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Call outs

Sat May 16, 2009 3:08 am

This is thanks to Muffin
After playing with a few of you guys, ive found you dont know all of the callouts. heres a thread to help

here you go

also, for isolation, shotgun spawn is called home plate.the base to the right of that (while looking at the map), is 1st base where sniper spawns is second (try saying above or below second if possible). the other base is third.

what you should be doing, is staying on home and team shotting people, and grabbing the weapons once they respawn


If any one has any more good call outs please feel free to post them here
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"They're Everywhere!" - A Guide to Call Outs

Wed May 20, 2009 3:16 pm

Not only are the locations for the call outs important but the actual verbal delivery of your call out is VERY important.

I will set up an example... on Standoff, a hog is going from the Tree, along the open side, and over toward your back door. You see the hog at the tree. You should NOT say, "They have a hog at the Tree." cause by the time you say that and your team mate looks to find the hog, it will be at open Silo or your back door, catching your teammate off guard.
What you should say is "Their Hog, at Open, going to Back door"

Anticipate when your team mate will see them the enemy once he turns and looks. You need to tell your team where the enemy will be 2 – 3 seconds from when you tell them.

Notice I didn't say "They got a hog up, it's over on open side, and it is headed toward the back of our base"

WE (including you) don't need all those "filler" words. What shortening your call out does, is it makes your communication much more accurate and effective. Like I illustrated, by the time you are done spitting out a long sentence your information is no longer correct.

If you give the information quickly and accurately, all your team mates need to do is turn and look. Making you more effective as a team, and personally I think it reduces the feeling of chaos during the game. Ever been in a game with people that go on a 20 second description, of one person, his location, how he is annoying, how we need to take him out, AND THEN asking why we haven't taken him out yet. It gets very annoying, and in the mean time while he was talking, other people could have been making call outs that would've helped the team.

Most people only need three things:
What the threat is
Where the threat is
and Where the threat is going
If you don't know where the threat is going then at least give your team the first two.

I know this may be a difficult and foreign thing to do all the time, some people will take to this very quickly, others will not. And that's ok, that's the point of this is for people to learn, we are all students at one time.
I just so happen to start using this early on, based on my previous training out side of halo, and it still took me a while to actually perfect.

I think this can be learned in 5 steps...
First step is to learn the locations of the call outs.
Step two is to be able to quickly give a count of the enemies at that location.
Step three would be "Read & Recognition" to be able to communicate the enemies weapons, not only what they are carrying, but what they have on their back.
Step four I would say, can be more difficult, but one of the more effective. And that is be to be able to communicate where they are going.
and
Step five, where you have gotten a good feeling in all these areas, and you are able to string the call outs together into a quick, accurate amount of information.

I do NOT recommend trying ALL of those out at the beginning, you would be tripping over your words, and end up making a 10-15 second call out, and that's what we want to avoid. I recommend getting them down just as I illustrated above. Step by step.
Standoff Example:
Level 1 - "guys at Tree"
Level 2 - "2 at Tree" <----- we all hope everyone can start at this level, if you can't, ask us for help.
Level 3 - "3 at Tree, one with rocks" <----- yes abbreviations are good, but don't go overboard
Level 4 - "3 at Tree - going to Elbow; Invis going to Open"
Level 5 - String them all together .....
"Laser, their elbow; 2 spawned Tree, to front door; Their Hog @ open, rolling our back door" ..... you just gave the position and future positions of 5 of the 8 people of their team in one short sentence (or three short ones, lol depending how you look at it)

------------------------------------------------------------

For maps that have locations that are difficult to describe or perhaps you forgot the location name.
Weapon / Equipment spawns are helpful. IE: 2 at Snipe.

Which brings us to the next area...
For maps that have towers IE: The Pit, Guardian, or Black out. It is widely accepted that the towers be described by the weapon associated with it (usually snipe) and a number given to each floor. For instance:

Guardian you have Snipe 1 (bottom floor, where it spawns), Snipe 2 (second floor, the area with the OS), and Snipe 3 the top of the ramp with the Plasma grenades.

