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  <title>vector40's blog</title>
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  <updated>2006-09-08T02:16:19-04:00</updated>
  <entry>
    <title>Banshee Voice Communication</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vector40/11/07/2008/Banshee_Voice_Communication" />
    <id>http://rampancy.net/blog/vector40/11/07/2008/Banshee_Voice_Communication</id>
    <published>2008-07-11T19:52:38-04:00</published>
    <updated>2008-09-12T06:52:47-04:00</updated>
    <author>
      <name>vector40</name>
    </author>
    <category term="halo" />
    <category term="pc" />
    <category term="mac" />
    <summary type="html"><![CDATA[<p>
<p>This was an attempt I was making in my Banshee days (towards the end) to formulate a protocol for two-man Banshee wing voice communications. Prior to this the only way to coordinate in a wing was by feel and by occasional quick text codes, but this lacked versatility; when they released Ventrilo for Mac I was excited and set out to codify a protocol for this. Voice is fast enough for on-the-fly coordination, but only if you both have agreed on a stripped-down, unambiguous code for communicating tactical requests and data.</p>
<p>In any case, I banged this around a little and did a bit of testing, but it never got finished and I was fading out on HPC by this point. So it just sat around.</p>
<p>All I've got is the notes. Thought it might interest someone.</p>
<p></p></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>This was an attempt I was making in my Banshee days (towards the end) to formulate a protocol for two-man Banshee wing voice communications. Prior to this the only way to coordinate in a wing was by feel and by occasional quick text codes, but this lacked versatility; when they released Ventrilo for Mac I was excited and set out to codify a protocol for this. Voice is fast enough for on-the-fly coordination, but only if you both have agreed on a stripped-down, unambiguous code for communicating tactical requests and data.</p>
<p>In any case, I banged this around a little and did a bit of testing, but it never got finished and I was fading out on HPC by this point. So it just sat around.</p>
<p>All I've got is the notes. Thought it might interest someone.</p>
<p><!--break--></p>
<p>As always, one pilot is "lead" (flight leader), the other is "wing" (wingman). But now it's especially important because lead has actual tactical command. "Call it on the fly" to decide positions won't work; choose a lead for the whole game.</p>
<p>Once up, same as old: lead chooses targets and course, wing follows. Wing must stay TIGHT, as tight as possible, not closer than one wingspan (for explosion avoidance). Tightness is needed for flexibility; you can go anywhere from a tight follow, including breaking off, but you can't close a gap (since you only have one speed, which is exactly the same as your leader's) from a distance unless lead waits for you, which is possible in the air but impossible on a strike. The lead will tell the wing if he wants him to split off for an attack; otherwise, it is assumed that they will be attacking together, still in formation (which is a perfectly valid and effective tactic much of the time).</p>
<p>It is the wing's responsibility to keep the formation tight. If he needs the lead to slow for a bit so he can close distance, he can request it, but in general the lead cannot look back, so lead must be able to assume his wing is present. If the wing sees a target that demands engagement, he can call the lead's attention to it; if it absolutely demands immediate assault (such as an enemy actually moving to attack the formation), the wing should promptly engage WHILE informing his lead. If he wanders off without announcing it, he cannot expect the support of his lead, and both will probably die unaware that they've each suddenly become alone.</p>
<p>Two-man tactics can be generalized into two categories: symmetrical and asymmetrical. One person (which will be the lead) can make an attack, or whatever, while another (the wing) supports him in some manner (asymmetrical). Or, both can attack on equal footing, merely varying their directions or maneuvers on a tactical level to maximize effectiveness, but still essentially just 2x Banshee, as opposed to Banshee + 1. Both are good. Symmetrical attacks are generally fairly automatic, since that's basically how you'd fly alone; the tactical variety expanded by the commands below are mostly to give the lead asymmetrical options.</p>
<p>As a general rule, especially in asymmetrical attacks, the LEAD tells the WING how to support him, then swings the hammer himself. He is the impetus; the wing is his helping hand to make his plan work. He can make the wing the primary actor if that suits the moment, but that is not really how the system is built to work.</p>
<p>A pair of pilots who fly a great deal together in numerous situations, through thick and thin, will learn each other's styles, learn how to read their partner's intentions, and learn how to complement them. However, most will not fly together enough to reach this level, and even if they do, perhaps their level of play will not be as advanced as it could be (though this is contentious). The system presented here replaces that intuitive sense and builds on it. It is more difficult to learn, though faster, and some may find it unfun, if they are adverse to discipline in general. It DOES require that the lead (whether he's the permanent lead or you rotate often) be able to think tactically and make use of not only himself but also his "second arm," while of course not running his wing into danger or situations he wouldn't enter himself. And it DOES require that the wing be willing to receive commands from another rather than doing as he pleases, and able to do so promptly and effectively while still making himself as effective is possible (which does require initiative and imagination) within the bounds of that order. Not everyone is capable of these things.</p>
<p>These comm terms are designed to be as plain-english as possible while being short, unmistakeable, and concrete. They assume you have a voice link that is clear and intelligible enough that most of your lines can be spoken basically as on a telephone -- simply delivered with no worry about your listener understanding (no need to verify reception), and that allows both speakers to transmit simultaneously without "covering" each other. It also assumes you're the only two people on the channel, or at least there are few enough that there's no concern about who's addressing whom. If this is not the case, you may need to add an addressing protocol, which is beyond the scope of this article; you can borrow one from police or military standards if you'd like.</p>
