
Face it, Ghost Recon wouldn't
be Ghost Recon without the Tactical View. Even with the "analog"
look of the Original Ghost Recon (OGR, GR1, etc.) you'd probably
be lost. Not necessarily, as tactical control is really just
pointing and saying "Hey! Go there!" Well this is more of
a better way to do it, even though in reality… it doesn't
exist. But since we're talking about a game, and not reality…
The first thing you'll notice about the
above image is the large screen. That's obviously the map
you're playing on at the moment, etc. You use that to figure
just where you're at, and can obviously see where your team
is at. Simple enough.
Just above that is the "M" button.
Click that to get an idea to where you need to go, as you'll
need to figure out from where you're at to where you need
to go, simple.
Objective Map View (where you need to
go)
If anything just head in the general direction,
there's a Halo-ism about GR: AW, that if you're not in contact,
either you killed them all or just not going the right way.
Besides, the green arrow points you where you need to go,
and your CrossCom will put the "You have to go here" square
in your HUD. Obviously, the blue diamond is where you are
in relation to the next objective. Naturally there is a window
that pops up of the controller that tells you that you're
leaving the mission area, etc. etc. The "+" is to Zoom, and
"-"is to zoom out. Generally I like to keep it zoomed in max
to get a closer look at what's immediately in front of me
and around me rather than halfway across the map. Course it
helps to get an idea anyways.
And to the left is the Objectives ticker,
which shows your current objective. The green ">" in the upper
left corner of the map window is the direction to the objective.
Simple stuff really. Note of course that is relative to the
current objective you need to complete.
Just below that is your team and any attached
assets you may get or lose during a mission. It's fairly simple,
click on the team or the individual soldier and tell him where
to go and where not to go.
Last but not least are all the pertinent
commands for that asset. Your Ghost Team will of course have
the most. Drones will only have the Move command available,
and Apaches, Airstrike, and Artillery will only have the Attack
option available. When you command Tanks (M1A1s) you will
have the Move, Attack, and Cancel options in your CrossCom.
One last thing, "Waypoint" is only designed
for you. It's in my opinion in target designation, mainly
for static weapons, like the .50 cal, and Mk.19, or if there's
a sniper that isn't visible (hint it's good for the last mission….).
Note that you can only place one on the map. I'd also suggest
using that in case you don't know the map well. Simply head
towards it and that's it, and the range to that waypoint is
displayed.
Move Em Out! Most of your commands may
or may not be done through the Tactical View. Right now we're
going to work on the Tactical View first. If you've played
OGR, then it's nothing different, well okay there's a lot
missing that we know should be there, and miss. Anyways, Instead
of telling them to hold, you simply place your mouse, click.
Note for this example I'm using the mission "Strong Point"
and heading to the Power Station along Ambush Alley (nickname
I'll give it). For those who know where I'm at, I want to
set up far side security along the road just in case of snipers
and any leakers. My intent is to stay at the south" side while
I have an element to cover me:
Positioning Brown's Waypoint
Positioning
Kirkland's Waypoint
Positioning Allen's Waypoint
As you can see, Brown and Kirkland are
going to go first since they are simply closest to the road,
while Allen will (intent-wise) cover the near side, while
Brown and Kirkland handle the far side. This can also be termed
as "Scrolling the Road" a tactic used to move to another side
of the road, but also have security setup, which wasn't my
intent, but can be done. So there are two obvious ways to
do this, hit F5 for each individual person OR better, hit
F6, so they all move at once, which in this case, I want to
move all at once. So I hit F6 and end up with this:
This brings up the example of how
you know the mission and what should be expected. Does this
work? Sure realistically it could. I got forward and rear
security, plus a little flank due to arcs, but when you play
a mission for so many times... I took Allen's spot since he
didn't execute as intended. By this time the Panhard was neutralized
so I was okay. So you may have a grand move but realistically
it may not work how you see fit. However, you can execute
this movement through the CrossCom interface while in first
person mode. Simply highlight a soldier or your team, and
click on "Execute":
Positioning Brown
Positioning Kirkland
Positioning Allen
Execute
Move Executed
Keep in mind again, they
won't always go exactly where they wanted to, and will find
the nearest cover or "best" position, but I can live with
that.
