by Skouperd » Fri Jul 09, 2010 11:56 am
First things first, if you are easily offended

, stop reading NOW.
DebriefI am not a person that likes to mince words; I tend to say it as I see it. This has caused me a lot of kak in the past, but you know what, shit happens. Looking at yesterday’s game, I am going to post something on each player, both the positives and the negatives. I have never been interested in popularity contests or any other stuff like that, so I am really expecting (hoping actually) for some harsh truths back at me because that is the only way I will improve my personal game as well. See these comments in the same light, there are ment to asses how we can all improve our individual games as well as our team game.
Starting off with myself: I was the dedicated APC driver as well as the commander. As the dedicated APC driver, I found that the APC got destroyed 5 times in the first round, and 6 times in the second, that is just unacceptable. This especially sucks on this map, because that removes the APC for 182 seconds out of the game. Granted, while I was waiting on the APC to spawn, I did go infantry and did act as a save spawn point. Analyzing why the APC was destroyed, I found that it was every time it was because it advanced too far forward without the support of infantry. Granted, moving forward did result in capping the flag once or twice and did allow the rest of the team to move in closer, but still losing the APC for 3 minutes is unacceptable especially given the fact that we’ve battled to defend the “B” flag with just infantry. My two main jobs in the match were to ensure that we never lose our closest flag, and though the enemy did attempt it on numerous times, we never lost our flag for more than a couple of seconds due to having the right resources at the right time on that flag. My second job was to ensure a win, and from that regard, an EPIC FAIL. My personal communication on TS I thought was ok, I think everybody knew exactly when the APC will spawn. That intel resulted in j0nny stealing their APC on 2 occasions, but unfortunately, I think he was the only person actually listening to that intel. If you know that the enemy will bring armor to the party in 30 seconds, why then did we had so few engineers focusing on taking out that APC? Now, this is my own personal assessment on my own game play, please, you have not read the comments yet, and I am not fooling around with some of them, so please give me honest comments on my game as well.
Megageth. Mega was the assigned squad leader in the absence of Shadey who pulled out early the day. Actually, Mega would never even have played in the match if it wasn’t for some pretty late withdrawals. There was a very good reason on why Mega was the squad leader and why people should have listened to him. Mega had an awesome killing spree with the most kills by far in both teams. As squad leader, it was Mega’s role to keep the squad in check, and that is not something that happened at all. People was rushing in pairs attacking the “B” flag, instead of moving as a single force. People were standing all over the show, not knowing what to do. Obviously, Mega knew exactly what to do given his personal play, but that knowledge did not translate back into a squad formation. In Mega’s defense, the amount of chatter happening on TS in the game deafened any orders and commands that Mega could have issued. Overall, as a warrior Mega did exceptionally well, as a soldier, not so well. (A warrior is an individual; a soldier is part of a team). A tip Mega, increase the volume of your MIC so that people can hear what you are saying. Or be hard arse and tell your squad to keep quiet.
Shadey, even though she did not play the game, she did participate in the practice on Wednesday and was indeed the squad leader involved with final team selection. Pulling out, making space for Paul is a noble cause, but a short sighted one. Paul may be a better ground pounder than you, but the infantry squad needed leadership. Good individual players doesn’t win matches, good teamwork does. A good leader should not drop a squad like that.
J0nny, did not participate in the practice session, did not know the building names and as a result had a kak KDR. However, j0nny was one of the few people that listened during the game to his orders and he followed them without arguing about it. Especially listening when the enemy APC will spawn, making sure you are getting in the right position, or getting some decent cover, and even better, sneaking around to steal it! J0nny’s personal communication was exceptional, short, to the point and relevant intelligence as and when it was needed. He even told Paul to shut the fuck up. We appreciate that real life will always have to come first and practise sessions will not always be possible, but we definately need to try.
Paul, geezus dude! Go to your nearest computer shop and buy another mic. They cost about R30, and if you are really desperate I will actually sponsor you one, but for phuck sakes, stop using your current mic. Your voice comes through all distorted on our side. Ok, onto Pauls’ game. Paul made some extremely valid observations during the game, for instance, the infantry squad rushing in manno-o-manno and just getting slaughtered. A voice of reason to some extend, however Paul, repeating this every 5 seconds, while Mega who is the squad leader was trying to regroup the squad, DOES NOT HELP the situation. Between you and Voetsek, you two were basically drowning everybody’ else and issuing orders left right and centre. Yes, your observations was correct, yes, your assessment of the situation was correct, yes, even your orders was correct, but you were not the squad leader, Mega was. Mega needed to make the calls, not you. By you giving orders, Mega trying to give orders, Voetsek giving orders, no wonder the rest of the infantry squad was running around like headless chickens.
