUNNER!"

                 It is also acceptable to simply use the word "CONTACT".

          Direction: Ensure that the team you're alerting knows the direction of your contact. In most situations, a very simple direction indication is enough, and simplicity is your best friend in any loud, noisy, confusing situation. A few Captains recently began using "Port" and "Starboard" naval terminology to indicate the direction of their opponents. This is fine, so long as the crew understands the commands. When working with unfamiliars, it may be better to just give them a right or a left. For future reference: PORT and LEFT have the same amount of letters in their name.
          "DIRECT FRONT!"
          "RIGHT!"
          "LEFT!"
          "REAR!"

          Description: A brief description of the enemy's disposition. Are they behind cover? If so, the Gunner should probably hold fire. Deep in a cloud? Relay that information. If the enemy is simply floating about in the open, the phrase "IN THE OPEN" is highly appropriate, and will tickle the pleasure center of the brain for most experienced gunners. A description of what sort of enemy vessel has been spotted is helpful as well, especially when the Captain doesn't have immediate eyes on.

          "ENEMY SQUID IN THE OPEN!"

          Range: A helpful, but often overlooked aspect of calling out enemy contact is range to target. By estimating the range to target and knowing the capabilities of your mounted weapon systems, the Captain can prevent negligent weapons discharges before they occur. Ineffective fires can reveal friendly positions before an opportunity to strike has been seized, which could have catastrophic results. Additionally, bear in mind that the maximum range of your weapon system is NOT NECESSARY the maximum EFFECTIVE range of your weapon system. Practicing long range and short range operations with your crew can help you determine your capabilities.

          "1000 METERS!"

          Assignment: Inform the members of your crew of what needs to be accomplished, and with what equipment. Often, this will simply require communication with the Gunner to determine weapon employment, but it's also incredibly helpful to advise Engineers of further combat action. Utilizing helium to climb above an enemy vessel in order to rain hell from above is a fine tactical decision, but bear in mind that having an engineer on that balloon as it takes damage is also advantageous. In short, let your crew know what to do.

          "GUNNER TO FRONT!"
          "GUNNER, RIGHT SIDE, MOUNT!"
          "DECKHAND, LEFT SIDE, FLAME!"

          Control: Another lesser utilized aspect of crew communication. After the target has been designated, the best course of action may not be to open fire and charge. When left to their own devices, however, a gunner will often drill several rounds into the side of a Galleon that has yet to spot you, just as he's moving broadside past your general area. Furthermore, certain ammo types may be required to assist you in successfully executing a plan of action. This is where fire control comes in. Inform the gunner of exactly what you need in order to win the engagement. Give targeting priorities if you have any, request ammunition changes, or simply let the gunner know WHEN firing is appropriate.

          "HOLD FIRE"
          "ON MY COMMAND"
          "FIRE AT WILL"
          "BURST AMMO, TARGET DECK GUNS"
         

     Sample: "CONTACT, DIRECT FRONT, ENEMY SQUID IN THE OPEN, 1000 METERS, GUNNER TO FRONT, FIRE AT WILL"

              The ADDRAC can obviously be shortened, and even should, in our case. When dealing with a team of fresh boots, the final assignment and control piece could be invaluable (no point in giving your position away with a blast of flamer fire from 1 klick out). Assignment refers to giving the members of your team a task and ensuring they know what equipment to complete that task with. "GUNNER, ENGAGE WITH HELLHOUND". Control relates to the control of your fires. For instance, say that Gunner isn't very effective on that Hellhound just now, he's blasting away at the hull, you're taking damage and would very much like the enemy's balloon to go the hell away. "GUNNER, ENGAGE WITH HELLHOUND, TARGET BALLOON" would achieve your aim.


      In many (if not all) units, this process is shortened and utilized as the precursor to an immediate action (IA) drill. Upon contact with the enemy, the man to spot enemy forces will communicate his contact and the direction of the enemy, whereupon a drill will be executed depending on the situation.

      Sample: "CONTACT RIGHT!" *All members of the team repeat the contact, ensuring everyone is on the same page*
                 Leader of the team takes control.

      For far-contact type situations, where the enemy is at extreme range, the team might choose to call enemy contacts utilizing the "Clock" system. Directions are called in numbers, like on the face of a clock, with the ship at the center. The fore of the ship is always 12 o'clock, and the rear of the ship is always 6 o'clock. This allows for long range target acquisition, with a more exact azimuth than can otherwise be provided. "RIGHT" indicates the right side of the ship, but what if the enemy is unspotted, the spotting scope isn't quite living up to it's name and the enemy is sitting at 4 o'clock? Specifics can help.


COMMUNICATING PROBLEMS

      No plan survives first contact. While the basic framework of your plan may hold steady, the details will always die a horrible death at the first sign of combat. It's logical, then, that the crew will need to communicate a bad situation to their Captain from time to time. It's also obvious that these communications are probably going to be a bit more heated, a bit less controlled, and therefore occasionally riddled with bad advice.

      The pilot has an interesting job, at this point. Take in information from the crew while filtering out that bad advice, formulating strategy, and executing maneuvers against the enemy. With the introduction of standardized terminology, this job becomes slightly easier.

      Gunner: The most common issue for a gunner to communicate will be in regard to the left and right firing azimuth of a weapon. When the pilot executes a manuever that drags the gunner's sights away from a target ship, expect to immediately hear some verbal chaos. Such unhelpful phrases as "TURN LEFT" and "TURN RIGHT", stated with undue urgency and wild abandon, can easily sway the inexperienced Captain into abandoning maneuvers against the enemy and bringing the main gun back to bear in a potentially bad situation.

              A gunner should train to observe and report a situation, not to advise regarding ship movements except in the most dire of circumstances (horrible pilot, no actual pilot, necessary sarcasm). By stating "NEED RIGHT AZIMUTH" or the shorter "NEED RIGHT", the gunner can open a line of communication to the Captain, who will either comply and bring the gun to bear, or state "STANDBY". "STANDBY" indicates to the crew that actions are being taken with an underlying purpose. The task of the gunner will now be to shut up and look for an opportunity.

              The gunner may, on occasion, need to inform the Captain that his current weapon system is not within range of an enemy combatant. In cases like these, the maximum effective range of the weapon is referred to as "MAX EFF".

              "OUT OF MAX EFF"

              As before, this should not be followed by a frantic request to close distance. Relaying information is enough.

      Engineer: Communication regarding the status of vital components on-deck can be priceless information during combat. It must be understood that the engineer will not always be able to immediately begin working on stated components, as others may be damaged. Communicating which components are down and which are being worked on can make the process go a bit more smoothly.

                "BLIMP DOWN, ON HULL"
                "ROGER, MOVING TO BLIMP"

              Furthermore, the engineer ought to pass on information regarding buff status of certain components; Namely, the turning and thrust engines. A good Captain has trained for a long time with a particular turning radius, and knows exactly when that radius will begin to change due to the use of specialty items (moonshine, the claw). Buffing one turning engine will throw him off and upset him quite a bit. You might get several lashings.

A Final Note:

     Remember that when you're communicating with each other during combat, you'll be shouting through a noisy, chaotic environment. It's easy to mistake one word for another, or even fail to hear words altogether (selective audition). Anything worth saying once is worth repeating twice. Relay all orders and responses that you doubt were well heard and understood. Shoot, move, communicate.  This has been an incredibly brief and basic guide to effective battlefield communication. Remember: Standardize terms with your crews, and ensure that the meanings of your brevity codes are well understood. In combat, you don't rise to the occasion. You sink to the level of your training.

Pages: [1] 2