Also a quick note on arcs
of fire. Most of the time they are REAL important. However,
as you see above, it didn't quite work out. The intent is
to try and provide 360 degrees coverage. However, most of
the time you don't have to worry too much about them trying
to sneak up on you, as it's pretty straightforward, go this
direction and kill them. What more can you do? The blue field
shows yours and your team's field of actual vision, i.e. what
direction they are really looking at. Most of the time they
will look around, so that's kinda good. However, they don't
know much so just use your own vision and sense to get through
them. While the hints during mission loading screens mention
to cross arcs of fire, realistically in some situations it's
impossible. Cover as much as possible, and maneuver yourself
necessary to support your soldiers when the situation arises.
Note that it says in the "hints" during
mission loading that the Tactical view is more precise than
using the CrossCom system. Personally I think otherwise, as
I can sometimes point and designate where my team needs to
be better using the CrossCom (because I can see where they
might need to go) than the Tactical View. But as you can see
above, you can at least set sectors of fire needed for cover
and movement. CrossCom is great if you need to move your team
fast and quick in order to gain fire superiority in an engagement,
or to at least generally get some kind of security (worthless
in some cases) to support your or your other teammates move.
To go into tactics for Single-Player would
be its own lengthy file and not needed. Everybody has their
own style and play; this is just a guide on getting you started.
Also, regarding using the Drone, it will set its own sector
depending on its own sensor suite. So the most you can do
is just tell it where to go, and let it do the rest. Here's
another way of setting up what you need to continue on moving:
Of course, if you need to have your team
stay in one location:
Either press F5 or click on Execute (it's
considered "one" command so you do not have to press F6 to
have them all execute), and they will set up a perimeter facing
whichever direction they feel like.
The above screenshot also illustrates
another use of the CrossCom and TacView combined. As per the
example, I have Kirkland and Allen overwatching one approach;
while I'm having Brown follows me as additional security.
Since at this time there are two additional tangos around,
I have to make sure we all are secure when I go to the MH60
for the supply drop.
As briefly mentioned above, the TacView
allows you to place your own waypoint, to get you oriented.
In some cases it is useful, if you are new to the map, and
can't figure out where to go in relation to your position
or what path to take. Sure you know where to go, but the problem
is, getting there. Generally speaking, you can only put one
waypoint yourself as it's assumed you have a good idea where
to go, least supposed to anyways… However, the best use for
this waypoint is generally for counter-sniper actions:
These two shots are from "NORAD on the
line", of course if you finished it, the final mission. The
threat? An Aguila Seven sniper with a Barret. Generally there
are two positions this one sniper takes, and I prefer him
here. Once I establish security, I place the waypoint right
on top of him. Thankfully the Waypoint stays at the vertical
height, so I can come around the corner, and kill him, as
per the bottom screenshot. I use it constantly, as in most
cases; it's saved my butt quite a bit. Also, for sniping,
it can be used as a trigger point for engagement, or something
to orient to:
Once a target comes by:
Last is the "Attack" option. I tend to
start using them for designated targets, such as if I want
a particular teammate to attack a certain person. Which of
course what it's really designed for ;) Anyways, via the Tactical
View the real requirement is that you "see" the target. Whether
or not a designating marker shows up is not the issue. The
fact is that you have to tell him to attack what you yourself
see. Case in point:
As you can see from Coup d' etat, this
is the machine gun near VIP1's position. So as you can see,
I have Allen's commands setup. First he's going to come around
the corner, and shoot the gunner, while I play bait. I have
both Brown's and Kirkland's paths setup, so Brown will cover
Allen, while taking care of the dismount that is hanging around
the machine gun nest. Kirkland today is taking a break pulling
security. So I initiate the attack by allowing the machine
gun to shoot at me, duck back behind cover and Execute via
CrossCom and take out the nest. The thing is you have to be
as quick as possible or your teammate will die.
One of the major things people have to
do (and in some cases me) is get away from any "disassociation"
involved with its use. The fact is that the TacView is a tool.
So when you get shot at, it will naturally bring you back
to the "real world" as well, getting shot is important than
digital movement. The thing is that I have a nasty habit of
hitting the Tab button. And it's weird in its own way how
you can be fired at yet seems "not happening". Key things
of course to solve this is clear the area of any enemies and
go from there. CrossCom can help you in setting up a perimeter.