Black Out has a similar tower called the BR Tower, and the floor numbers are used the same. BR 1, BR 2, and BR 3. Again 3 being the top floor

Other things to keep in mind, for instance on the new maps, like Sandbox. Until call out locations have been established and accepted by most people. It would be a good idea if you used Right and Left side. This is established based on where you spawned.
Be cautious if it is a game type where the spawn points vary. But on objective maps when you spawn on one side this can be quite useful.

Something else I have observed, that a majority of players do automatically, most people will differentiate between the given sides. They will say something like "1 OUR BR Rock" or “2 THEIR BR rock” Not everyone will do this, but it would be a good idea to implement it into your call outs, all it can do is help.

Finally we come to a level of importance. There is certain information that is much more valuable than others. Again I will use Standoff as an example. The #1 threat to your team is the enemy hog (laser aside), it is more important to tell you team the location of the enemy hog than it is to tell them that 2 spawned at bruteshot. If your team has laser, it is even MORE important to call that hog out. Every second that hog is up you have the potential to loose teammates. Tell your laser guy where it is, where it is going, and do it as soon as possible. Even if you don't have laser, tell your team where it is so someone can get some stickies ready, or grab the power drain. So know a head of time what are the primary threats on the map are, so you know your call out priorities before the match even starts.

So, I hope this helped some of you, if you would like to get in some training with me or any of our experienced members, all you need do is search the training threads, and in the Hell Jumpers. We will be more than happy to help. Let us know, so we can go over these points and show you how they are implemented.
Some trainers may be different than others, making call outs is just like playing halo, you need to find what works for you, and use it. I would recommend learning from multiple people, it will help you to figure out what is best for you.

If you would like to get more information on call outs specifically I will be more than happy to help you out. Like I said earlier it will take some time to get used to it, but once you do, you and your call outs will be a HUGE tool for your team, and will be just another advantage you have over the competition.

Good Gaming, and Happy Hunting

** footnote **
If any experienced members have advice, corrections, or suggestions please let me know so I can edit and add as needed.

Also, as this is a teaching tool, please try to keep questions and answers on topic.

Thank you

-Fett
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Anonymous

Re: "They're Everywhere!" - A Guide to Call Outs

Wed May 20, 2009 4:25 pm

nice post fett. heres another reason that you need that 2-3 second head start

there is a DELAY on xbox live

meaning, the second you say something, isnt the time when they will hear it. just from reactions to call outs, i estimate that the delay is approximatly 1 second... sound small, but it makes all the difference.
 
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Re: "They're Everywhere!" - A Guide to Call Outs

Thu May 21, 2009 7:39 am

I will be making a follow up to the OP, stating simple ways to receive and react to callouts. It's not prepared, and I'm a little tired now. But want to reserve this place for another post that is very much related, and important for people to know.
so,

* More Information to come *
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Re: "They're Everywhere!" - A Guide to Call Outs

Thu May 21, 2009 3:08 pm

responding to callouts are definatly something to be workied on in not only helljumpers, but also the wheelmen. too often, multiple people leave their positioning for a small threat. a good way to call this out is simply saying "im on it"
 
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Re: "They're Everywhere!" - A Guide to Call Outs

Thu May 21, 2009 6:04 pm

Also I think it's worth saying what condition their are in if possible and it won't screw up your callout. So important calls such as a gunner on a hog being no shields whether that's said as "Gunner, one shot" or something like that. Because then your teamates know to shoot at the hog gunner an kill him as many people won't waste ammo on the gunner of a hog. And that goes the same for power weapons where people may not confront the enemy due to being underpowered but if you know they are one shot then the odds are actually in your favour.

But like I said only make that call out if you think necessary or will help out otherwise it can cause problems. That is just my view on that particular aspect :D But thanks a load Fett makes things a bit easier to string together now ::thumbs::
 
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My Strategies and Callouts

Thu May 28, 2009 7:34 pm

I decided to make an guide to all the callouts and weapons to help you guys

Avalanche
Avalanche Callouts
Avalanche Weapons
A starting strategy I have seen work about 90% of the time:
Send your designated sniper on a mongoose to upper keyhole and let him pick up sniper and cover upper keyhole.
Have someone with an decent BR grab your Overshield and try to get the other teams sniper.
That covers upper keyhole.
Now get 2 in a warthog and 1 in the hornet.
That's the vehicles.
Have three guys go through teleporter, 1 gets rockets, 1 grabs turret and the guy with the best BR.
They all jump down and one of them gets laser and depending on the situation either goes to upper, goes back to your teleporter or just stays at lower to pick off their vehicles
Well that is the best starting strategy I know of.

