by Snakestyles » Wed Feb 08, 2012 9:22 pm
pmurgs wrote:Ok, last night matches. Only remembered to record the rounds on Bazaar.
Round 1
http://youtu.be/MK2N5dEQKygRound 2
http://youtu.be/m2v5N_xraSUNo audio. Not prepared to use the beta version of msi afterburner which has audio support, cos I use msi afterburner to overclock my gpu's.
Thanks for this. Just going to talk about what I see.
Round 1 as RU:You guys are taking way too long to get to B by going past Market towards and into Golden Room/Alley. I know this was the strat as outlined in the ATC created by Tyger. Here is the problem with going that route, the US get to B first and have a full cap on B by the time you get to Golden Room/Alley, they only need 1 player to hold you up there as the area funnels into doorways. While your squad is trying to get past the doorway they are sending players down B and into C.
If your squad gets wiped you now have to cross the road and get into C, problematic as C has many elevated postions for US to fire down onto you as you try to get in. Nevermind all the cover at the market area. Market is really hard for RU to clear so try keep it no matter what.
By the time you got back to B all momentum was lost. What time you did have in B was well played but you are stuck in a crossfire with US having both A & C flags.
Here is what I suggest for Round 1 as RU:The squad needs to move up to B via Market using Curved Corridor, sure US will be capping B but from Curved they are cut off from C. If you split the squad or use the squad makeup I suggested, what you could do is send Squad B (3 x players) down Curved and Squad C into Market to cap the flag and then draw fire & engage the US. Now you have a foward team in Curved who if wiped are backed up by the C Squad (B can spawn off them). C squad are laying suppressive fire (they should have a support player). The other thing with this type of setup is that you have created a crossfire in what limted space the US have to manouver, if they want to step out and angle shots into Curved they are going to get hit by C Squad. If they want to shoot down B into market they will be easily targeted by B squad.
Mind you this is just the opening strat but it is important to lock down the US at B alley. Another thing to consider and a good reason to get to B as fast as possible is as follows. When US arrive at B first, the only advantage they have is they they are on the B flag first, nothing else is to thier advantge, they are hedged into a small space, easily grenaded and on the defensive. As RU you get make first contact and this placed you in the advantge as US are in reactive stance, with grenades, RPG's or M320's you get first supression in the first contact, giving you at 50% aiming advantge.
Guys really think about the two squads, if you start doing well at B that second squad can cause havoc by flanking, they also work as a spotter squad for the US APC if it comes down highway. The natrual talent is there, you use cover and back each other up well enough, you just look out of position and then on your back foot the rest of the round. I can see that as soon as the opening strat falls apart you seem to loose focus.
In the two squad setup I suggested, you will be able to use each other draw the US out, you will also be able to spot from two directions. The trick is to get into postion, grenade and shoot in, spot the enemy and work on wiping the squad. For this tactic to work your APC squad needs to hold the enemy APC back, they must always rush down the road traight out of RU spawn, at the end of the road they need to see if the US APC is there and engage from that position, with two engineers they should be able to keep them at bay or kill them. This is a hard one as some teams, when playing US will send the APC over the highway and into C, actually not a very good move as that means the APC is facing your TOW position. C squad can act as spotters, if they see the US APC coming on highway you have two choices, move the APC to A and try and cap or reverse and engage. Not perfect but the APC strat is a hard one to play, you need to be reactive and draw the enemy into your kill zone. If the APC slows down just a bit you will have more control over the outcome, rely on C squad to spot & cover your ass and move up and engage the US APC on your terms.
Round 2 as US:Starts out well, hummer and APC going in the right direction. If you use the three squad system then. APC (A squad) goes same direction. B squad rush in alleway and cap B flag and C squad cap A flag and spot for the RU APC coming down the highway, if its clear they can move up and flank into B from highway alley. Your engineers do well enough in this round, the RPG's are on target, you just got put on a back foot because of the RU APC coming down highway and getting you in the ass.
With regards to APC movement and healing the driver does need to be more static but at the same time the engineers need to more aware of the direcion the APC is shooting towards, as squad you just need to play more games, work out the dynamics and you will be fine, the natural talent & aim is there, you just fall apart when the opening strategy fails.