Get them situated, hope they will cover you while you "disconnect"
from the mission and start planning. Or in the few missions
where you're by yourself, just remember to find a good spot
to hang out at so you can get your planning accomplished.
CrossCom System
CrossCom is the Big Thing of Ghost Recon:
Advanced Warfighter. It's right now only a technology demonstrator
and incorporates a wide range of stuff, some of which is quite
nice… in a way. As the above screenshot shows, this is your
CrossCom menu which you use to move, shoot, and communicate
with your team. "Move" is well, self-explanatory, as well
as "Attack". Note that you have to place your reticule on
the target for your soldier to attack, along with anything
else (Airstrike, Artillery, etc.). "Cover" means to cover
the movement of the others, i.e. suppressive fire. "Stop"
is self-explanatory, along with "Follow", and "Cancel". Stuff
like this is explained in "Contact!" but the thing is, it
has its uses.
The general thing about the CrossCom is
that it's faster in some respects to the Tactical View. With
CrossCom you can tell a soldier where to go, as per the screenshot
above. To me, it allows quicker positioning for at least some
kind of perimeter. You can do a lot less with the CrossCom,
but then again for coordinated movement/attacks use the Tactical
View. In the picture below, the "Move" order with the CrossCom
menu automatically generates a Move Waypoint and the soldier
automatically goes to it. Note that you cannot setup an arc
of fire for the soldier:
You just have to hope he's looking in
a preferred direction, but reality will show that he tends
to look away, or sometimes you do get lucky and do get what
you want, but then again using the Tactical View is preferable.
Using the CrossCom is quite simple. I have the menu setup
so that I use my right mouse button to open and execute CrossCom
commands. The thing is you have to have your setup correctly
and comfortably done so you can execute commands on the fly,
which is necessary for the fluid nature of MOUT combat. And
pretty much, GRAW is all about MOUT, or Military Operations
in Urban Terrain. Only "Strong Point" gives some semblance
of tactical movement, and it would be nice if GRIN made something
like that, at least for Single Player or even Co-op play.
Another useful feature is of course it
highlights enemy soldiers, whether from one of your teammates,
Drone, or other friendly assets:
In all manner of speaking, CrossCom gives
you information, and allows you to make better decisions for
it. While it may never replace the human mind, it sure helps
you in taking care of your mission. It also allows quicker
execution of targets, such as "VIP 2 is Down", you use your
mouse wheel or configured button/key and select the Airstrike
option, point, click and execute. All without going into the
Tactical View. Of course the most known feature of CrossCom
is the helmet mounted camera. Overall I tend not to get too
excited about it, except for maybe using it for what it's
probably intended, route reconnaissance. In "Quarterback"
it helped me figure out an alternate route as the first roadblock
with the .50 cal was holding me back quite a bit. Once I moved
Allen a bit around some buildings, I saw what he was looking
at, and found a bypass, or better yet, a better angle to neutralize
the .50 cal. Also bear in mind that you can only select one
soldier at one time, not a combination. So it's individual,
or the team. If you want coordinated attacks in multiple directions
then use the Tactical View. Again, CrossCom is a quick orders
interface for the game.
Use is pretty simple as all you do have
to is select the soldier, and hit "G" (default key) and it
will bring up the selected soldiers camera view. You can access
it also through the Tactical View. Note that when you shut
the feed down, you will automatically return to the Tactical
View. Unfortunately you cannot control the head movement so
you have to deal with what he is looking or not looking at.
If needed, cross-check with the Tactical View to see what
direction he is looking at and then of course go from there.
Modded CrossCom Video Feed
Symbology for the CrossCom system is pretty
simple; Bottom left is the currently selected soldier by name,
and health status. Bottom right shows the weapon he is currently
using at the moment. Upper left shows the orders status. The
upper right shows mission time, game-wise, not actual time.
It's a timer basically. It can show anything from "Cover"
to "Move" "Following", to "No Order". It's pretty easy to
figure out and you cannot use nightvision either with this
system. Weird but true.
The "Attack" option? I never needed it.
Generally for team movement and engagements, you never have
a problem getting them to attack. Maybe take them to the firing
range more, but that's about it. Use this function for scripted
events and to designate people you want shot by somebody else
if needed.
