Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

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Expand view Topic review: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by Stu » Thu Apr 29, 2010 8:42 am

K so my thoughts on the game are as follows, Fly and I did not take the ground pounding opportunity quickly enough as stated we entered the battle and both took a couple of valuable tickets but all to late!

The one thing we need to learn and take with us in future matches is consolidate! We have to keep our troops within sights distance from each other so if a threat is encountered they have 7 / 6 guns bearing down on them instead of 3-4.

I am with Lee in holding ground we have to reign in our enthusiasm to run head on into a stream of lead it does us no good.

But all in all I learnt a lot from that clannie we on the right track here!

I'm all for dedicated squad leads and commander style approach it won't hurt give it a go.

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by flycatchr » Tue Apr 27, 2010 2:16 pm

from the pilots/gunners side:

thank you to all those that tagged the tanks
but there where NOT that many tanks to actually shoot - IE the chopper was rendered almost useless, and we (ice and I) kept trying to make a difference, and then lose a ticket or two. they must have decided LONG before the clannie that armour and heli are NOT as effective as we are used to them being (especially from BF2), giving them more troops on the ground. In the second half of the last game, i was on the ground for a while and must have got at least double the kills in a few minutes than what i got in the whole blerry round.

I also noticed that there was a player that had almost NO kills. - IE i kill and 0 deaths, or one death and zero kills.
Was he hiding? was that his ONLY job - to be a spawn point, not risking his life
was he a dedicated comander, giving orders and looking from "above"?


NOW FOR MY RANT:
did we wait to spawn, like we have talked about OFTEN? i know i didnt.
so that is what we need to practise, AND give names to each of the areas of tactical importance.

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by NiteShade » Tue Apr 27, 2010 1:06 pm

Sorry I didn't post earlier, had to work yesterday and then Lep and I had 'video night'.

I agree with everything Lee said. In the second round, I know I was one calling for more medics. I ditched my Engi kit when they stopped bringing armour. I then either came in as assault or at the end I came in Medic to try and save tickets.

My biggest thing is that we shouldn't have all sat under the ship (as Lee also mentioned.)

Also, we do need 1 person to be 'commander' and bark out orders. We didn't do well because everyone was shouting different things - at some points I didn't know what the hell to do. I'm sure other ppl felt the same and that is why it turned into 8 lone wolfs instead of a team of 8 ppl working together.

It would be best if there was 1 commander to look at the tactical play throughout the game. Then we should have designated squad leaders. (Yes, something like BF2 style.)
The commander would basically give commands such as Defend B or Attack A. It would be up to the SL to tell his squad what kits to play and where to be.

EDIT: Also want to apologize 'cause my one-on-one game was shit last night. I lost us valuable tickets that way.

I know this game isn't BF2, but that type of structure would help prevent us all doing our own thing and start playing as a team.

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by SlipperyDuck » Mon Apr 26, 2010 9:35 am

*a couple o things. and I'm gonna be blunt in some of my comments*

1st off, we played rather well considering all the negative ponits that I will cover just now. In other words we could easily have won that match.

EVERYONE MUST LEARN TO ADAPT.
It's completely FKN useless that everyone is screaming WE NEED MEDICS, FFS spawn medic yourself, I'm sick of this attitude, if YOU think we need more medics then why are YOU spawning Engineer? MUST the whole FKN Team accommodate you and you only? - learn to think on your feet you should be a premiere class player who can do just that!
* This is at no one in particular - I've heard many a voice in-game say this and watched them go down and not do it themselves

COMMUNICATION FAIL
Several times when I made the call that we were losing too many tickets and we should leave B alone and tag n kill from a distance - it went out the window and the only medic on the side sat at A/C for the backup plan B watching tickets disappear as everyone seemed to just spawn in on the action and go down - rinse and repeat.
AGAIN - hold our tickets we could easily have won at least one of those rounds if we adapted - we're NOT adapting - or listening to our environment/team about what's going on.

They did adapt - they had a massive Engy force, that all of a sudden was a massive Medic force and they kept reviving, we stayed in whatever kit roll out we started with.

The also simply used the armour as a safe way to move their squads in and abandoned them, using numbers for flag cap rather than armour to take down troups - good tip that.

We didn't use the cover correctly, I know most of us went for cover, but all in the same place, it meant their attack was simple, they just had to focus on one area and over-run us - which they did. if we had troops spread out around the cap zone rather than just under that ship - we would have performed far better.

There was too much chatter - just as i suspected, in a frantic game - I just couldnt hear what was going on as EVERYONE was shouting all sorts of nonsense - impossible to pick up on what was ACTUALLY useful and what was just "Im spawning on you" <-- drop that, it's no good to anyone in BC2

Yes we need a commander of sorts, I was barking orders and maybe because of the chatter, or maybe you didn't agree with what i was saying - I have no idea, but I was completely ignored - well not completely - there were moments of "OK, we'll do that" and 2.5 seconds later - after hearing the order, went off and did your own thing.
I'm all for being adaptive, but in THAT scenario we had 7 lone wolves. Good wolves that did pretty well, but still.

