The Decider
Alts:
shakena, Shamis's alt, Potiphar, Jael Koda, nightjackel, Selere, WingChong, Irishi Ka
Kills:
5,871,663 (9,870) Losses:
400,790 (498)
Epeen Donations:
10,000M
Posts: 17,523
Join Date: 2006 Nov
Downloads: 6
Uploads: 1
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Comms Discipline
We had a rough night tonight, and it was mainly do to a lack of comms discipline. I'm making this post here so that everybody can see it, but I have to say up front that the primary offenders are older, well respected snigg members.
First, I'll explain how I think this has happened, and why I've let it happen. When we travel in smaller sized gangs of about 10 people, where everybody is in a fast ship and we all know what we're doing then I often let comms flow freely. I know that we have many good PvP'ers who often have better ideas than me, and its nice to be able to share those ideas on the fly.
However, there is a transition that needs to be made for larger gangs. And I'm not entirely sure if there is a fixed number for this, although I'd say 20 is definitely enough to warrant a change in policy.
Оncе we transition from a small fast gang into a medium to large sized gang‚ then we MUST start being very disciplined on comms. Here are some general rules to abide by:
1. 99% of the time, the only people who should say anything are the Fleet commander, and the scouts.
2. All unnecessary info should be typed in gang chat only.
3. If you are in a slow gankable ship (hac or bigger) then you need to inform the fleet commander immediately if you get left behind. But please make sure not to talk over him if he's in the middle of saying something important.
4. Avoid making "better" suggestions. This is a big one. I'll name names to help give this more weight. Phelen, Robimus, mazz, Swor, Super, even Rasta (and many others I'm forgetting) You are all GREAT PvP'ers. And I value your insight very much. And I let you make suggestions in smaller gangs on the fly because I feel that the gang benefits from it. But on a big op, unless you think that what I'm doing will get EVERYBОDY killеd then you have to shut up.
Examples:
- We jump into a system‚ with the enemy fleet hot on our tails. I say get aligned (if we're moving towards a destination, then the general "get aligned" statement always refers to the next gate), and about 5 seconds later, after a bunch of us are already aligned, somebody suggests that we should maybe align to the sun instead. Aligning to the sun would've been a much better idea, but given that the enemy fleet is about to come in on us, it would be disasterous for everybody to switch directions, so you're really better off just not mentioning it.
- We warp to a gate, but leave somebody behind by accident, that guy gets tackled by the enemy fleet. the FC says, "just leave him", but you think that maybe we can take him, so you suggest that we should all go back to the gate, since they don't have enough to stop us. This sort of thing makes sense in a smaller faster gang, but in a bigger gang, you run the risk of splitting us up. Especially if you are an authority figure in the corp. Some noobs will hear your command and follow it blindly, without waiting for my confirmation. This can cause chaos.
- We jump into a system and you find something on scan at a belt, and you say, EVERYBОDY go to bеlt X Y NOW!. But the FC just got word of a hostile fleet really close by‚ and he doesn't want people to chase, so he tries to call it off, but half the gang has already warped.
The moral of the story is: in larger gangs, except in EXTREME circumstances, the gang is better off doing what the FC says immediately without questioning, or suggestions, even if the planned course of action is not the best course of action...hesitation, and indecision, not to mention splitting the gang up, are much more detrimental than taking a slightly inferior plan of action immediately and cohesively.
Also, not really related to this, but very relevant to what happened to us tonight. Here are a couple things I want to mention about our current manuevering and tactics:
1. When we jump into a system, under normal cirumstances, the frigates should always re-approach the gate, and the big ships should immediiately get aligned to the next gate.
2. If we are trying to move away an enemy gang that is chasing us, then we need to put all the focus on our big ships. The biggest slowest ships in the gang should jump in and immediately go to warp, while the smaller faster ships should all sit there and stay aligned until the big slow ships leave the gate. Its just like escorting a freighter. You just sit there and wait for the gang warp, which will come once the big ships are either safely aligned, or already warped out.
3. When we get blobbed, our standard tactic is to bubble the gate, make them jump into us, and then kill all their tacklers. To do this, everybody has to move away from the gate, including tacklers. when they first jump in, allt he big ships should be fully aligned, and start mwd'ing away while they approach. Оur frigatеs should just orbit our OWN cruisers so they aren't sitting still‚ then when the enemy targetѕ gеt spread thin as they charge us‚ you can move to tackle the cloѕеst one‚ but never go anywhere near their main force or you'll die. Big ѕhips nеed to make sure they don't get tackled by anything unless they are far enough away from the enemy gang so that they aren't a big threat.
That's all for now‚ but I'm probably forgetting ѕomеthing. Constructive criticism is welcome as always.
shamis
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