Here is what I suggest for Round 2 as US:APC squad goes down the road past A and hangs a right and then if lucky you will see the RU APC, try push them back into the road leading to RU spawn. If you win this battel the game is yours, from here on in you can work down that road keeping the RU APC stuck in and around its spawn. C squad needs to spot, if the RU APC comes down highway, turn around and engage them.
B squad goes directly in B alley, get the cap, hold the flag and look for kills, be conservative here, you need the flag & kills, you have the ticket bleed so no need to rush out of B. If all goes well with your APC squad the C squad should be able to go up highway and flank into C or B flag. They can even just hold back at A and shoot down B backing up the B squad. You should have two flags so just go for a slow methodic gamestyle of spotting, calling the location, getting the grenades and RPG's/M320 shots down B in Curved and C flag area. As US you just want to keep the fire up, supression is the key, make them come to you, you will get the kills if you dont bunch up and if some of you hold back to revive.
Overall I think your two squad strat is not working, there is no fluidity at the start of the game, I think good lessons were learnt here and the points L3pr3c4un and Hubris_za raised are valid, I really want to hear voice for these games so I can give more input.
For practice I suggest your try a 4 vs 4 with APC's only & and 4 vs 4 fighting for B flag only, just work on start round rushing to position, stay in the 3 squad setup and use the 4th player as a spotter to act as a C squad. Just work on getting to the APC battle in a good position and getting off the first RPGS shots.When you play squads in B alley work on getting to B fast and getting into position and throwing good grenades ect into predicted enemy locations.
I dont think you should play the game tomorrow and if at all possible move it out to next week. You need one more practice in a server as a team. These team practices where your infantary squad works as the enemy APC squad or your APC squad works as the enemy infantry squad can help bucket loads, it will give you a better perspective, you get to see what responsibilites your teamies have and you get to relax, chat on mumble and enjoy the game. If you do this twice before the next game you will be far better off than playing another team as a "practice" or rushing into the DGL game.
[quote="pmurgs "]
Ok, last night matches. Only remembered to record the rounds on Bazaar.
Round 1 [url=http://youtu.be/MK2N5dEQKyg]http://youtu.be/MK2N5dEQKyg[/url]
Round 2 [url=http://youtu.be/m2v5N_xraSU]http://youtu.be/m2v5N_xraSU[/url]
No audio. Not prepared to use the beta version of msi afterburner which has audio support, cos I use msi afterburner to overclock my gpu's.
[/quote]
Thanks for this. Just going to talk about what I see.
[b]Round 1 as RU:[/b]
You guys are taking way too long to get to B by going past Market towards and into Golden Room/Alley. I know this was the strat as outlined in the ATC created by Tyger. Here is the problem with going that route, the US get to B first and have a full cap on B by the time you get to Golden Room/Alley, they only need 1 player to hold you up there as the area funnels into doorways. While your squad is trying to get past the doorway they are sending players down B and into C.
If your squad gets wiped you now have to cross the road and get into C, problematic as C has many elevated postions for US to fire down onto you as you try to get in. Nevermind all the cover at the market area. Market is really hard for RU to clear so try keep it no matter what.
By the time you got back to B all momentum was lost. What time you did have in B was well played but you are stuck in a crossfire with US having both A & C flags.
[b]Here is what I suggest for Round 1 as RU:[/b]
The squad needs to move up to B via Market using Curved Corridor, sure US will be capping B but from Curved they are cut off from C. If you split the squad or use the squad makeup I suggested, what you could do is send Squad B (3 x players) down Curved and Squad C into Market to cap the flag and then draw fire & engage the US. Now you have a foward team in Curved who if wiped are backed up by the C Squad (B can spawn off them). C squad are laying suppressive fire (they should have a support player). The other thing with this type of setup is that you have created a crossfire in what limted space the US have to manouver, if they want to step out and angle shots into Curved they are going to get hit by C Squad. If they want to shoot down B into market they will be easily targeted by B squad.
