Threat + Location + Action Callouts¶
Core rule¶
A useful callout tells people what the threat is, where it is, and what action matters.
Bad callout:
"Brim!"
Better callout:
"Brim on west wall, spread off the wall."
Callout formula¶
Threat + location + action
Examples:
| Weak callout | Stronger callout |
|---|---|
| "Bomb!" | "Bomb squad north side, tanks stop north lane." |
| "Lightcaller!" | "Lightcaller on east door, get off east clump." |
| "They're coming!" | "Enemy turning through south choke, prepare defensives." |
| "Caller deep!" | "Enemy caller deep southwest, punish if safe." |
| "We killed a lot!" | "Enemy west front is down supports; push west now." |
What to avoid¶
- item names with no direction
- panic screaming over the caller
- repeating information after the caller has acted on it
- hype claims unsupported by kill feed or vision
- telling the caller what to do unless you are assigned to that role
Scout / secondary caller note¶
Report, then stop. The caller needs clean information, not a second person fighting for control of the zerg.
Good:
"Bomb squad mounted north, five players, moving east toward our backline."
Bad:
"North north north go north no no back back back!"
Training prompt¶
During comms review, mark each callout as:
- useful information
- missing location
- missing action
- repeated/noisy
- over-calling
- morale/hype only