<p>Some of this may be familiar if you have worked with a team using radios before. Some is original. All is oriented toward maximizing the fluidity, effectiveness, and speed of reactivity of the two-man team.</p>
<p>There are basically three types of codes here: queries (requests for information), informationals (just giving them info to keep them informed), and commands (just what they sound like, almost always give BY leads TO wings except for a few radio-related ones).</p>
<p>These are as plain-English as possible to make them easier to learn, however, they are still codes. In other words, the meaning of "Location?" may be easy to guess, but it is a specific, exact meaning, and there is a specific code for it. You can always instead say "So, uh... where are you now?" and get a similar effect, but it will take longer, be less clear, and require more thinking to understand. The advantage of codifying a concrete set of codes is that, once they've become second nature, they're fast to say, unmistakeable in meaning, and go straight into your action response rather than requiring you to parse them (like someone yelling "GET DOWN!" as opposed to "Excuse me, there's a dangerous situation; I suggest prostrating your body for safety."). You can still use English to describe a situation or command that there's no code for -- or more likely, to expand on a codet that doesn't quite encompass what you want to say -- but that shouldn't need to happen often. Also, these commands are common enough words that if you're in plain English, you can easily use one without meaning to; "wait" has a specific meaning, and should not be confused with "pause," for instance. Learn the codes and stick to them as much as possible.</p>
<p>Don't chatter, except in totally casual bullshit games, where you don't need this system anyway. Even if you're only 1% serious, it really, really does distract even the best gamer to be holding conversation while fighting, and you really, really won't play well.</p>
<p>STATUS MESSAGES</p>
<p>"Location?" -- Where are you? Response should use a pre-assigned set of codes for regions on the map, so you do not have to spend five minutes describing "that little ledge over the blue base." Location codes should be specific enough that you can refer to any exact coordinate within a brief phrase, such as "red pit," "below the balcony," or "flying from sniper's to the garage." Agree on some kind of directional system as well, be it North/South/East/West or whatever; key it to some obvious, unmistakeable, and always-accessible level reference. Variant: "Location to meet?" In this case, you've become separated, and don't actually care where they are now, you just want to know where you can rejoin. This way, they don't need to give their location, then wait around for you to show up; they can pick a spot ahead of you both and meet on the fly, losing no time. Both are useful as long as you do not confuse them; "location" really means "where are you, right now?" which can be useful for certain things.</p>
<p>"Are you up?/You up?/Up?" -- Do you have a Banshee? This will often be necessary in a pitched game where either or both pilots die frequently. Generally asked when you yourself are already up; the response to a negative will usually be to help find him a Banshee, the response to a positive will usually be "Location to meet?"</p>
<p>"Status?" -- A threefold question, usually asked by lead to wing, so he can decide where to go next -- retreat to regroup, press the attack, make a flag attempt, or whatever. When in formation, respond with, in the following order: your shields, your health, and your weapons load. Shields and health can be described as "Full" (undamaged), "Gone" (none or nearly none -- in the case of health, it obviously means nearly none, since actually gone would mean you were dead), or "Half" (anything in between); these are vague delineations that can be rounded off. Shields can also be "Over" if you have any amount of overshield. Weapons is merely what two guns you have: "fuel and rocket," "sniper and pistol," "rocket and shotgun," etc. You can use shorthand for these if you'd like, but the time and clarity saved will be minimal. Don't bother specifying ammunition unless one of your weapons is empty or nearly so, in which case label it; "rocket and empty shotgun," "empty fuel and sniper," "all empty!". If there happens to be something else special about your ammo (such as you have a huge load of sniper rounds), you can add that in plain English, but it usually doesn't matter. Don't worry about grenades. So, a status response might run, "Half, full, rocket and fuel!" If you happen to have invisibility, tack that onto the end; "Half, full, rocket and fuel, invisible."</p>
<p>Three special responses: If you are both in the midst of a pitched battle, it is not immensely important and a waste of time to give your weapons load, so shorten your response to merely shields and health. Your partner is merely asking how you're holding up, in the same way he can check his own status by glancing at the corner of his screen.</p>
<p>Alternately, if you are separated and receive a status check, and cannot respond without diverting attention that would get you killed, simply give a "Wait!" This means, hold on, I'm busy. This is straightforward and needs no explanation -- your partner will not argue -- but do not abuse it. If there's any way you can respond without endangering yourself, do so, and if not, do so as soon as possible, because you're holding up his strategic decisionmaking process; the game is marching on while you are lost in your fight. If, on the other hand, you are together and you get a status check, you must respond; your lead can see how busy you are, and wouldn't be asking if he didn't need to know despite that.</p>
<p>There is also the special status response of "Dead!", meaning you have just died (which is a good idea to announce whether you're asked or not); after spawning you should then immediately, automatically announce your location.</p>
<p>"Quiet" -- Hold radio chatter (such as status or location checks, "enemy spotted" announcements, or other informational calls). Usually used when pilots are separated, involved in their individual problems, and you need to focus for a while; no traffic should be transmitted after this until the pilot who called the quiet releases it with "Go ahead." If someone calls "wait," a quiet is assumed.</p>
<p>"Break" -- Shut up. Used to interrupt traffic from your partner when you have something urgent. For instance, breaking into a status report: "Half, half, shot --" "Break evade."</p>
