Jackal- TEAM ELITE FORCES
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ArmA Squad Directory
Jackal- TEAM ELITE FORCES replied to Mabes's topic in ARMA - SQUADS AND FANPAGES
Squad name: TEAM ELITE FORCES Squad Acronym: [TEF] Squad location: International Squad webpage: www.teameliteforces.com Squad contact: contactus@teameliteforces.com Squad status: Active in ArmA & A2:OA Squad Ops: World Famous Game Nights, casual domination, original missions, joint-clan ops Remember: Lock, load, lead.....TEAM ELITE FORCES -
Squad/Clan List - Please read the rules in first post!
Jackal- TEAM ELITE FORCES replied to Rhodite's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Squad name - TEAM ELITE FORCES [TEF] Timezone/location - Pacific time zones (International members in USA, Australia, Sweden, Scotland) Squad gamemode preference - *coop, some pvp *(We play ArmA, ArmA2, and will be in Op:Arrowhead at release) Contact email - contactus@teameliteforces.com Website address - www.teameliteforces.com -
Why are most pvp players laughable at best in arma
Jackal- TEAM ELITE FORCES replied to Migel's topic in ARMA - MULTIPLAYER
From my point of view, one way to your PvP nirvana Migel is to do as the others mentioned...find a good coop team you like. Once there, ask them if they organize clan vs clan events. That is surely a good way to : A) Minimize casual gamers that do not use teamwork, whether it be chat messages or over TS. B) Ensure organized TvT, PvP events where you will seldom be disappointed. C) guarantee that there is a mature and helpful admin present that enforces the rules I wanted to add that I enjoyed reading the forum posts and especially like the comments made about "player density" and battlefield area. The burden is on both the missionmaker and the players to develop those memorable gaming moments. The missionmaker definitely has to ask himself serious questions prior to creating a mission such as: What do i want the players to get out of this mission? How can I force them into battle? Perhaps opposing objectives at the same location so that the forces eventully collide? Have I used the element of time effectively to force all players into action? Have I contrained the battlefield (i.e., instant death zones, random minefileds, etc)? Should I reduce respawn to a finite amount per player or player side? This one is important because players often get lazy and don't wait for medic as previously posted because it is "faster" to kill yourself than waiting on your team mate medic to come get you. Exploiting maps like this adds to that disappointment I sometimes see. Example: For me Evo 5 where only the medic can fully revive players is better than Evo3 because player roles become that much more important, especially when you have a good team. The non-medics have to help cover the casualty from enemy fire so the medic can revive/heal him or pull him to safety. Having a friendly go down in the middle of a firefight and the rest of the team/teamleader having to inprovise a plan to get/heal him is one of the most impressive feats of teamwork in a game. why/ because it really forces the team to work together in an instant, or else you are one down and possibly more if it happens again and it is bound to lessen your team's effectiveness once you actually do get near the objective. I guess i am partial to teamwork more than racking up kills because there is something intangible but very obvious and satisfying when good teamwork is present. Kudos to the ArmA clans that promote such things.