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Welcome Forum Adventurer! Combined Arms, a Tactical Gaming Community is currently searching for an active, engaged, interpersonal, and motivated Community Manager to lead the Discord Community, Combined Arms!! WHAT IS COMBINED ARMS?: Our Mission Statement: "Welcome to Combined Arms, an international gaming community focused on creating a friendly teamwork oriented environment for tactically-inclined gamers. Combined Arms seeks to redefine the experience of a gaming community as developers and content creators alike enter the forefront of forging original content from the community, for the community. Members who are 16 years old or older are welcome to apply. Our mission is to provide you an exciting community experience tailored for all and designed to spawn a new future in online gaming" -- -- NOTES YOU SHOULD KNOW: Combined Arms started up in August 2019 and has hosted events and servers in SQUAD, Hell Let Loose, and Arma III. Since the August startup, in just five months our Community has reached over 500 Discord members, 5,000 Youtube subscribers, and 1,500 Facebook followers. Combined Arms is a gaming community forged by a Video Game Development Studio: DRK Labs which produces unique and entirely original games built for Tactical Shooter Gaming. Combined Arms is both a gaming community, content creation hub, and Video Game Development center. The Community is comprised of interpersonal, kind, and enjoyable Staff who share a passion for teamwork and community building. Combined Arms is comprised of multitude departments, with an in depth source of documentation and structure. Legal infrastructure is present within the extreme hierarchy of this community. Including this Community Manager position. REQUIREMENTS TO QUALIFY AS A COMMUNITY MANAGER: Over TWO years of experience in Community Management through Discord or Teamspeak. At least FOUR online references to support your application for candidacy. (Must be reachable via Discord) A Part-Time or Remote Full-Time working job (in real life) which allows the applicant time to spend towards the Combined Arms Community. An interpersonal, organized, cooperative, kind, hardworking, and dedicated individual ready to take-up a long-term position. Experience working in a professional environment, must make deadlines, and be present at weekly staff meetings. Must be ready to lead and give clear direction in the Community. But also must be cooperative and receptive to direction from higher staff. MUST BE 18 YEARS OR OLDER PROSPECTS OF BEING THE COMBINED ARMS COMMUNITY MANAGER: Being a part of an enjoyable and fun group of friends who share the same passion for military history, tactical gaming, and online shenanigans. Potential Money-Making opportunities; of which, but are not limited to: Content Creation, Game Sales, and Organization Shares. HOW TO APPLY: Interested in this incredible opportunity? Email Michael at [email protected] Email Subject: "Community Manager Application - [Insert Your Real First Name]" Please include a brief summary of yourself. Include all skills which you believe would qualify you for the position. As well as a explanatory history of your experience in Online Gaming Communities, and Community Management. A resume is welcomed but not required. Include your Age, Global Location, Time Zone, and the games you enjoy playing. Include your list of Online References, of whom must be reachable in Discord. I will be in communication with you should you qualify for the position via Email. Afterwards a Voice Call Interview in Discord and a Reference Check will be in order. Thank you for your interest and I look forward to hearing from you soon. VOLUNTEER POSITION. INQUIRE ABOUT POTENTIAL MONEY-MAKING OPPORTUNITIES.
After playing Squads for a while, we all become adjusted to a certain position we love dearly. Some of us are natural born Squad Leaders, others are great at being lead assault, or rushing to a teammates side to give them medical attention. Whatever it may be, they all are important towards making the perfect team. What position are you most fond of and why? From my personal experience, though it has some downfalls, I enjoy being the medic. This is due to being able to help others and always being an important asset on the team. It's also nice to hear people scream your name when there's multiple mortars falling on your location.
Seriously. Play the original Far Cry on any EAX supporting card. It beats the shit out of basic stereo/5.1/7.1 Most games will give you a basic "left/right/front/back" but there's no "above/below" or effects based on what the sound passes through/around to get to you. It's stunning that HRTF isn't more popular since it gives people so much precision for their sound. Right now it sounds amazing, but the precision isn't there. In PR hearing a chopper flying overhead or the various effects for firearms distances and the like was pretty badass. I seriously hope the Devs implement OpenAL or HRTF or something similar so headphone users are 100% aware of their surroundings. Aside from that I'd be nice to be able to spot enemies past 50m where the world just turns into a pixelated mess I've never seen in any other game.
The addition of vehicles has been great. But one thing that annoys me is the fact that you get into vehicles in a sequential order. If you're the first in, you're always the driver, second the gunner. Afterwards, you need to select which seat you want using F1 - F12. At times this leads to confusion when trying to mount up. In my mind, this would simplify the entire process. Example Now I don't know about the rest of you, but this is something I'd like to see. Not mandatory at all, but a nice way of handling things.