Avalanche Heavy
Avalanche HEAVY Callouts
Avalanche HEAVY Weapons
Send your designated sniper on a mongoose to upper keyhole and let him pick up sniper and cover upper keyhole.
Have someone with an decent BR grab your Overshield and try to get the other teams sniper.
That covers upper keyhole.
1 guy takes the tank
1 takes the hornet
1 grabs your base laser and takes it to your teleporter
Have three guys go through teleporter, 1 gets rockets, 1 grabs turret and the guy with the best BR.
They all jump down and one of them gets laser and depending on the situation either goes to upper, goes back to your teleporter or just stays at lower to pick off their vehicles
Well that is the best starting strategy I know of.

1 usefull trick on avalanche heavy when the enemy vehicles won't come past lower keyhole is, to go through the quick trip for a second and lasering them and then going back to stay safe


Last Resort
I don't really know any good tactics accept then just have all the power weapons and have good communication

Last Resort Callouts
Last Resort Weapons


Rat's Nest
Rat's Nest Callouts
Rat's Nest Weapons
Basic strategy for Rat's Nest.
2 guys take a goose to Sniper Spawn. 1 is your designated sniper and the other should have a decent BR.
1 guy takes a goose to rockets. 2 go in a warthog to rockets.
The rest should go to the middle through your kitchen and grab shotgun and try to get turret.
The main job of the people in and around the middle is to either keep the other team in their kitchen or push into the other teams kitchen to get to their flag spawn.


Sandbox
Sandbox Callouts
Sandbox Weapons
Okay I haven't seen any succesfull 8v8 starting strategies so I'm going with my 4v4 one and maybe add a couple of things as I go.
2 guys go in the warthog.
1 guy goes in the chopper.
1 grabs Powerdrain and throws it at their rockets.
1 guy goes to Bubble and tries to hold them off from there
1 guy goes rockets and 1 tries to grab overshield.
This leaves 1 to stay on the base covering everyone.


Sandtrap
Sandtrap Callouts
Sandtrap Weapons
Ok Sandtrap. It's been a while since I've seen a strategy for this so I'm just going to make one up based on experiences
1 guy takes the mongoose to get the banshee and tries to get the banshee safe.
1 guy grabs laser and stands behind one of the pillars on the buildings to look at banshee spawn.
2 get in a warthog and go past rockets to the other teams spawn.
1 guy gets chopper and tries to take out the enemy laser or take out one or both the other teams warthogs.
1 guy gets sniper(if you spawn short do it like this).
That leaves 2 and I don't know what they should do so they can think of something
(Like take another warthog or sneak past rockets to try and get the other teams laser)

SandTarp
SandTarp Weapons
1 guy grabs laser and stands behind one of the pillars on the buildings to look at banshee spawn.
2 get in a warthog and go past rockets to the other teams spawn.
1 guy gets chopper and tries to take out the enemy laser or take out one or both the other teams warthogs.
1 guy gets sniper(if you spawn short do it like this).
That leaves 3 and I don't know what they should do so they can think of something
(Like take a Prowler or sneak past rockets to try and get the other teams laser or get rockets and do something with them)

Sandtrap Heavy
Sandtrap HEAVY Weapons
1 guy takes the mongoose to get one of the banshees
1 guy grabs laser and stands on top of one of the buildings to look for the other teams GAUSS, Scorpionand maybe Banshee.
2 guys get in a GAUSS warthog and go past rockets to the other teams spawn.
1 guy gets chopper and tries to take out the enemy laser or take out one or both the other teams warthogs.
1 guy gets sniper(if you spawn short do it like this).
1 guy gets in your Scorpion. this guy should prepare to evade the other teams laser and fight the other teams scorpion.
That leaves 1 and I don't know what they should do so they can think of something
(Like sneak past rockets to try and get the other teams laser)


