|
| 04 Feb 2013 05:24 PM |
I will be doing this on a minimum of weekly now.
Starting with TGI/TAG.
First, I noticed that the lines at training are at times insufficient to hold as many members that come to the training. They should be able to hold 30 members (mega server limit). I suggest just adding one more line.
I understand I'm nit-picking here, but it's what I do.
Next, I've noticed that when defending, TGI/TAG are instructed to line up in a firing line, aimed at the raider spawn. I am opposed to this. A firing line is a death trap - there's a reason guerrilla warfare worked better than even rows during the civil war. I suggest ordering soldiers in to several barriers located near by. Now I know some HRs only require a firing line until raiders show up, but I am also opposed to this. You should be prepared constantly - not sitting ducks until they enemy shows. I could point out some spots for this with corresponding member counts if a HR wants to know some appropriate defensive positions.
I also have some issues with the Arcadian Guard Disruptor Area, found here:
http://www.roblox.com/Arcadian-Guard-Disruptor-Area-Vaktovian-City-place?id=46965493
The main problem I have here is with the guns. These guns are entirely different then those of any other fort. From the frequent trainings held there, TGI/TAG soldiers are learning that jumping around in the open is an appropriate way to go about gun fighting. I believe they should be replaced with guns used at the fort, such as replacing the 'ray gun' with the Reaper-4, and the Rocket Launcher with a Hawkeye. It will teach us how to better use cover, and will make strategics that much more important.
Another issue with the place is the leaderboard script, but I am informed it is trying to be fixed. Possibly a script in the 'ray gun' is what I am informed. Maybe switching out the guns would be the trick to fixing it, but it is easy to rack up kills (according to the leaderboard) simply by spraying with the gun and then hiding to let other people get the kills (whoever hits the person first gets the kill). Those who do the actual killing work, and suffer the cost in their wipeouts, are portrayed as less skillful than those that exploit the leaderboard's flaws.
I have a few more, but I want to look in to them more before I go talking and then end up sounding stupid.
As for Sleet Clan, I just rejoined last night. I do however have one suggested reform so far.
I think promotions are rewarded far too easily. We need some sort of system - not a credit system, but something unique. We could meet on possible ways of going about this. Bottom line, promotions shouldn't be awarded for simply attending a training and doing decent, or attending a raid and doing decent.
That's it for now. More to come I believe. |
|
|
| Report Abuse |
|
|
Pragmatic
|
  |
| Joined: 23 Sep 2010 |
| Total Posts: 12942 |
|
|
| 04 Feb 2013 05:27 PM |
We are getting that sort of system.
Perhaps if you stook around, you'd know more to it, and maybe even make it better. |
|
|
| Report Abuse |
|
|
AlexR1212
|
  |
| Joined: 22 Dec 2011 |
| Total Posts: 14288 |
|
|
| 04 Feb 2013 05:28 PM |
"Champion Weapons"
Let down, let live, and let go. |
|
|
| Report Abuse |
|
|
Smog879
|
  |
| Joined: 15 Mar 2008 |
| Total Posts: 8277 |
|
|
| 04 Feb 2013 05:30 PM |
"TGI/TAG are instructed to line up in a firing line, aimed at the raider spawn. I am opposed to this. A firing line is a death trap "
The High Command doesn't support this, and it's a rare occasion that we do this
As for the weapons at the Disrupter area, we train you with them to adapt with different weaponry other than our own, and to also **possibly** train you for a final battle.
|
|
|
| Report Abuse |
|
|
Smog879
|
  |
| Joined: 15 Mar 2008 |
| Total Posts: 8277 |
|
|
| 04 Feb 2013 05:31 PM |
Leaderboard script is a ROBLOX core script,
however we'll look into it. |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 05:31 PM |
@Prag
I am sticking around. I didn't rejoin to quit again. I noticed you guys are going through a tough time, and I feel obliged to help.
@Alex
No matter what you call them, they aren't appropriate for a group training.
|
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 05:32 PM |
@Smog
No group uses that kind of weaponry. I'm not opposed to using them occasionally, but using them solely isn't the way to go about that. |
|
|
| Report Abuse |
|
|
AlexR1212
|
  |
| Joined: 22 Dec 2011 |
| Total Posts: 14288 |
|
|
| 04 Feb 2013 05:34 PM |
" No matter what you call them, they aren't appropriate for a group training." If you can kill me with a Disruptor you can kill me with a Reaper. It's also better for training because you can kill with a reaper in seconds. The Disrutpor & The rocket require more thinking than regular guns.