Voetsek, an awesome player, somebody that is able to assess the situation of the whole map, somebody that can read other people’s play with limited communication and somebody that is not scared to make a decision in the heat of battle and able to provide logical reasons for that decision after the game. Voetsek’s play resulted in about an even KDR each round. However voetsek, you too were giving a lot of orders, and yes those orders might have been the right ones, but like Paul, your orders, was just causing a lot of kak for everybody else because they did not know who’s orders to follow. As SloDaz said, he moved when you said so, he should have moved when MEGA said so. The biggest problem right now is because we have so many exceptional individual players, all leaders in their own right, it is sometimes difficult to sit back, and just follow somebody’ elses orders. It is important that the squad leader and the commander can trust that his orders will be followed, even though you may not agree with those orders, please follow them to your best ability because that is the difference between individual play and team work. We have exceptional individual players, but crap team players.
Murgs, a very silent player, reaching the highest rank the game offers (once again, congrats on that Murgs). By far the person with the most experience combined with a very cool head in battle, Murgs was exceptionally quiet on TS. Talking only when he shared very valid intel, (3 in the American Longhouse), (4 people moving towards the UAV). Murgs, your communication in the game was spot on, well done. On a performance level, I don’t think you had your best ever personal game yesterday, but you were definitely one of the solid players. The only time when I caught you slightly off guard was when you and Slodaz moved almost level with the Bus Condo / UAV house. Slightly to far forward, but once you were made aware of it, you and Daz both started moving back into the infantry line. Good solid play from you Murgs.
Slodaz, the dedicated spanner monkey who failed to reverse the APC, aah, those memorable moments in the game. Overall, you were very quiet in the game on TS which is a good thing given that we’ve asked nicely that we reduce chatter half time. Slodaz focused on the job at hand and solved the problems. Slodaz was also one of the few people that listened to when certain things was called out, spawning as engineer when needed. You did make me exceptionally nervous in the beginning of the game when you’ve said that your line was dropping a couple of minutes before the time…memories of our first game, playing with just 7 players popped back into my head. That ain’t exactly the stuff we need to hear when we were scrambling for players in any event and having people like Shadey and Lep sitting out on the side lines. Also, before the game, you were shooting the heavy machine gun as if it was going out of fashion, now it may give you an extreme adrenalin rush to shoot at the clouds, but geez, the noise!
Fly, I must sincerely apologise because you were one of the only guys in the team that I don’t have a lot to say about. You did not have a great KDR, but I think you did manage to revive a lot which makes up for it. You were very quiet on TS, and from what I’ve observed, did exactly what you needed to do. I am really sorry if you do feel left out now.
Generic Comments:Despite what Paul is saying that it is flags that win games and not kills, I am not sure I agree 100% with that statement as it stands. I’ve been analyzing the kills / deaths for the last two games (i.e. after the patch) and the points we lost with is more or less the same as the delta KD between the two teams. You can make the assumption that both sides revive each other in equal rates (i.e. every 3 kills 2 gets revived or something), and both sides will hold the flags about the same amount of time, which leaves the difference to kills. In statistical terms, the correlation between the KD and the tickets produced a correlation coefficient in excess of 0.7 which makes KD statistical significant in predicting the winning team. As Murgs said, it is a very fine balance between keeping the flags a sufficient amount of time, and killing a sufficient amount of enemies.