The "Cover" option is quite simple to
use as a matter of fact. Orient yourself to the direction
you want your teammate to cover and then select "Cover from
the CrossCom menu. Execute and the selected teammate will
cover that area, and may adjust himself as necessary given
terrain, but needs to be selected per teammate:
The only thing with a few missions is
that the Scramblers can neutralize the effects of the CrossCom
system. Oh well, get used to not operating it. Generally though,
even with it in "Fierce Resistance" commands can still be
executed normally. Sure there are some differences, but really,
we're used to working without it today, so the advent of hand
signals, or voice won't go away. Even then, you're still getting
the satellite feed so what difference does it make, other
than regular updates, but still your Mk.1 eyeball and brain
will keep you in the fight.
One more thing that makes the CrossCom
useful is that it allows you to position your soldiers when
under things, such as bridges:
While you can never of course orient your
teammates how you want to, it's good for fast maneuvering
when satellites can't see through man-made or natural objects.
Section Split
While previously I did say something
about not really doing tactics, here's something and an
example on how both can be used to execute an attack. For
this I term the Section Split, in which really just split
your team, which turns into a Pincer attack. However, right
now it's only effective in "Bulldog" where the terrain favors
it. First off, we'll start off with the first roadblock.
In this instance, we all manage to get to the overhang just
directly "below" it.
As you can see, I've already prepositioned
both Kirkland and Allen to where I want them to step off
from. Brown, since he's on the right, doesn't need prepositioning,
and therefore only needs to be oriented towards the roadblock
right by the LMTV. His job is to catch anybody that Kirkland
and Allen may miss (it turns out the two hand grenades I
used effectively wiped out the whole defense except for
one guy) or if they move towards any direction towards us.
Now to get Kirkland and Allen to where they need:
Allen is going to follow the same pathway
so I will not show him. And this is a Team effort:
Yep, I will move to my own waypoint,
but naturally they should get most of them. But I'm in the
fight too. Execute via CrossCom:
Quick, effective. Note that I
got lucky this time as said before, the two hand grenades
I tossed pretty much took out a lot of infantry that I didn't
realize, that and I chopped two down, along with the sniper
in the area. Be advised you might have to flex as necessary,
or adjust to support them, as I could have easily moved
Kirkland and Allen more forward to cover more of the roadblock.
Note that if it was worse, I'd move Brown in and follow
or support myself, or adjust Kirkland and Allen as necessary.
It's a flexible tactic that so far is useful in some instances.
Note that you can use it other situations
to, such as Quarterback. After getting through the ambush,
and such you have to deal with the roadblock. Okay first
thing, always go for the dismounts. Sometimes it works,
sometimes it doesn't. In this case, it didn't work, so I
was suppressed by the dismounts, and the .50, and the HK21E
on the Panhard there. So don't fear, just reappear. So anyways,
I flex downwards (map-wise) and setup the Waypoint:
Initially I tried to flank and
he spotted me, and attempted to light me up. No biggie,
I had caught a glimpse of a dismount to his left, so I got
him first. Still the .50 was firing, time for a modified
Split. I positioned my guys like this:
Allen and Brown are my shooters, I'm
bait. Kirkland, security. So as you can see, I set the waypoints.
Brown and Allen orient on the .50, while Kirkland holds.
Setup and ready to fly. I hop out; get the .50 cal's attention,
Execute via CrossCom:
By the time before the above
screenshot was taken, I had three dismounts left. Therefore
when Brown and Allen were in contact, I flexed (moved) Kirkland
into position as well as I flanked while Brown and Allen
ducked for cover. As you can see you can immediately adapt
to the situation, and survive a major engagement, or a quick
one involving dismounts you missed. So basically, overall
security was already set after conducting the attack on
the .50 cal.
Configuring Your CrossCom
The major issues I've noticed was the
lack of knowledge of configuring your CrossCom controls.
You have to go to Options/Controls/Misc. From there you
have these Options:
- |
CrossCom prev |
- |
CrossCom use |
- |
CrossCom next |
Pretty much it's self-explanatory as
all you do is assign keys to these, that's it. Me I use
a four button Logitech trackball. LMB and the small button
is used for firing the weapon and optic/zoom view. RMB is
configured for the "CrossCom use" so basically I simply
right-click and it brings up the menu. On top of that button
is "CrossCom prev" which works in that I use the RMB to
bring up the menu, and also to execute the commands. Simple
eh? Then to select, I simply hit button 3 and select my
options. In some situations it's kinda difficult, but then
again, I never take my fingers off the weapon controls so
if I get in a bind, I can fire while the menu is open, and
when able to, execute commands when able.