Let down, let live, and let go. |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 05:37 PM |
I also forgot another thing regarding TGI.
I've noticed that trainers at the other facility train on auto-pilot, basically. They go from obbies, to sword fighting, to gun fighting, to game(s). In the process, they tend not to pay attention to members skills. Their brains seem to be elsewhere, and they don't really try to help people get better in the skills. Basically, I propose two things to solve this:
Switch up the events, or at least the order of them. Don't train like a drone.
Pay more attention to the people who are doing things right as well, and offer suggestions to those that you feel could use it. |
|
|
| Report Abuse |
|
|
Smog879
|
  |
| Joined: 15 Mar 2008 |
| Total Posts: 8277 |
|
|
| 04 Feb 2013 05:38 PM |
| We're fixing our Training/Reccomendation System as well. |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 05:41 PM |
@Alex
They may require more thinking than the other guns, but it's not the same thinking required for both. Both sets of guns require different mindsets. Although the 'normal' guns require less thinking per say, you use virtually opposite tactics while operating them. Also, using the guns that you normally use allows you to expand skill in those, going beyond the brainless style of gun fighting, and allowing advanced tactics to be learned. These can be deployed at New Alexandria to give an edge to TGI/TAG. |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 05:41 PM |
@Smog
The current one isn't a huge issue at the moment, but it does need some fine tuning. Don't alter it too drastically. |
|
|
| Report Abuse |
|
|
AlexR1212
|
  |
| Joined: 22 Dec 2011 |
| Total Posts: 14288 |
|
|
| 04 Feb 2013 05:43 PM |
Again, you have to learn to adapt. You're not always going to get the weapons you want. Those weapons are supposed to teach you how to adapt.
Let down, let live, and let go. |
|
|
| Report Abuse |
|
|
ToberDam
|
  |
| Joined: 08 Oct 2008 |
| Total Posts: 11054 |
|
|
| 04 Feb 2013 05:51 PM |
"First, I noticed that the lines at training are at times insufficient to hold as many members that come to the training. They should be able to hold 30 members (mega server limit). I suggest just adding one more line."
>> I disagree. Mega servers are laggier than normal servers. We would rather have smooth, unhindered trainings. We have the officers to do multiple trainings and we're starting
"Next, I've noticed that when defending, TGI/TAG are instructed to line up in a firing line, aimed at the raider spawn. I am opposed to this. A firing line is a death trap - there's a reason guerrilla warfare worked better than even rows during the civil war. I suggest ordering soldiers in to several barriers located near by. Now I know some HRs only require a firing line until raiders show up, but I am also opposed to this. You should be prepared constantly - not sitting ducks until they enemy shows. I could point out some spots for this with corresponding member counts if a HR wants to know some appropriate defensive positions."
>> When the raiders are not doing anything, is usually the only time I see an arcadian firing line. Our troops are smart enough to dodge out of the way of fire, and we make sure they do.
"I also have some issues with the Arcadian Guard Disruptor Area, found here:
http://www.roblox.com/Arcadian-Guard-Disruptor-Area-Vaktovian-City-place?id=46965493
The main problem I have here is with the guns. These guns are entirely different then those of any other fort. From the frequent trainings held there, TGI/TAG soldiers are learning that jumping around in the open is an appropriate way to go about gun fighting. I believe they should be replaced with guns used at the fort, such as replacing the 'ray gun' with the Reaper-4, and the Rocket Launcher with a Hawkeye. It will teach us how to better use cover, and will make strategics that much more important. "
>> And you feel as though you cannot learn to use cover with those weapons? Are you joking me on that one? You're saying that simply because you do not hold a reaper/hawkeye, that you are too dumbfounded to thing straight? The reason we have those weapons is to teach our troops to adapt. They should learn as many things as they choose, and part of the reason we have such a training place is so they CAN learn should they wish. Simply because you do not want to fight with those weapons does not mean they should be removed. You are a soldier of the Arcadia. You are flat out a soldier. Good soldiers learn to adapt, which is what we're attempting to teach.