After the game Voetsek made a comment that armor should be going to people that specialize in armour, well I did the analysis before getting into the armor, here is the armor usage for the Danglers as at the beginning of the week:
Name: Skouperd Hours Used: 32.35 Kills: 1324 Kills / game: 1.53 % of time: 20.62%
Name: pmurgs Hours Used: 17.78 Kills: 1202 Kills / game: 0.56 % of time: 04.19%
Name: L3pr3c4un Hours Used: 20.42 Kills: 1073 Kills / game: 1.21 % of time: 12.77%
Name: Megageth Hours Used: 18.25 Kills: 1029 Kills / game: 0.74 % of time: 07.06%
Name: [grrr] Paul Hours Used: 17.51 Kills: 905 Kills / game: 1.08 % of time: 10.74%
Name: [grrr]j0nny Hours Used: 12.35 Kills: 745 Kills / game: 0.62 % of time: 05.50%
Name: Voetsek Hours Used: 12.82 Kills: 620 Kills / game: 0.68 % of time: 07.78%
Name: NiteShade Hours Used: 10.73 Kills: 428 Kills / game: 0.42 % of time: 05.91%
Name: [grrr]Onyx Hours Used: 11.82 Kills: 402 Kills / game: 0.39 % of time: 06.38%
Name: [grrr]Fly Hours Used: 6.62 Kills: 349 Kills / game: 0.44 % of time: 04.75%
Name: SloDaz Hours Used: 7.60 Kills: 348 Kills / game: 0.48 % of time: 05.84%
Name: grav1ty Hours Used: 6.05 Kills: 307 Kills / game: 0.88 % of time: 09.43%
Name: Dragonne Hours Used: 6.24 Kills: 302 Kills / game: 0.46 % of time: 05.54%
Name: [grrr]leelo Hours Used: 4.66 Kills: 277 Kills / game: 0.25 % of time: 02.22%
Name: Phatso Hours Used: 2.73 Kills: 210 Kills / game: 0.69 % of time: 05.22%
Name: Baseline Hours Used: 3.41 Kills: 111 Kills / game: 1.35 % of time: 22.68%
Name: Icenflame Hours Used: 2.44 Kills: 84 Kills / game: 0.17 % of time: 03.10%
Name: Jackal-GI Hours Used: 2.00 Kills: 65 Kills / game: 0.21 % of time: 03.54%
Name: Cr0n0s Hours Used: 1.44 Kills: 64 Kills / game: 0.37 % of time: 05.06%
% of time refers to the amount of time spend in armour divided by the total amount of time you've played BC2. So on certain stats there might have been better APC drivers especially when looking at kills per minute, but in my view, that relates to an aggressive driver that pushes his nose into the middle of a fight and thus resulting in the quick destruction of the tank / apc. In general though, I think I can hold my own in amour.
When j0nny stoled the APC, I've asked him to give it to Voetsek, now the reason why I did that despite j0nny proberbly belonging in the APC more than Voetsek, was simply because Voetsek at that stage was an engineer and j0nny was recon. It did not make sense for him to be driving an APC. The second time, when j0nny managed to steal the APC, our APC was down and I took it, again j0nny was recon or medic and it did not make sense. I was extremely aggressive with that APC because I knew exactly how long it would have taken before our APC spawns again.
First things first, if you are easily offended :weep: , stop reading NOW.
[b]Debrief[/b]
I am not a person that likes to mince words; I tend to say it as I see it. This has caused me a lot of kak in the past, but you know what, shit happens. Looking at yesterday’s game, I am going to post something on each player, both the positives and the negatives. I have never been interested in popularity contests or any other stuff like that, so I am really expecting (hoping actually) for some harsh truths back at me because that is the only way I will improve my personal game as well. See these comments in the same light, there are ment to asses how we can all improve our individual games as well as our team game.
Starting off with myself: I was the dedicated APC driver as well as the commander. As the dedicated APC driver, I found that the APC got destroyed 5 times in the first round, and 6 times in the second, that is just unacceptable. This especially sucks on this map, because that removes the APC for 182 seconds out of the game. Granted, while I was waiting on the APC to spawn, I did go infantry and did act as a save spawn point. Analyzing why the APC was destroyed, I found that it was every time it was because it advanced too far forward without the support of infantry. Granted, moving forward did result in capping the flag once or twice and did allow the rest of the team to move in closer, but still losing the APC for 3 minutes is unacceptable especially given the fact that we’ve battled to defend the “B” flag with just infantry. My two main jobs in the match were to ensure that we never lose our closest flag, and though the enemy did attempt it on numerous times, we never lost our flag for more than a couple of seconds due to having the right resources at the right time on that flag. My second job was to ensure a win, and from that regard, an EPIC FAIL. My personal communication on TS I thought was ok, I think everybody knew exactly when the APC will spawn. That intel resulted in j0nny stealing their APC on 2 occasions, but unfortunately, I think he was the only person actually listening to that intel. If you know that the enemy will bring armor to the party in 30 seconds, why then did we had so few engineers focusing on taking out that APC? Now, this is my own personal assessment on my own game play, please, you have not read the comments yet, and I am not fooling around with some of them, so please give me honest comments on my game as well.