I know it's frantic in-game and it feels like you should be IN the action all the time, but In every clan match so far, I've completely been out of the action - which goes against the way I play - why? because the action is where we lose tickets, it becomes 50/50. We should be sitting at a distance, letting them come to us and bleeding them.
EVERY GAME - this is what conquest is all about in a CLAN match. engagement is a lose/lose.

We keep going back to this, but we should have a flag - even if it's just one, hold it and let them come to us, get into buildings, use cover and pwn them.

Last nights game, we did what we don't do well, keep throwing lemmings at them until they drown, we ran out of water.

OK, that's enough from me - rant over.

/rant

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by s3xy_j0nny » Sun Apr 25, 2010 9:19 pm

Very close match - they outplayed us in the end. Seems they figured out sooner than us that the chopper wasn't much of a help - my fuck up because I know I was pushing it in the pre-game strats. Sorry, guys.

Seemed to me that we lost squad cohesion quite a bit. Also, we still need to work on looking after our tickets. Losing a lot of tickets through repetitive dying means you should stop, look at what you're doing, and change your approach. I said it in a previous match thread, but I think it's worth saying again.

Anyways, on with the league, we can still make it to the premier league next round... :smoke:

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by SlipperyDuck » Sun Apr 25, 2010 7:04 pm

It's the GRRR server and the password is grrrvsdac

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by SlipperyDuck » Sun Apr 25, 2010 12:27 pm

After much delib, i've decided on the team - i know everyone is keen so no disrespect meant to those being benched (as usual)
We've got too many great players you know - sheesh:

  • [grrr]leelo
  • Shadey
  • Lep
  • Voetsek
  • j0nny
  • Drag
  • Fly
  • Ice

We'll have Ice and Fly for the chopper squad, although after our nights testing - I believe the chopper should stay out of harms way behind A/C and wait for tags.
So Ice doesnt neccessarily need to spawn on Fly - unless we take B - in which case it could be useful to have a gunner to mow down troops . but again - it may be more useful to have another "tagger"

Once we've started, we'll have shady in her own squad driving towards B in the Jeep - it's the fastest land vehichle. this is our backup.

Other than that, Fly and I will be the two starting spawners, I'll have my own squad for easy deployment when fly drops me over B - which is our goal for the opening.

Starting Sqaud structure:

  • Shadey
  • Lep
  • Voetsek

  • j0nny
  • Drag
  • leelo

  • Fly
  • Ice

When fly drops me, I'll get to the CAP zone, once J0nny and Drag have spawned, I'll squad swop to Shadys so that Lep and Voetsek can spawn.
Once they've spawned I'll move back to My original Squad.

Ice is now a backup bailer for B for the opening move.
If i come in too fast and die on the bail, J0nny can swop to the chopper squad
ICE spawns on Fly after I bail and waits to see if I make it - if now, attempts a bail too. If you're successful - Jonny can spawn on you and then swop back to his original squad.

Obviously we all get the idea here. Get there fast - maximum force.
aka Take B at all costs with as much resource as we can.

When do we move to BACKUP PLAN?
If we lose 20 tickets trying to take B - we go backup - I'll monitor it and make the call.

BACKUP PLAN
-----------------

Should we fail to secure B, lets not panic - don't even bother with B after that - first asses whats going on.
Move to the ridges and look to tag anything that moves - we'll bleed them out that way.
TAG the AA so that we can have our chopper Long-Distance Destroy it - I think Fly was practicing this the other night.
If it goes down, we bring our chopper in a little bit to take out as many troops as possible.

IF by some chance we take out 4 or 5 troops in a quick burst while they hold B - then we send in buggies as fast as possible - so we should be bringing those(ATVs) to the front lines of A/C to make this a possiblity.

Bleeding out from A/C is possible if we use cover and TAG everything that moves. - its not ideal, but if we use cover and prevent our own tickets from falling we can still win from that position.

OK - lets go get em... and if possible - lets log in WAY early to practice a few things

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by NiteShade » Sat Apr 24, 2010 5:01 pm

Cool, Lee. If I'm playing, I volunteer as backup buggy person. I practiced diff routes and worked out the best ones.

I'd really like us to have a prac before the game... even if its just our WHOLE team for Sunday going thru opening strats.

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by SlipperyDuck » Sat Apr 24, 2010 11:59 am

yeah, so lets get myself up there in the chopper, with someone in the Jeep as backup - absoultely essential to get there 1st.
with the chopper there's always the risk with the speed that I'm no high enough and chute doesnt slow me down enough, so backup is MOST welcome.

If DAC can't unrank their server we can defo's use ours.

Re: Week 3 - Atacama Desert CQ (20 Apr - 26 Apr)

by flycatchr » Sat Apr 24, 2010 9:41 am

thanks to all who pitched up last night, was very instructive.

if possible sometime/sametime it would be cool to have a pwn the chopper night tonight. i also want to find out how far the missile can shoot from.

One other thing - lee - dac seems to be unable to get their server set with a PW - thus it will be ranked, thus ANYONE can join, so if we get a DISCO, then that space will be filled. i am very uncomfortable with that. If i have any say in the decision, our server or sgs. (dont think sgs up yet?)

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