<p>"Cap" -- I have the flag. Usually used when separated, at least slightly. No inherent command involved, just informational.</p>
<p>"Defending" -- I'm guarding the base for a bit. Can be added onto a Location response, as in, "Base, defending"; that way they won't try to meet with you. Used when separated. Variation: "Defending flag carrier," if you're bodyguarding the guy with the flag. Variant: "Defend," a command.</p>
<p>"Flag down" -- Flag carrier is dead, flag is free. Usually used when separated, at least slightly. Informational.</p>
<p>"Recovering" -- I'm going to go touch the flag and recover it. Usually follows "Flag down." Informational. Variant: "Recover," a command (go get it).</p>
<p>"Logging" -- I'm getting guns, ammo, health, whatever. Short for "logistics." Usually used when separated, unless it's used by a lead to let his wing know where they're going. Variation: "Can we log?" or something similar, used by a wing to request a pit stop (which will either be if your lead has forgotten to keep aware of your status, which happens, or if he merely has a different idea of what "enough" is, which also happens).</p>
<p>ENEMY REPORTS</p>
<p>"&lt;unit&gt;,&lt;location&gt;,&lt;direction or status&gt;" -- Used to announce that you've spotted an enemy. If you're in formation, this brings it to the attention of your partner for tactical reasons; if you're separated, it lets your partner know where the bad guys are on the map, for his safety and for strategic reasons (he knows if someone's coming for the flag, say). A call would run like this: "Tank, lower tunnel, going down". The unit is tank, Banshee, hog, Ghost, Shade, or foot (infantry), and can be prefaced with a number if more than one identical unit are together. The location is usually the location code for his position, but can also be a position relative to the formation, such as "left," "high right," "behind," or "low ahead." This is especially useful when announcing Banshees, who will generally not have useful locations except "in the air." Remember, though, that relative positions will only have any meaning if you're still in a static formation; if you're both looping around in combat, "left" won't mean anything.</p>
<p>The last piece is optional, and can be omitted if there's nothing to say (for instance, "Two tanks, blue water" might just announce how many guys in general there are at the blue base; if I'm all the way over at red that's all I care to know. On the other hand, "Two tanks, blue water, camping" might tell me that they're way back in the water, aimed up, waiting on guard, so there's often some kind of detail you can give.). If they're moving, tell where -- "going south, going down, going through." If they're stationary, say that too -- "stationary" or "camping" ("camping" would mean specifically they are motionless and alert with a hair trigger, waiting for targets to show up and gunning them down). If a hog has a gunner and a passenger, tell that -- "gunner and passenger." If a foot has a heavy weapon, mention that -- "foot, blue deck, rockets." And so forth.</p>
<p>Three special calls: If you spot the unit that has your flag, the ball, or whatever, do not blend that into the description, just preface the entire call; "Flag! tank, central, going toward main tunnel."</p>
<p>Any called unit is assumed to be hostile, but if for whatever reason you have the need to point out a friendly unit (for instance, to let your partner know about a support player who will soon become relevant to your attack), preface with "Friendly." So: "Friendly Ghost, red pit, camping."</p>
<p>If you have an enemy come out of the bushes and start pissing on your ass, you can shorthand the call to "<unit> on me," meaning they're right where I am, and I'm engaging them. If you're separated, this will be meaningless unless your partner already knows your position (which he generally should). If you're in formation, this is the equivalent of the MMORPGer's "add" (or "FYI, a bad guy just joined the fight"). Only use this if they really are right in the mix; if your partner has to look to find the bad guy, you should have called a location. If you're together, but split, you can also use "&lt;unit&gt; on you" to indicate a bad guy who's a threat to your partner but a ways from yourself.</p>
<p>"Engaging" -- I'm attacking the aforementioned target. Often immediately follows a target announcement. Generally used when partners are separated, since engaging is self-evident if you're in formation. The EXCEPTION is when the wing spots an enemy (whether over yonder or "on me"), announces it, then decides that it needs to be attacked right the hell now, in which case he'll immediately announce "engaging" and go for it, letting his lead know that he just broke off. Try to avoid this; in general merely announcing them should be enough, since your lead can make the decision whether they need to be attacked or not. (He's not dumb, he knows an enemy flag carrier needs to be taken out.) The only time you should be breaking off on your own is when there is absolutely no time to wait for your lead to hear the announcement, locate the enemy, and bring the formation around; usually, this means an enemy (like a tank) just popped up and is about to blow you up.</p>
<p>Make an effort to announce all targets and call when you engage them; even if they're dead in five seconds, it gives your partner some idea of what you're up to and what the situation is over there.</p>
<p>"Defense?" -- What's the defense of the enemy base look like? Response is a series of target calls, unless the answer is just "I don't know," which is valid. Variation: "Friendly defense?" meaning what's the defense of our own base look like.</p>
<p>COMBAT COMMANDS</p>
<p>"Evade" -- Execute an immediate, hard evasive turn or maneuver. (The wheeling, three-plane diagonal turn is a good choice, if you have room.) Used most often when you've just spotted a tank lining up a shot, and you both need to dodge the immediate shot before you engage. Or perhaps there's a rocket floating toward your partner, or whatever.</p>
<p>"Pause" -- Arrest your forward flight for a moment (switching to a hover instead), then continue. Used by a wing that needs to close some distance. Can be used multiple times. Remember, your lead probably can't see you; it's your job to control your formation distance.</p>