Fortifications and Defending This will be a topic about Fortifications since i think it is a huge part of large scale warfare and could make a game like squad really fun. this system has alot in common with the bf2:Project Reality system. Pardon me if my english is not correct. So after i saw the ability to build fob's and such in project reality i thought that this could be a fun part to experiment with and expand in squad. This brought me to a few ideas which you guys could probably expand for me and perhaps make it into a feature in squad. The Commander: before the round starts and the commander is already assigned he will be able to draw his plan on the map for the squadleaders to see. The commander (Which gives orders to squadleaders) can give a command to a squad leader to either: Fortify a Position to a ''Heavy'' Fortified PositionFortify a Position to a ''Moderate'' Fortified PositionFortify a Position to a ''Light'' Fortified PositionThe Commander can do this by selecting a squad in the ''Squadlist'' on some sort of "commander panel'' (a computer or map or whatever) and selecting a ''Fortify" option. Then the Commander can choose one of the Three and can choose different kinds of shapes with different colours representing the state of the fortification. Red being ''Heavy''Orange being ''Moderate''Green being ''Light''So for example the Commander will choose a ''Green Line'' with an arrow pointing to the direction of where the commander will expect enemies from. and drag and drop the line onto the map, which then the Squadleader(s) can see on his map and tell his squad to go and build this. Other shapes could be: A square (which means the squadleader will have to guard 360 Degrees around the highlighted area.A half cirkel (which means The squadleader will only have to guard 180 Degrees.A bunker icon (which i'll get on later in this post)A light or heavy Mg Icon A mortar iconA Fob icon (at which teammates can spawn)A Tow IconAn AA installation iconA mine iconA tanktrap or barbed wire iconA selection box for perhaps a couple of houses or a factory.Etc.So what is the difference of these 3 states of fortification you ask? Well, The ''light'' state of fortification: This state represents a state in which a squad will not have to build or dig or deploy anything except positioning themselves in a defensive manner. this method will not require alot of time and does not ask for supplies except a squads standard equipment. For example: The commander will select a couple houses by Ctrl-Clicking on them or draggin a box around them, or drawing a green line on the map for the squadleader to see. after that the commander may have the possibility to perhaps tell the squadleader where and in what direction to place their Light machine gunner (if they have any of them) or to lay down some mines etc. Thereafter the squad will start deploying themselves behind a piece of cover natural to the position they'll have to defend. The ''Moderate'' state of fortification: Now this is where it gets a little more complicated This state represents a state in which a squad will start to dig themselves in in a way that will require some digging (with a shovel that is included in a squadmembers gear) effort or filling up sandbags or whatever. this method will require some time to prepare and does ask for supplies. The way this works is that in a particular range of the given ''Moderate Defend'' command order (say 15 meters) the squadleader is now able to place defensive structures when there is a supply crate in the given zone. also some fortifications can't be placed on some terrain. For example: The commander will draw an orange line on the map with an arrow pointing to the side of the enemy. he (or the squadleader) will tell a logistics squad to give the squad 1 supply crate. in the meantime the truck or chopper is on it's way, the squadleader will then start to tell their guys what to construct and where using a template that may terraform the terrain or require some wireframe in the game just like ''The Forrest". a few examples of these fortifications in the moderate state are: a shellscrape (doesn't take that long and is below the surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-30t.jpg which squadmembers don't necessarily need orders for to build. (they can build it themselves by holding down a button on the keyboard when selecting their shovels and then selecting what they want to build, if they are near a supply crate ofcourse) a 2 man Foxhole (takes long to dig but not so long to dig when 2 members are digging at the same time and is also below the surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-32.jpg which squadmembers also don't necessarily need orders for as long as they are close to another squadmemberan MG nest which comes in a ''light'' type (takes a moderate time to dig and is below surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-34.jpg note that this one won't have a machinegun emplaced in it already since it is for a machine gun team (gunner and helper) to get into this nest. this also doesn't need a direct order from a squadleader (the Machine gunner can build this by selecting it's shovel and holding down a button on the keyboard)a light mortar (being below surface, takes a moderate time to build) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-36-2.jpg the mortar has limited range and limited small shells. if there would be a ''mortar kit'' in the game this would be placed by the mortar guy, if not it will be placed by a squadleader and already has a light mortar in it.a FOB at which teammates can spawn on (as in Project Reality, no need for picture because this could be built in many different ways).sandbag emplacement in a window (which can be done without orders from a squad leader, just by standing close to and looking at a window and pressing a button on the keyboard when the shovel is selected. just like the way a squadleader builts assets in project reality http://www.worldaffairsjournal.org/sites/default/files/tottenimages/Sandbags_in_Windows.jpga Trench which can be placed down by a squadleader by drawing lines on the surface of the terrain. note that this one doesn't contain sandbags or wooden supports, just a dug out trench with a limited length)an observation post looking like the mg nest but with a good camouflaging top cover and a high power scope on the inside. this also being below the surface. this one does need to be placed by a squadleader.etc. The ''Heavy'' state of fortification: This state can be achieved when 2 or more supply crates are in the zone highlighted by the commander. this means that an ''Orange'' zone can be upgraded to a ''Red'' zone when an extra supply crate has been dropped in the area. this will unlock some new feautures to the fortified position. such as: an MG nest can now be upgraded to a heavy mg nest by restarting the building process (like digging) this features a heavy machinegun (scoped Browning for example) and will now be above ground looking like a sandbag boxa light mortar can now be upgraded to a heavy mortar which will be above the surface of the ground http://1-22infantry.org/pics/buhrkuhl34.jpgThe FOB can be upgraded to maybe have a medical bay or have faster ammo refilling etc.a trench can be upgraded to have sandbags on the insides or wooden supports which then gives better cover for infantry being inside of it.you can now build a TOW emplacement perhaps with sandbags surrounding it like in project reality http://battlelog-cdn.battlefield.com/public/profile/bf3/stats/items_512x308/tow.png?v=7you can now build an AA emplacement just like in project realityyou can now build Tanktraps or Barbed Wire. With this system of fortifying an objective can be much more fun meaning that the team will be building and upgrading the fortifications needed to defend this. it also gives a whole different dimension to the gameplay since you can now be fortifying a whole area to a commanders needs. this could be alot of fun in a gamemode where it's an attackers and defenders principle. let me know what you guys think since i would love to see this system implemented in squad.