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ArmaII Tactics, Techniques & Procedures Guide

Started by TeaLeaf, November 11, 2009, 08:03:40 AM

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TeaLeaf

Found an incredibly comprehensive guide which makes for a good read for all those like me who are new to ArmaII and looking for more info on how tactical things can be and how to go about things in-game.  It's highly detailed (120,000 words) but fortunately you can dip in and out of the various sections you want to read and skip some others, so bite-size chunks are available, you don't have to swallow the whole cow!

Dslyecxi's ArmA2 Tactics, Techniques, and Procedures Guide.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Benny

Nice find TL, the best quote..

QuoteFinally, it is worth reiterating that we are playing games here. The point is to have fun - in our case, we strive for organized, disciplined fun. We are not trying to pretend that we're in the military - many of us have already been there, done that, or are still there and doing that. We're in ShackTac and playing ArmA2 to have a good time. We're a community of friends, ultimately, and that is far more important than any milsim make-believe ever will be. This guide is written in that spirit.

There's some great stuff in there, but until we get some consistent numbers on a night we can't really look at fireteams. The best way to learn the game is to get on with 2/3 people and slowly work through a mission.

I'm about most nights and if I can will help. Knowing the missions makes a big difference and having a commander, going forward, will make a huge difference.


What I will say is, I have never seen anyone crawl into the pocket of an enemy before killing them, nice job TL. We normally take 15 shots from four miles away before getting a lucky ricochet.
===============
Master of maybe

Tutonic

I'm going to start playing Arma II alot more - last night's session was a blast.

I played on a server a while back where they were using the in-game comms to quite good effect. Basicly, you could only talk to the guys in your fireteam - but the Sgt could radio other fireteams and there was a Captain who could co-ordinate everyone.

Probably not suited to us yet, as we don't have the numbers to take advantage of it, but once the games start getting bigger it's something to consider. Having 10+ people yammering away in the same channel isn't easy to organise.
Hero of the Battle Of Chalkeia
"Don\'t worry, none of this blood is mine"



Benny

yup, you can talk in channels. I think it's the '/' key that does it. Not sure why the comms gets so choppy at the moment though. Hence the need for Teamspeak.
===============
Master of maybe

Whitey

Regarding the choppy coms and connection issues.....We have an issue with Arma II as it doesn't like running on servers with two seperate IP addresses on the same subnet.  If we decide to adopt the game then we would look at converting one of the servers to run on a single IP address (unless we get an update to the Arma server to resolve it).

Sn00ks

Quote from: Whitey;296010Regarding the choppy coms and connection issues.....We have an issue with Arma II as it doesn't like running on servers with two seperate IP addresses on the same subnet. If we decide to adopt the game then we would look at converting one of the servers to run on a single IP address (unless we get an update to the Arma server to resolve it).

 
Can't you set up a network route so that ARMA will only use one of the two available interfaces? Or only assign one of the IPs to it?
 
Maybe insuring that everyone uses the same IP:port to connect to the server will help?
I do exactly what the little voices tell me to.

PC Specs:- Black box with some fans that go whirrr, a few lights, things inside that get warm, headphones, keyboard (a clicky one), mouse (with buttons and no squeak), disks (2-off SSD and HDD) and a monitor of sufficient proportions.

b00n

Quote from: Sn00ks;296098Can't you set up a network route so that ARMA will only use one of the two available interfaces? Or only assign one of the IPs to it?
 
Maybe insuring that everyone uses the same IP:port to connect to the server will help?

From this page...

QuoteYou cannot specify an IP address with which to bind the server to i.e.  -ip = xxx.xxx.x.xxx
ArmA2 server defaults to the primary ip address of the server and cannot be changed.

I guess it must be getting confused trying to determine what the 'primary ip address' is or something.

Whitey - noticed on that page it also has some suggestions for appropriate settings for bandwidth, max messages, packet size etc.  I noticed a few issues on our server that I thought might be related to this, you'll see quite often when trying to snipe moving soldiers from a distance for example, that they warp around a lot, as if the server is having trouble reporting their position correctly or frequently enough.  Have these settings been tweaked for our server?

Sorry if I'm telling you how to suck eggs. :blush:

Whitey

Quote from: b00n;296103Sorry if I'm telling you how to suck eggs. :blush:

I'll take all the help I can get :D

Sn00ks

Is the server using load balancing across the two interfaces? Maybe that could be disabled?
I know that there are some IPMP solutions that need each interface to have it's own physical IP address and then overlay a virtual IP on that. Which could be what is confusing ARMA II as it may not see the virtual IP and use a physical one instead?:g:
I do exactly what the little voices tell me to.

PC Specs:- Black box with some fans that go whirrr, a few lights, things inside that get warm, headphones, keyboard (a clicky one), mouse (with buttons and no squeak), disks (2-off SSD and HDD) and a monitor of sufficient proportions.

Whitey

It is currently set up as two seperate interfaces with no load balancing or bonding taking place.  I carried out a small test on the server with one of the interfaces disabled and Arma II was fine but the test was only for an hour.

I'll go through the settings above and see if that improves things in the short term.

Whitey

Quote from: b00n;296103Whitey - noticed on that page it also has some suggestions for appropriate settings for bandwidth, max messages, packet size etc.  I noticed a few issues on our server that I thought might be related to this, you'll see quite often when trying to snipe moving soldiers from a distance for example, that they warp around a lot, as if the server is having trouble reporting their position correctly or frequently enough.  Have these settings been tweaked for our server?

They have been tweaked and we are currently running the same settings as suggested in the thread you linked.  I will try lowering the MinBandwidth for tonights session and see how it works out.

sulky_uk

i would suggest still  using teamspeak as it lets us chat when the server crashes and we decide our next move


I came into this world with nothing,
through careful management I\'ve got most of it left.

Whitey

Quote from: sulky_uk;296149i would suggest still  using teamspeak as it lets us chat when the server crashes and we decide our next move

Please try the in game comms first as it will help to see if the change has helped.

b00n

Quote from: Whitey;296145They have been tweaked and we are currently running the same settings as suggested in the thread you linked.  I will try lowering the MinBandwidth for tonights session and see how it works out.

Do you mean they've been tweaked now or have always been tweaked?  If they've always been tweaked perhaps they need adjusted if our server's a different spec to the one noted in those configs...

Lets see how the minbandwidth goes though. :thumb:

Whitey

Quote from: b00n;296153Do you mean they've been tweaked now or have always been tweaked?  If they've always been tweaked perhaps they need adjusted if our server's a different spec to the one noted in those configs...

Lets see how the minbandwidth goes though. :thumb:

Always been tweaked (well for a couple of months anyway).  How did it perform tonight?