Cypher Drone
First introduced in the first
tutorial/mission, the Cypher drone is your recon asset
that is given to you only in a few missions. Most of the
time it's good to have, especially when you're all alone,
such as Mayday Mayday! or Guardrail IX. It's pretty simple;
it's a propeller driven hover drone that you can order
around like a Ghost. The benefit is that it won't get
shot at, and follows orders. While the cynicists can say
what they want, the main problem is people actually using
it that I've noticed on the forums. Some people call it
useless, but never had an issue with it.
The thing is you have to move it
to a position, and then sit it out for a minute or two.
Let it scan the area, and it will happily project the
markers for enemy troops or personnel for you. Simple
enough, and can help plan things out. The only thing is
though, with some missions (like the two previous ones)
Scramblers can interrupt the signal so you won't get the
markers. Generally if you can still access the satellite
view, then go by that, by remembering the locations.
Note that I actually "confused"
it. There seems to be a "hiccup" between using it with
the CrossCom or with the Tactical View. Apparently the
Cypher has to stop, and then execute its next order. Then
it gives its own "Does Not Compute" by constantly looping
the sound. I've also noticed this when the drone is not
in your tactical view. Keep this in mind when giving it
too many orders.
Mods Used:
Mig1's SCAR 6.8SPC Pack Lancer's
Multicam camo weapon skins Vth F Smith's Realism Mod 1.4
DiGiTALY -TC-‘s Multicam Uniforms
ds used:
Multiplayer Co-op
Since we're talking about Ghost Recon:
Advanced Warfighter, we're going to add the multiplayer
Co-op. First off, it's generally the same as any other co-op.
Thing is… you have to keep the Team Leader alive. Generally
it's the dumbest concept. Nothing wrong with looking out
for your team leader but the point is while death is unfortunate
regardless if it's real life, or virtual, the show must
go on. Enter GRAW. If the TL dies, the game is over. I've
seen a field exercise stop because the commander got killed.
Sorry, anyways, gotta stop another rant.
Client
Client-wise, things are definitely
different. CrossCom is not available to you; you basically
follow the directions from the TL.
As you can see, the Tactical
View is very very limited. Gone are the tools that you
were accustomed to while in SP. That's because you're
the subordinate. Simply put that's how it is. Only options
are "Exit" Other functions, such as overall map view and
zoom in/out is of course present and executable. Current
objectives are of course present, and you can Exit out.
Not much eh? Generally not much you can do. Note that
the commander if you are a subordinate is "1". Pretty
simple really and a good reference without cluttering
up the HUD with the typical long names most gamers give
themselves. Note that as in SP, your own position is the
same, using the "O" as your actual position, not the commanders.
However, since it is client/teammate
sided, here is what happens when you are given particular
commands. SMS Tinker was commanding this mission, and
much is appreciated for his help in this area. First he'll
give me a "Cover" order:
As you can see, the projected
arc he wishes me to cover is shown on my compass. So naturally
I orient that way, covering that arc. Simple. Now he tells
me to move via the map to move to a certain point:
Naturally,
where he wants me to go (along with the other two AI along
with us) is shown in my HUD, and that's where I go. Simple
enough:
Here's the Commanders Waypoint.
Why it shows up in my HUD I don't know but then again,
I'm beginning to think that the Waypoint is also used
as a designator, much as above, in SP.
Another useful feature… is that you
can view through the Commanders Helmet Camera:
While useful, in a sense this
test was limited, but as you can see, it added a whole
new level of information to the game. Generally its player's
choice if needed to look through it. Overall I think it's
a nice feature, least for screenies anyways. ?Note you can also look through everybody else's. Only one you can't look through
of course is yours. But your Commander of course can look
through it to see what you're looking at, doing. Big Brother
but in a sense it's welcomed as it can help you out during
Co-op play.
Missions played:
Strong Point, Coup d' etat, Bulldog,
NORAD on the line, and Quarterback on Normal Difficulty.
Thanks to SMS Tinker for being the Commander and helping
me understand this system in our Co-op session playing Contact!
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