<p>"Split" -- Leave formation and move independently. Does NOT mean to abandon the lead and go off on your own business; it just means you can leave your tight chase position and attack the target (or do whatever) however you see fit. "Split" alone is general and leaves the positioning up to the wing; "Split left," "Split right," "Split low," or "Split high" can be used to specifically instruct him where to go (head to the left, the right, drop low, spike up). "Split back" and "Split forward" can also be used (hang back a bit to open formation, or charge ahead while the lead hangs back). The lead may be doing the opposite of what you're doing, or whatever; that's his business. Can also be used out of combat, to mean simply "open up the formation"; if you're told to split (or split in a certain direction), drift off while still maintaining the same heading as your lead, but now with much more distance than you ordinarily would. Because of the difficulty in staying with your lead at these distances, splits should only be used out of combat when you're getting ready to approach an enemy or group of enemies and don't need to do any major travel maneuvering before you arrive. Descriptors like "Split wide" can be used to suggest distance, or combined, as in "Split wide right." A generic split is very common when beginning a dogfight, unless you expect it to be so easy you can just demolish him while still in formation.</p>
<p>"Rejoin" -- Come back to formation after a split. Lead should either hover and wait, then head off once he sees that the wing has reached him, or if they are already close together, just go ahead and let the wing request pauses if necessary to adjust distance.</p>
<p>"Separate" -- Leave formation and take your own control. This breaks a two-man formation and allows a wing to go do his own thing, while the lead does the same. Can be done for fun (if you're getting a little bored of the rigidity of the wing) or for strategic reasons (if the team could be better served by two independent flyers rather than one two-fisted one). There is no elaborate method of rejoining if you later want to form up again; "Location for a meet?" will imply it.</p>
<p>"Entering" -- I'm going in. Usually used to mean that you're about to make a try for their base or flag, or some other protected area. Merely informational in and of itself, though usually it will be paired with a command to tell your wing what to do to support you. Variant is just "Enter" as a command, meaning "you go in."</p>
<p>"Cover" -- Protect me while I do whatever I'm doing. This may seem like what you're doing anyway, but it's not; ordinarily you're HELPING them with what they're doing. Cover means make sure nobody causes them trouble, killing anyone who tries, but not messing with anybody else, and not bothering with whatever the lead's doing, either. Cover while they're attacking a tank doesn't mean help kill the tank; it means circle around (guarding your own safety, of course) and make sure nobody else comes up and shoots the lead in the back. Cover while they're taking the flag generally means fly around near where they landed and make sure their Banshee stays unmolested, the area stays safe, and so on. Cover while they're getting health means similar.</p>
<p>Variant: you can also instruct your wing to cover other people or locations. "Cover flag carrier" means watch the dude with the flag; "Cover that Banshee" means make sure nobody takes it before I get there; "Cover blue deck" means keep the blue deck clear, because I'm going to be there in a second with the flag, or whatever reason. "Cover area" just means cover the area you're currently in; "Split and cover area" is a common command if you want to keep a spot secure until you come back to it, or whatever (see "Safing" below).</p>
<p>"Dismount" -- Land and exit the Banshee. If not paired with any other command, it means you can do the obvious after that; help shoot this guy down, toss some grenades, whatever. Often it will be combined, though, as in "Entering; dismount and cover" (I'm going in; land, get out, and watch my ass. This is distinct from "Entering, cover" since in that case he'd stay in the air.) or "Dismount and log" (grab whatever you need down there) or whatever. The variant, of course, is "Dismounting" as an informational.</p>
<p>"Remount" -- Get back in and rejoin formation. If you are still airborne, "rejoin" has the same implication.</p>
<p>"Stealth" -- Begin flying noiselessly (without "screeching"; how to do this is discussed in the Banshee video). Important to use when attempting to sneak up on someone for a crush, or sneak into a base area without warning everyone, or whatever, since it's no good to go stealth yourself if your wing is still making noise.</p>
<p>"Leave stealth" -- Stop bothering with noiselessness. Joining in combat in any way has the same effect, since you're obviously not going to try to fight without making sound.</p>
<p>"Clear" -- Kill all enemies. Example: "Clear large tunnel." A "split" is implied here, as is a "rejoin" afterwards; this is just a targeting assignment, though it can be combined with a "Cover" to keep them in the area, such as "Clear large tunnel and cover" (kill everyone in the large tunnel, then keep them dead).</p>
<p>"Kill" -- Kill that enemy. Usually combined with a target announcement, unless the target is so obvious (and inconfusable with any other) that it would be needless. For example: "Tank, nest, stationary; kill it." Or if your wing notices first, Wing: "Banshee, left, incoming." Lead: "Kill." As with "clear," a "split" is implied, as is the subsequent "rejoin." While you're on this, the lead might be waiting, he might be doing something else, maybe he'll come and help later, or get a few shots in then leave; it doesn't matter, your job is the same regardless, unless he tells you to rejoin before it's done.</p>
<p>"Hold" -- Stop right where you are and hover. Stop INSTANTLY everything you're doing; do not fire another shot, do not move an inch until released or given another command. This is usually used when a fuckup has occurred.</p>
<p>"Decoy" -- Draw this guy's attention. Fly overhead or past, looking like a stupid great target; do not actually attack, at least not more than a few shots to get their attention. Act like the morons who think wandering around like target dummies is how to fly. Can be combined with a direction, just like "split" ("decoy high," "decoy left"), and should always be combined with a target, if the target is not implied (Wing: "Tank, deck, stationary." Lead: "Decoy."). Once again, both "split" and "rejoin" are implied.</p>
<p>"Bomb" -- Hover in position (usually high, or at least high enough to be out of the immediate mix), motionless unless you must move to evade incoming fire, and direct continuous fire at this target or location. This can be used as a distraction, as cover, or as support; you might instruct your wing to bomb a base exit to deter anyone from running out, or to bomb a particular enemy that's behind cover to keep his head down while you dismount or dive to crush him. It can also be a dogfighting tactic, instructing your wing to sit still and become a mobile turret while you remain mobile, which is an excellent way of staying out of each other's way.</p>