Standoff
Standoff Callouts
Standoff Weapons
Ok this is pretty straight forward but still.
2 guys get in the warthog
1 guy grabs Rockets and Camo and tries to get Laser
2 guys go to BR Rock and teamBR everyone that does as much as look at that Laser.
2 guys go to rocket rock and TeamBR everyone that does as much as look at that Laser.
1 guy is left again so he can either suicide rush the laser or get on your turret to cover the laser spawn or anything else he wants to do

Standoff Heavy
Standoff HEAVY Weapons
OK Completely different plan for this one.
2 guys get in the GAUSS. should go past the BR rock and other teams camo
1 guy gets base Laser and goes out the back and tries to take down the other teams GAUSS.(you usually want to look at your camo). After that try to take down any vehicle they send at your base
1 guy gets top laser and goes to rockets and tries to take down the other teams GAUSS and after that tries to take down any vehicle they send at your base
1 guy gets your sniper rifle and depending on the gametype(don't do this in CTF) opens your birthcanal so he can snipe out of the windows in your switch room.
1 guy gets beam rifle and either goes to your bruteshot or your BR rock and tries to locate or take down the other teams lasers.
1 guy gets your camo and rockets and tries to take down the other teams lasers and/or snipers
The last guy can do what he wants to. Like get your banshee and go to the other base behind the ledge(tutorial video for this) or anything else really.


Valhalla
Valhalla Callouts
Valhalla Weapons
2 guys get in the warthog and go to the other teams landing zone past turret.
1 guy gets sniper and stands on top of the base and (if he can do this) snipes the other team while they are coming out of the mancannon. After this he looks at laser spawn to cover your jumpers.
1 guy gets banshee and hides(depending on the side) behind watercave(watefall base) or behind shotgun cave(lake base) untill you know the other teams missile pod is down.
1 guy grabs missile pod and tries to take down the other teams banshee and/or warthog
All of the other guys jump to the hill to get the Laser.
Alternatively one of the last 4 can take a mongoose and rush the other teams base right off the start of the game

I think that is all for now
callout videos are up

If anyone wants to add anything or knows of another tactic than mine please post it.
Any added callouts are welcome as well.

just thought i should add this http://www.h3wheelmen.com/forum/viewtop ... =69&t=6531
- <3 Muffin
Last edited by Henri on Sun Jun 07, 2009 3:17 am, edited 4 times in total.
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Re: My Strategies and Callouts

Fri May 29, 2009 3:35 am

Henri wrote:
Last Resort
I don't really know any good tactics accept then just have all the power weapons and have good communication

Last Resort Callouts
Last Resort Weapons


on 1-sided objective(probably the only thing you will play on Last Resort), try to get a hog roling and spawn-camp their asses ::flex::
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Re: My Strategies and Callouts

Wed Jun 03, 2009 10:59 am

Just one thing, with the banshee on valhalla:

If i spawn lake-side, I take the banshee through the trees and "kiss" the rock at 3. I find this is better because you can see what happens on hill, and at turret and pelican, and make valuable callouts and help out your team if needed.

If i spawn waterfall base, i take the banshee to the same place you showed in the video, but go higher up around the edges of the rock. For the same reason: to see what happens on the map, assist your teammates where they need it, and if your team fails to secure laser from the start, you can fly in and pick off their laser guy. Most likely he wont be expecting it, having just fought off your team.
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Re: Call outs

Sun Sep 06, 2009 3:53 pm

Please go here to watch H3WM Henri's video walkthrough of the map callouts: http://www.h3wheelmen.com/forum/viewtop ... 918#p74612
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Re: Call outs

Tue May 25, 2010 6:05 pm

Heres some different stages of callouts. from least helpful to most

1- the nerd rager- not a single callout, always whining, but always talking. Doing nothing but spamming communication, and pissing you off. Usually a badkid having a bad game.