Megageth. Mega was the assigned squad leader in the absence of Shadey who pulled out early the day. Actually, Mega would never even have played in the match if it wasn’t for some pretty late withdrawals. There was a very good reason on why Mega was the squad leader and why people should have listened to him. Mega had an awesome killing spree with the most kills by far in both teams. As squad leader, it was Mega’s role to keep the squad in check, and that is not something that happened at all. People was rushing in pairs attacking the “B” flag, instead of moving as a single force. People were standing all over the show, not knowing what to do. Obviously, Mega knew exactly what to do given his personal play, but that knowledge did not translate back into a squad formation. In Mega’s defense, the amount of chatter happening on TS in the game deafened any orders and commands that Mega could have issued. Overall, as a warrior Mega did exceptionally well, as a soldier, not so well. (A warrior is an individual; a soldier is part of a team). A tip Mega, increase the volume of your MIC so that people can hear what you are saying. Or be hard arse and tell your squad to keep quiet.
Shadey, even though she did not play the game, she did participate in the practice on Wednesday and was indeed the squad leader involved with final team selection. Pulling out, making space for Paul is a noble cause, but a short sighted one. Paul may be a better ground pounder than you, but the infantry squad needed leadership. Good individual players doesn’t win matches, good teamwork does. A good leader should not drop a squad like that.
J0nny, did not participate in the practice session, did not know the building names and as a result had a kak KDR. However, j0nny was one of the few people that listened during the game to his orders and he followed them without arguing about it. Especially listening when the enemy APC will spawn, making sure you are getting in the right position, or getting some decent cover, and even better, sneaking around to steal it! J0nny’s personal communication was exceptional, short, to the point and relevant intelligence as and when it was needed. He even told Paul to shut the fuck up. We appreciate that real life will always have to come first and practise sessions will not always be possible, but we definately need to try.
Paul, geezus dude! Go to your nearest computer shop and buy another mic. They cost about R30, and if you are really desperate I will actually sponsor you one, but for phuck sakes, stop using your current mic. Your voice comes through all distorted on our side. Ok, onto Pauls’ game. Paul made some extremely valid observations during the game, for instance, the infantry squad rushing in manno-o-manno and just getting slaughtered. A voice of reason to some extend, however Paul, repeating this every 5 seconds, while Mega who is the squad leader was trying to regroup the squad, DOES NOT HELP the situation. Between you and Voetsek, you two were basically drowning everybody’ else and issuing orders left right and centre. Yes, your observations was correct, yes, your assessment of the situation was correct, yes, even your orders was correct, but you were not the squad leader, Mega was. Mega needed to make the calls, not you. By you giving orders, Mega trying to give orders, Voetsek giving orders, no wonder the rest of the infantry squad was running around like headless chickens.
Voetsek, an awesome player, somebody that is able to assess the situation of the whole map, somebody that can read other people’s play with limited communication and somebody that is not scared to make a decision in the heat of battle and able to provide logical reasons for that decision after the game. Voetsek’s play resulted in about an even KDR each round. However voetsek, you too were giving a lot of orders, and yes those orders might have been the right ones, but like Paul, your orders, was just causing a lot of kak for everybody else because they did not know who’s orders to follow. As SloDaz said, he moved when you said so, he should have moved when MEGA said so. The biggest problem right now is because we have so many exceptional individual players, all leaders in their own right, it is sometimes difficult to sit back, and just follow somebody’ elses orders. It is important that the squad leader and the commander can trust that his orders will be followed, even though you may not agree with those orders, please follow them to your best ability because that is the difference between individual play and team work. We have exceptional individual players, but crap team players.