<p>"Dive" -- Dive to ground level to crush an infantryman OR to close distance and get neck-to-neck with a tank. These are the only two meanings of a dive. Can be combined with a target if you have more than one, eg. "Dive tank" or "Dive left foot". Variant is the informational "Diving" (I am diving, watch for friendly fire [if you're playing with it]).</p>
<p>"Safe" -- Immediate leave the fight and get yourself to a place of safety as fast as possible. This relates to the SCENE of the fight; if, for example, you bug out and another Banshee chases you,  your priority is to get away from the action, so keep flying with evasive maneuvering until you've done that. Then feel free to kill your pursuer; the point is that you don't hang around in the main battle while you kill him, because then you'll never get out. A cagey lead can use this immediately after a status report, if he feels his wing is going to die soon; he can also combine it with a "log" to mean, "okay, leave the fight, fix yourself up, then come on back." For instance, Lead: "Status." Wing: "Gone, half." Lead: "Safe." The variant is the informational "safing"; unless you add a "Split and cover area" or something similar, your wing is expected to stay with you.</p>
<p>"Intercept" -- Meet and kill this guy before he reaches a certain location. The details will usually be clear, and generally involve a flag; for instance: Wing: "Flag, hog, blue beach, spinbound." Lead: "Intercept." (since it's clear that you mean "kill him before he gets back to base"). You might intercept from a vehicle, weapon, or even a friendly (such as your flag carrier); for instance, Lead: "Foot, left -- I think he's going for that Banshee. Intercept."</p>
    ]]></content>
  </entry>
  <entry>
    <title>How to Be a Dick in a Banshee</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vector40/10042006/how_to_be_a_dick_in_a_banshee" />
    <id>http://rampancy.net/blog/vector40/10042006/how_to_be_a_dick_in_a_banshee</id>
    <published>2006-04-10T00:03:34-04:00</published>
    <updated>2006-09-08T02:05:45-04:00</updated>
    <author>
      <name>vector40</name>
    </author>
    <category term="community" />
    <category term="halo" />
    <category term="pc" />
    <category term="mac" />
    <summary type="html"><![CDATA[<P>I AM CRAZY AND I WROTE ANOTHER BANSHEE ARTICLE
<P>LOOKIT <A HREF="http://rampancy.net/info/articles/banshee_handling_v_evasion">http://rampancy.net/info/articles/banshee_handling_v_evasion</A>
<P>Now, look. I didn't really want to do this, but there it is. And there's one last little thing that didn't even warrant inclusion there, so I'm just going to put it here.
<P>I'm speaking, of course, of
<P><h1>How to Be a Dick in a Banshee</h1>
<P>See, you play enough, often with people who really just... don't get the juices flowing, and a certain disturbingly sadistic side comes out. Maybe it's just me. But it's there and you find yourself basically toying with folks like a cat with a mouse. Consider this my confession. I'm not going to say that I've done everything here, but I've done everything here.
<P>It should be observed that a number of these are actually useful techniques in and of themselves. Also, the first three of these are basically products of goatrope's depraved mind.    ]]></summary>
    <content type="html"><![CDATA[<P>I AM CRAZY AND I WROTE ANOTHER BANSHEE ARTICLE
<P>LOOKIT <A HREF="http://rampancy.net/info/articles/banshee_handling_v_evasion">http://rampancy.net/info/articles/banshee_handling_v_evasion</A>
<P>Now, look. I didn't really want to do this, but there it is. And there's one last little thing that didn't even warrant inclusion there, so I'm just going to put it here.
<P>I'm speaking, of course, of
<P><h1>How to Be a Dick in a Banshee</h1>
<P>See, you play enough, often with people who really just... don't get the juices flowing, and a certain disturbingly sadistic side comes out. Maybe it's just me. But it's there and you find yourself basically toying with folks like a cat with a mouse. Consider this my confession. I'm not going to say that I've done everything here, but I've done everything here.
<P>It should be observed that a number of these are actually useful techniques in and of themselves. Also, the first three of these are basically products of goatrope's depraved mind.<!--break-->
<P><h3>Dismount Crushes</h3>
<P>Fly towards bad guy. Leap out of Banshee. Allow Banshee to crush bad guy.
<P>USEFULNESS: 8. A valid tactic in its own right.
<P>DICKERY: 6. Mainly just confusing, it's mostly annoying when you don't know how to deal with it and keep getting killed by it. If you do it really well, though, they'll get Vehicle Killed, and that can cause a suicide count, which rules.
<P><h3>Weapon Switcheroos</h3>

<P>On foot, fire at Banshee with pistol. Attract attention. Wait until it gets close, trying to crush you, then pull rocket launcher and blast it.
<P>Actually, just always carry a rocket launcher, but never show it to anybody. Make everyone (especially vector) assume you have one hidden up your ass or something.
<P>USEFULNESS: 8. A valid tactic in its own right.
<P>DICKERY: 7. Can jump to a 9 if you proceed to taunt mercilessly after the kill.
<P><h3>Moving Shades</h3>
<P>Especially valuable on Death Island. Get in your Banshee. Settle your nose into one of the Shades on the side peninsulas next to each base. Push. The turret will slowly move until it has blocked the teleporter exit.
<P>USEFULNESS: 3. The turret will respawn before very long.
<P>DICKERY: n. Not especially annoying, but completely and totally confounding. You can't friggin move Shades.
<P><h3>Chatfighting</h3>
<P>Engage in a wicked, cutthroat dogfight with some poor sap. Between shots, pop up in the air in a safe spot, and while they try to reacquire and kill you, type a line of chat, either to them or to some third player, and send it before you hit the ground. Continue this throughout the whole battle until you finish the conversation (and proceed to promptly kill them), or until they just die along the way.
<P>USEFULNESS: 4. Basically only "useful" if you can't wait to have your chat.
<P>DICKERY: 9. Staggeringly annoying.
<P><h3>Left-handery</h3>
<P>If you are right-handed, place your mouse on the left side of the keyboard. If you are left-handed, kill yourself. Play for hours with the mouse in your off hand. Do not mention it unless someone starts complaining about unfair teams or something similar.

<P>USEFULNESS: 4. Handy if you ever get your hand chopped off by a prostitute's ninja star, I guess.
<P>DICKERY: 7. More of an invisible taunt. Good for giggles.