Mind you this is just the opening strat but it is important to lock down the US at B alley. Another thing to consider and a good reason to get to B as fast as possible is as follows. When US arrive at B first, the only advantage they have is they they are on the B flag first, nothing else is to thier advantge, they are hedged into a small space, easily grenaded and on the defensive. As RU you get make first contact and this placed you in the advantge as US are in reactive stance, with grenades, RPG's or M320's you get first supression in the first contact, giving you at 50% aiming advantge.
Guys really think about the two squads, if you start doing well at B that second squad can cause havoc by flanking, they also work as a spotter squad for the US APC if it comes down highway. The natrual talent is there, you use cover and back each other up well enough, you just look out of position and then on your back foot the rest of the round. I can see that as soon as the opening strat falls apart you seem to loose focus.
In the two squad setup I suggested, you will be able to use each other draw the US out, you will also be able to spot from two directions. The trick is to get into postion, grenade and shoot in, spot the enemy and work on wiping the squad. For this tactic to work your APC squad needs to hold the enemy APC back, they must always rush down the road traight out of RU spawn, at the end of the road they need to see if the US APC is there and engage from that position, with two engineers they should be able to keep them at bay or kill them. This is a hard one as some teams, when playing US will send the APC over the highway and into C, actually not a very good move as that means the APC is facing your TOW position. C squad can act as spotters, if they see the US APC coming on highway you have two choices, move the APC to A and try and cap or reverse and engage. Not perfect but the APC strat is a hard one to play, you need to be reactive and draw the enemy into your kill zone. If the APC slows down just a bit you will have more control over the outcome, rely on C squad to spot & cover your ass and move up and engage the US APC on your terms.
[b]Round 2 as US:[/b]
Starts out well, hummer and APC going in the right direction. If you use the three squad system then. APC (A squad) goes same direction. B squad rush in alleway and cap B flag and C squad cap A flag and spot for the RU APC coming down the highway, if its clear they can move up and flank into B from highway alley. Your engineers do well enough in this round, the RPG's are on target, you just got put on a back foot because of the RU APC coming down highway and getting you in the ass.
With regards to APC movement and healing the driver does need to be more static but at the same time the engineers need to more aware of the direcion the APC is shooting towards, as squad you just need to play more games, work out the dynamics and you will be fine, the natural talent & aim is there, you just fall apart when the opening strategy fails.
[b]Here is what I suggest for Round 2 as US:[/b]
APC squad goes down the road past A and hangs a right and then if lucky you will see the RU APC, try push them back into the road leading to RU spawn. If you win this battel the game is yours, from here on in you can work down that road keeping the RU APC stuck in and around its spawn. C squad needs to spot, if the RU APC comes down highway, turn around and engage them.
B squad goes directly in B alley, get the cap, hold the flag and look for kills, be conservative here, you need the flag & kills, you have the ticket bleed so no need to rush out of B. If all goes well with your APC squad the C squad should be able to go up highway and flank into C or B flag. They can even just hold back at A and shoot down B backing up the B squad. You should have two flags so just go for a slow methodic gamestyle of spotting, calling the location, getting the grenades and RPG's/M320 shots down B in Curved and C flag area. As US you just want to keep the fire up, supression is the key, make them come to you, you will get the kills if you dont bunch up and if some of you hold back to revive.
Overall I think your two squad strat is not working, there is no fluidity at the start of the game, I think good lessons were learnt here and the points L3pr3c4un and Hubris_za raised are valid, I really want to hear voice for these games so I can give more input.
For practice I suggest your try a 4 vs 4 with APC's only & and 4 vs 4 fighting for B flag only, just work on start round rushing to position, stay in the 3 squad setup and use the 4th player as a spotter to act as a C squad. Just work on getting to the APC battle in a good position and getting off the first RPGS shots.When you play squads in B alley work on getting to B fast and getting into position and throwing good grenades ect into predicted enemy locations.
I dont think you should play the game tomorrow and if at all possible move it out to next week. You need one more practice in a server as a team. These team practices where your infantary squad works as the enemy APC squad or your APC squad works as the enemy infantry squad can help bucket loads, it will give you a better perspective, you get to see what responsibilites your teamies have and you get to relax, chat on mumble and enjoy the game. If you do this twice before the next game you will be far better off than playing another team as a "practice" or rushing into the DGL game.