2- the chatterbox- not a single callout, always talking, but usually in a nuetral or maybe even funny tone. they may not call out, but they don't piss you off. still, a funny conversation is distracting too. Most people do this in fun games.

3- the mute- not a single word all game, and never responds to call outs. Perhaps they are a little kiddy whose parents added family controls, or can't hear (the smith exception). symptoms include ignorance of a warning you just gave, or a failure to communicate.

4-The lone star- mic not plugged it or just not using it, but they hear you and react to what your saying. Maybe they don't feel like talking cause they are just messing around and don't wanna deal with a teammates shit, maybe its 4 am and their parents are in the next room ( ::roll:: ). Sometimes these players are pretty nasty, and can afford to not use a mic. still, not a very team friendly move

5- the "umadbro?" kid- hell talk, and he can hear what you're saying; doesn't mean hes always got something nice to say or will listen to you. These kids have had a bad day or just have an anger problem (the Bobby clause), but they are actually playing to win; no matter how many times they call you bad or how negative they are.

6- the "what?" kid- Hell call out; incorrectly. Scream "4 their training" all you want; hell hear you, but he wont "realize" what you meant. Watch out when he says there are 2 on your flag- he may have meant there are two behind you coming to assasinate you. Once again, these teammates are trying to help, it just takes them a second to realize something

7- the "bad leader" teammate- Hell talk, ALL THE TIME. Sure he might be calling out, but its in a voice thats so loud no one else can get a word in. Hell tell you what you need to win, but most times it isnt right or he doesnt follow what he is saying. If you lose, he will definatly blame you.

8- The "say what you need to say" kid- Hell call out, and hell respond to callouts; but thats about it. Not a bad teammate (vocally), but nothing special. Might sometimes let a few mistakes slip, might rage once or twice about lag.

9- The "good leader" player- Hell call out alot, he will respond to callouts, and hell lead your team to victory. He tries to get your team on the same page, and keeps your team motivated. But, he make a mistake or two, and sometimes something like lag will make him rage once or twice.

10- The perfection- He calls out everything you need to know, and nothing more. He never says anything negative, his callouts are clean and easy to understand. He will definatly be the kid who always saved your ass (whether you called it out or not), and is a good enough talker to keep you from rage quitting after 4 spawn kills. He is even competent enough to tell you how to avoid dying next spawn! (Sadly, this player doesn't exist. Perfect teammates can't exist, because perfection is simply not possible for humans. However, it is a status one should strive to achieve, because even though you won't ever be perfect, you can get pretty damn close.)
 
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Re: Call outs

Wed May 26, 2010 7:00 am

I'm 2 and 4 :D
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Re: Call outs

Wed May 26, 2010 6:25 pm

Muffin wrote:
10- The perfection- He calls out everything you need to know, and nothing more. He never says anything negative, his callouts are clean and easy to understand. He will definatly be the kid who always saved your ass (whether you called it out or not), and is a good enough talker to keep you from rage quitting after 4 spawn kills. He is even competent enough to tell you how to avoid dying next spawn! (Sadly, this player doesn't exist. Perfect teammates can't exist, because perfection is simply not possible for humans. However, it is a status one should strive to achieve, because even though you won't ever be perfect, you can get pretty damn close.)

This player does exist. We call him Sarge. ::thumbs::
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Re: Call outs

Wed May 26, 2010 9:17 pm

ProAznsoul wrote:
Muffin wrote:
10- The perfection- He calls out everything you need to know, and nothing more. He never says anything negative, his callouts are clean and easy to understand. He will definatly be the kid who always saved your ass (whether you called it out or not), and is a good enough talker to keep you from rage quitting after 4 spawn kills. He is even competent enough to tell you how to avoid dying next spawn! (Sadly, this player doesn't exist. Perfect teammates can't exist, because perfection is simply not possible for humans. However, it is a status one should strive to achieve, because even though you won't ever be perfect, you can get pretty damn close.)

This player does exist. We call him Sarge. ::thumbs::

::collab::

<3
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Re: Call outs

Sat May 29, 2010 11:39 am

lol.... I'm in the 6-7 category simply because while i do make useful callouts and make good tactical decisions....my callouts sometimes lack the location of the threat.
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