<P><h3>Vehicular headaches</h3>
<P>Watch as bad guy runs across map, finally reaches vehicle, and attempts to enter it. Fire fuel rod and flip it over. Let him right it and try to enter again. Flip it over. Repeat as needed. If you are an especially cheerful individual, finish at last by flipping it off a cliff. Then kill him. Have a cigarette.
<P>USEFULNESS: 3. There is no sane reason for doing this over and over and over.
<P>DICKERY: 9. A masterwork of assitude.
<P><h3>Vehicular weaponry</h3>
<P>Watch as bad guy runs across map, finally reaches vehicle, and attempts to enter it. Fire fuel rod and flip it onto him, flattening him into Master Pancake. Deliver wry wit.
<P>USEFULNESS: 6. It's one way to kill them, I guess.
<P>DICKERY: 8. Pretty upsetting.
<P><h3>Extended vehicular weaponry</h3>
<P>Observe bad guy and a random, unmanned vehicle some distance away. Use fuel rods and ramming to move the vehicle toward the bad guy until it gets near, then hover somewhere and use repeated fuel rods to try and blow the vehicle into them. Best when they're just trying to desperately run away, while you chase them endlessly with a poor puppet Warthog. Continue until you succeed or until you get bored, then just kill them unceremoniously. Say nothing.
<P>USEFULNESS: 0. What are you, a jerk?
<P>DICKERY: 8. Would be much higher but any opponent bad enough to let you do this usually doesn't even know what's going on.

<P><h3>Peek-a-boo</h3>
<P>Land in front of a bad guy and get out, keeping the Banshee between the two of you. Dodge back and forth as he fires at you, using the parked Banshee as a shield. Continue as long as possible; if he flips it over with a grenade, right it and keep going. Do not fire. Once you get bored, crouch and shoot a rocket under the Banshee, killing him.
<P>USEFULNESS: 1. I hate you.
<P>DICKERY: 8. Not meant for humans.
<P><h3>Sin of Temptation</h3>
<P>Land Banshee in front of cognitive reject. Back off. Watch as a lightbulb sparks over his head and he decides to get in your Banshee and take off. Fire rocket into his useless sack of genes as soon as he does.
<P>USEFULNESS: 6. Legitimate enough if you're fighting Cro-magnons.
<P>DICKERY: 3. Seems almost like a mercy kill.
<P><h3>No-fire</h3>
<P>Engage in cutthroat dogfight. Kill bad guy with no fuel rods. Alternately: kill bad guy with no plasma. Alternately: do not kill bad guy, just fly around him in circles avoiding his fire.
<P>USEFULNESS: 7. These are actually good training drills.
<P>DICKERY: 6. Depends on whether the other guy knows what you're doing.
<P><h3>The Roadblock</h3>

<P>In CTF game, capture every flag to win but one. Grab the last flag, fly up over the enemy base, and issue a challenge. Kill everyone who comes near you.
<P>USEFULNESS: 5. Good for practice, I guess. Or for running up your kills. Worthless for winning a game.
<P>DICKERY: 8. Basically pure evil if people actually want to play.
<P><h3>The energy conservationist</h3>
<P>Engage in dogfight or against infantry. Take them to within a hair of their death. Then fire a single shot of plasma into them, making them keel over dead. Repeat the plasma as needed if you misjudged.
<P>USEFULNESS: 2. Pretty dumb.
<P>DICKERY: 6. Sort of a subtle, postmodern kind of mockery.
<P><h3>The Asshole</h3>
<P>Join a Christian server as "Judas" and TK. Join a Japanese server as "Hiroshima" and make deadpan gallows jokes as you kill everyone. Join a "girlz plz join" game as "boy george" and make vaguely homoerotic comments. Join a cowboy server as "Jack Twist." Etc.
<P>USEFULNESS: -10.
<P>DICKERY: 10. You are an asshole.
<P><img src="http://berkeleyhigh.org/provinggrounds/sig.gif" width="82" height="19" alt="-- vector" style="float:right">
    ]]></content>
  </entry>
  <entry>
    <title>Winter Season: Game On</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vector40/04112002/winter_season_game_on" />
    <id>http://rampancy.net/blog/vector40/04112002/winter_season_game_on</id>
    <published>2002-11-04T01:48:19-05:00</published>
    <updated>2006-09-08T02:04:36-04:00</updated>
    <author>
      <name>vector40</name>
    </author>
    <summary type="html"><![CDATA[<p >So we headed out from BART (the friendly local subway system) at around noon, to get there by 1:30. We’d registered online a week before, and gotten all of our players added (5 - four plus one alternate) with plenty of time to spare. A representative of the game center kept us informed of details by email; my only complaint is that we didn’t find out what time it would start until Wednesday, which wasn’t a problem for us but might have been for some others who had tighter schedules. All in all, though, the rep was helpful and cool, and obliged my request to email me the consent forms (so we could get ’em signed before the event, instead of having to haul along some adults).</p> <p >We got there . . . oh, perhaps 15 minutes early, hooked up with the event coordinators and checked in. The setup was 2 Xboxen with accompanying TVs, placed on opposite ends of the room; if you had mad behind-the-head-Xray-vision skillz, you probably could see the other screen, but beyond that, no. By the time everybody had arrived, there was maybe 15, 17 players. We were the youngest by far.</p>     ]]></summary>