"Another issue with the place is the leaderboard script, but I am informed it is trying to be fixed. Possibly a script in the 'ray gun' is what I am informed. Maybe switching out the guns would be the trick to fixing it, but it is easy to rack up kills (according to the leaderboard) simply by spraying with the gun and then hiding to let other people get the kills (whoever hits the person first gets the kill). Those who do the actual killing work, and suffer the cost in their wipeouts, are portrayed as less skillful than those that exploit the leaderboard's flaws. "
You should not be worried about kills. The deaths work fine. Survival is key, not the wish for a good ratio. The least deaths is ALL you should be worried about, unless you continuously get low kill numbers at any given place.
|
|
|
| Report Abuse |
|
|
ToberDam
|
  |
| Joined: 08 Oct 2008 |
| Total Posts: 11054 |
|
|
| 04 Feb 2013 05:53 PM |
For the love of what ever possible thing one may worship, I cannot seem to get the difference between THING and THINK when it comes to free write typing. *Sigh*
Too dumbfounded to think* |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 05:53 PM |
| Then stop stressing adaptive training so much. There needs to be more traditional weapon trainings to help TGI with their own guns, considering they are used more. |
|
|
| Report Abuse |
|
|
| |
|
ToberDam
|
  |
| Joined: 08 Oct 2008 |
| Total Posts: 11054 |
|
|
| 04 Feb 2013 05:55 PM |
| You should patrol the base more often then if you feel you are weak at reapers and hawkeyes. That it what it's there for. |
|
|
| Report Abuse |
|
|
ToberDam
|
  |
| Joined: 08 Oct 2008 |
| Total Posts: 11054 |
|
|
| 04 Feb 2013 05:56 PM |
That is*
*Sigh* I give up. I'm going to put ice on my fingers to slow them down. |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 05:57 PM |
| lier tober, the reason you have those guns is because you got them off the guy who made the "vak" guns ok. |
|
|
| Report Abuse |
|
|
ToberDam
|
  |
| Joined: 08 Oct 2008 |
| Total Posts: 11054 |
|
|
| 04 Feb 2013 05:58 PM |
@Sir: But those are roblox stock gear guns...aside from the rocket which was on the gameplay or tools tab in the insert menu.
Y u try to troll nub. |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 06:00 PM |
"First, I noticed that the lines at training are at times insufficient to hold as many members that come to the training. They should be able to hold 30 members (mega server limit). I suggest just adding one more line."
Personally, I don't think trainers should hold 30 member trainings. It's too chaotic for any one trainer to handle (most cases) and it really takes away from the trainer's attention on individual performance
"Next, I've noticed that when defending, TGI/TAG are instructed to line up in a firing line, aimed at the raider spawn."
I don't know why an Officer would ever order that, for that should never be done. The spawntrapping issue will be fixed, though; rendering this method unusable.
"The main problem I have here is with the guns. These guns are entirely different then those of any other fort." That's kind of the point, to make soldiers able to get good with weapons that are entirely different from what you're used to. Getting you out of your comfort zone. Tainteddark does have a version with the Reapers, I believe.
"fixed. Possibly a script in the 'ray gun' is what I am informed. Maybe switching out the guns would be the trick to fixing it, but it is easy to rack up kills "
Eh, don't worry about your killcount. It's a problem with the guns, but it's unreliable.
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Thanks for your feedback, though. I for one enjoy reading through these, as it helps me know what you all want, and in turn, we are able to better the Imperium for the individual. |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 06:01 PM |
"Then stop stressing adaptive training so much. There needs to be more traditional weapon trainings to help TGI with their own guns, considering they are used more."
I do agree partially with this statement, though. I think that the need for training with our own guns is a much-needed skill. |
|
|
| Report Abuse |
|
|
|
| 04 Feb 2013 06:04 PM |
@Tober
I think you misinterpreted the majority of my post.
Firstly, I did not say to make the training a Mega Server, I simply meant to add more lines. Even at the current player limit, the lines are insufficient to hold the amount of troops received at some trainings.
Regarding the firing line, the few times I have seen it, the HR present ordered nobody to move from the firing line, even with raiders present and attacking.
As far as the weapons are concerned, using cover with those weapons is an ENTIRELY different beast. With those weapons, you can stand on the top of a roof top, jump around, and be relatively safe. Whilst with the others, you'd be taken down relatively quickly under that form of cover. Again, I'm not opposed to the adaptation aspect, but it shouldn't be the only aspect taught. There should be more stress on conventional weapons. If your goal is truly to have an adaptive situation, I'd suggest inserting a plethora of weaponry in to lighting, then assigning it via admin command per combat situation. Or you could take it a step further with scripts and/or givers to allow for scenarios with more than one death. So no, I'm not joking.
As far as not being worried about kills, I would agree at that point. However, then I would suggest removing a kill counter entirely. That way HRs would stop awarding reccs based off of K/D, as they typically do.
|
|
|
| Report Abuse |
|
|
| |
|