    <content type="html"><![CDATA[<p >So we headed out from BART (the friendly local subway system) at around noon, to get there by 1:30. We’d registered online a week before, and gotten all of our players added (5 - four plus one alternate) with plenty of time to spare. A representative of the game center kept us informed of details by email; my only complaint is that we didn’t find out what time it would start until Wednesday, which wasn’t a problem for us but might have been for some others who had tighter schedules. All in all, though, the rep was helpful and cool, and obliged my request to email me the consent forms (so we could get ’em signed before the event, instead of having to haul along some adults).</p> <p >We got there . . . oh, perhaps 15 minutes early, hooked up with the event coordinators and checked in. The setup was 2 Xboxen with accompanying TVs, placed on opposite ends of the room; if you had mad behind-the-head-Xray-vision skillz, you probably could see the other screen, but beyond that, no. By the time everybody had arrived, there was maybe 15, 17 players. We were the youngest by far.</p> <!--break--><p >The place was smallish, and packed with gaming PCs. We squeezed around and found the Xboxen, both of which had teams warming up on them. We watched. Not bad. Not great.</p> <p >Once we had a chance, we hopped on to an Xbox and started to scrimmage with another team. We’d brought our own controllers, as suggested by an email from the center — the reason became obvious once we’d arrived, as most of the supplied controllers sucked the proverbial beanstalk. I, of course, had my gloves and glasses, the usual Halo apparel.</p> <p >Still warming up, we lost the first match, then won the second handily. Then we took a moment to set up profiles on the machine, and let another team flex their muscles. They had controllers too; we took ours with us.</p> <p >By the time the tournament was beginning to kick off, it had become apparent that it was going to be 8 teams, and therefore only two matches to qualify.</p> <p >We played a final practice match and got stomped. Then we were poked and told to get ready; the tournament was starting, and we were first.</p> <p >We cracked our knuckles, flipped for color (we won; blue), and I set my watch (more on this later). Then we started.</p> <p >::</p> <p >Not bad, not at all. We hadn’t seen these guys play yet, and weren’t sure what to expect. They had some moves. Staying on the high end of the level, they pitched camp on the blue “mezzanine” (our name for the wide, flat area between the two towers, against the wall — the blue one is the high one) or on the blue tower, and sniped us mercilessly, slaughtering us whenever we attempted to storm them.</p> <p >It was a tricky scenario. They held the high ground, and had superior marksmenship anyway, so we always came out on the bottom when we tried to knock them off from a distance. When we tried to get close, they’d have plenty of time to saw us down while we approached. And if we did nothing, they killed us as soon as we spawned.</p> <p >A classic siege situation, and we were stuck, watching them pull away in score. It wasn’t a matter of superior skill as much as superior strategy, and we lacked the key to take it away from them.</p> <p >But we figured it out. At around 20 kills, things began to click, and just as I was saying, “Y’know, a rocket launcher would be handy here,” a foom, foom, foom is heard, and three campers fall ungracefully to the ground.</p> <p >It was the break we needed, and we proceeded to swarm their “area” en masse, not allowing them time to regroup. We knew the difficult was in taking the spot, not holding it; once we were there, we were on even ground.</p> <p >And we were. Getting there before they could return, we were prepared when they started to trickle back in, and the situation was reversed, us knocking them down as soon as they arrived. We didn’t have the practice at it that they obviously did (clearly they practiced that technique quite a bit), but we ground through, and a few of us displayed some really remarkable gumption. Many double kills, triple kills, and heart-stopping close calls later, we were at 49–47, with me bellowing “Get them!”</p> <p >A grenade is lobbed, an explosion is heard, and the game is called. 50–47, us.</p> <p >Jiggling slightly from the effects of the adrenaline, we blinked at each other and tried to fathom exactly how we’d come back from a ~ 24–13 deficit and taken the game.</p> :: <p >Sitting in the lovely chairs the center provided and enjoying some hard-earned water, we grimaced at each other upon hearing the news from our alternate (acting as a general facilitator) that our next match would be against team AK . . . the very folks who’d beaten our asses in practice.</p> <p >We spent the next half hour or so discussing strategies and lamenting our luck, then were ushered back to our places and told to make it happen.</p> <p >This match would also determine advancement: win, and we were going to the regionals; lose, and we were going home.</p> <p >We fired off and quickly determined that we were going to do well but lose. Their strategy was a strike of déjà vu; squatting on the mezzanine, far enough back to keep from being sniped but plenty in control of the map. Defensive playing — we had to go to them, and invariably got spanked before we arrived.</p> <p >The good news was, we’d observed this habit in practice, and during our intermission had formulated some maneuvers to counter it. They sort of worked; suffice to say that we were halfway successful in preventing them from owning the mezzanine.</p> <p >Sadly, they outstepped us again, and as soon as we had taken their spot, they switched tactics, moving all over the map. At this point, the game was very close — we’d repeatedly tied, and at least once beat them by a few points. We kept dancing, and as soon as they drew us off our perch to hunt them down, they were back on top, chuckling.</p> <p >We were starting to assault their eyrie yet again when it happened. Click, click, boom — blink and you miss it — they stole four or five kills in the space of several seconds, and the game ends abruptly, quite before anybody is ready for it.</p> <p >I later found out during an informal debriefing that the other guys have picked up an invisibility/rockets combination, and made a glorious little streak to finish the match. It wasn’t by any means a landslide; I still think we could have won. Our abilities were fairly equal, our strategies were also pretty close; the only advantage they had was better teamwork, which probably came from practice.</p> <p >Anyway, it wasn’t a bad match. My only lament is that we started out on the red side, which was utterly obnoxious, especially since we were the blue team — we definitely lost a few kills from that. Alas.</p> <p >Anyhow, we watched the last match between the two qualifying teams, and ascertained that we almost certainly could have beaten the other team, had we been bracketed against them. Our opponents won, making off with whatever prizes had been offered to the 1st place qualifying team. Then we took off, spent.</p> :: <p >The most useful things I can offer are the strategies we cooked up during practice.</p> <ul> <li>Stay In, Stay Out: Know the areas on the map that you’d be good to hang around; also know the ones you shoudn’t be caught dead in. Examples of the latter are the center of the map, the high catwalks crossing the level, and the trench; examples of the former are “shotgun rooms” and the mezzanine.</li> <li>Know Thy Place: For the sake of coordinating your team, it can be invaluable to really understand the map. Part of this is having a good name for different areas, allowing you to refer directly to them, instead of describing it. “Mezzanine,” “Shotgun room,” “Bridge,” “Tower,” “Corridor,” or “Trench” are just a few names, most of which can have “Blue” or “Red” appended to them to indicate which side.</li> <li>Spawn Times: This is a little trick we conjured up on our own. Inspired by the discovery (by . . . uh, someone) that items spawn at set invervals, we clocked the invisibility and the rocket launcher, coming up with 1:00 for the first and 2:00 for the second. Knowing this, we began setting a watch’s timer for 1:00 at the beginning of each game — it would go off every minute, and our designated “Invisible Rocket Guy” (the player whose sole role, more or less, was to get those two items, denying them to the enemy; he had a good way of jumping off one of the stone blocks and grabbing the RL through the floor) would hightail to grab the items. He’d keep track of whether the alarm was “even” or “odd,” thus knowing whether or not the RL had spawned.</li> <li>The Team That Works Together, Advances to the Next Round of the Stupid Winter Season: ’Nuff said.</li></ul> <p >In any case, we’ll be trying our luck again at the KotH tournament . . . until then, adieu.</p>    ]]></content>
  </entry>
  <entry>
    <title>:(</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vector40/12122001" />
    <id>http://rampancy.net/blog/vector40/12122001</id>
    <published>2001-12-12T01:13:16-05:00</published>
    <updated>2006-09-08T02:08:07-04:00</updated>
    <author>
      <name>vector40</name>
    </author>
    <summary type="html"><![CDATA[<p>
<p>In self-imposed exile from HBO. Moping around here. Ignore me.</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>In self-imposed exile from HBO. Moping around here. Ignore me.<!--break--></p>
    ]]></content>
  </entry>
  <entry>
    <title>Ugh</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vector40/08122001/ugh" />
    <id>http://rampancy.net/blog/vector40/08122001/ugh</id>
    <published>2001-12-07T21:15:38-05:00</published>
    <updated>2006-09-08T02:09:41-04:00</updated>
    <author>
      <name>vector40</name>
    </author>
    <summary type="html"><![CDATA[<p>
<p>Got jumped today. Alone in locker room, idiot. Two guys, just a little smaller, obviously veteran street-fighters, wanted cash. Nursing a swollen jaw. Kept my money. Kept my bag. They left, possibly because my mad uber-elite Jet Li skills, more probably because the bell rang and the place was about to fill up. A bit jittery now. It's not nearly as fun as it seems. Dirty and hard, fast, graceless. The irony? I was there (early... dumb) to change for Self-Defense. What a wonderful school. No point in reporting it.</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Got jumped today. Alone in locker room, idiot. Two guys, just a little smaller, obviously veteran street-fighters, wanted cash. Nursing a swollen jaw. Kept my money. Kept my bag. They left, possibly because my mad uber-elite Jet Li skills, more probably because the bell rang and the place was about to fill up. A bit jittery now. It's not nearly as fun as it seems. Dirty and hard, fast, graceless. The irony? I was there (early... dumb) to change for Self-Defense. What a wonderful school. No point in reporting it.<!--break--></p>
    ]]></content>
  </entry>
  <entry>
    <title>Ugh... Dial-up...</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vector40/01122001/ugh_dial_up" />
    <id>http://rampancy.net/blog/vector40/01122001/ugh_dial_up</id>
    <published>2001-12-01T01:29:36-05:00</published>
    <updated>2006-09-08T02:13:05-04:00</updated>
    <author>
      <name>vector40</name>
    </author>
    <summary type="html"><![CDATA[<p>
<p>My @home is getting shut down in ONE HOUR. Bastards just had to go and bankrupt themselves, didn't they?</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>My @home is getting shut down in ONE HOUR. Bastards just had to go and bankrupt themselves, didn't they?<!--break--></p>
    ]]></content>
  </entry>
  <entry>
    <title>The Junkyard</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vector40/29102001/the_junkyard" />
    <id>http://rampancy.net/blog/vector40/29102001/the_junkyard</id>
    <published>2001-10-28T22:45:00-05:00</published>
    <updated>2006-09-08T02:15:00-04:00</updated>
    <author>
      <name>vector40</name>
    </author>
    <summary type="html"><![CDATA[<p>
<p><br><br>Ah, bliss. It's so nice to have two email addresses. And I've been dreaming about any sort of privileges, much less admin ones, for ages on ages.<br>I'm a happy toad.<br><br><a href=http://www.the-junkyard.net>OMG WHEEEE</a></p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><br><br>Ah, bliss. It's so nice to have two email addresses. And I've been dreaming about any sort of privileges, much less admin ones, for ages on ages.<br>I'm a happy toad.<br><br><a href=http://www.the-junkyard.net>OMG WHEEEE</a><!--break--></p>
    ]]></content>
  </entry>
  <entry>
    <title>Huh?</title>
    <link rel="alternate" type="text/html" href="http://rampancy.net/blog/vector40/12102001/huh" />
    <id>http://rampancy.net/blog/vector40/12102001/huh</id>
    <published>2001-10-11T21:07:03-04:00</published>
    <updated>2006-09-08T02:16:19-04:00</updated>
    <author>
      <name>vector40</name>
    </author>
    <summary type="html"><![CDATA[<p>
<p>What in God's name is a blog?</p>
</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>What in God's name is a blog?<!--break--></p>
    ]]></content>
  </entry>
</feed>