Murgs, a very silent player, reaching the highest rank the game offers (once again, congrats on that Murgs). By far the person with the most experience combined with a very cool head in battle, Murgs was exceptionally quiet on TS. Talking only when he shared very valid intel, (3 in the American Longhouse), (4 people moving towards the UAV). Murgs, your communication in the game was spot on, well done. On a performance level, I don’t think you had your best ever personal game yesterday, but you were definitely one of the solid players. The only time when I caught you slightly off guard was when you and Slodaz moved almost level with the Bus Condo / UAV house. Slightly to far forward, but once you were made aware of it, you and Daz both started moving back into the infantry line. Good solid play from you Murgs.
Slodaz, the dedicated spanner monkey who failed to reverse the APC, aah, those memorable moments in the game. Overall, you were very quiet in the game on TS which is a good thing given that we’ve asked nicely that we reduce chatter half time. Slodaz focused on the job at hand and solved the problems. Slodaz was also one of the few people that listened to when certain things was called out, spawning as engineer when needed. You did make me exceptionally nervous in the beginning of the game when you’ve said that your line was dropping a couple of minutes before the time…memories of our first game, playing with just 7 players popped back into my head. That ain’t exactly the stuff we need to hear when we were scrambling for players in any event and having people like Shadey and Lep sitting out on the side lines. Also, before the game, you were shooting the heavy machine gun as if it was going out of fashion, now it may give you an extreme adrenalin rush to shoot at the clouds, but geez, the noise!
Fly, I must sincerely apologise because you were one of the only guys in the team that I don’t have a lot to say about. You did not have a great KDR, but I think you did manage to revive a lot which makes up for it. You were very quiet on TS, and from what I’ve observed, did exactly what you needed to do. I am really sorry if you do feel left out now.
[b]Generic Comments:[/b]
Despite what Paul is saying that it is flags that win games and not kills, I am not sure I agree 100% with that statement as it stands. I’ve been analyzing the kills / deaths for the last two games (i.e. after the patch) and the points we lost with is more or less the same as the delta KD between the two teams. You can make the assumption that both sides revive each other in equal rates (i.e. every 3 kills 2 gets revived or something), and both sides will hold the flags about the same amount of time, which leaves the difference to kills. In statistical terms, the correlation between the KD and the tickets produced a correlation coefficient in excess of 0.7 which makes KD statistical significant in predicting the winning team. As Murgs said, it is a very fine balance between keeping the flags a sufficient amount of time, and killing a sufficient amount of enemies.
After the game Voetsek made a comment that armor should be going to people that specialize in armour, well I did the analysis before getting into the armor, here is the armor usage for the Danglers as at the beginning of the week:
Name: Skouperd Hours Used: 32.35 Kills: 1324 Kills / game: 1.53 % of time: 20.62%
Name: pmurgs Hours Used: 17.78 Kills: 1202 Kills / game: 0.56 % of time: 04.19%
Name: L3pr3c4un Hours Used: 20.42 Kills: 1073 Kills / game: 1.21 % of time: 12.77%
Name: Megageth Hours Used: 18.25 Kills: 1029 Kills / game: 0.74 % of time: 07.06%
Name: [grrr] Paul Hours Used: 17.51 Kills: 905 Kills / game: 1.08 % of time: 10.74%
Name: [grrr]j0nny Hours Used: 12.35 Kills: 745 Kills / game: 0.62 % of time: 05.50%
Name: Voetsek Hours Used: 12.82 Kills: 620 Kills / game: 0.68 % of time: 07.78%
Name: NiteShade Hours Used: 10.73 Kills: 428 Kills / game: 0.42 % of time: 05.91%
Name: [grrr]Onyx Hours Used: 11.82 Kills: 402 Kills / game: 0.39 % of time: 06.38%
Name: [grrr]Fly Hours Used: 6.62 Kills: 349 Kills / game: 0.44 % of time: 04.75%
Name: SloDaz Hours Used: 7.60 Kills: 348 Kills / game: 0.48 % of time: 05.84%
Name: grav1ty Hours Used: 6.05 Kills: 307 Kills / game: 0.88 % of time: 09.43%
Name: Dragonne Hours Used: 6.24 Kills: 302 Kills / game: 0.46 % of time: 05.54%
Name: [grrr]leelo Hours Used: 4.66 Kills: 277 Kills / game: 0.25 % of time: 02.22%
Name: Phatso Hours Used: 2.73 Kills: 210 Kills / game: 0.69 % of time: 05.22%
Name: Baseline Hours Used: 3.41 Kills: 111 Kills / game: 1.35 % of time: 22.68%
Name: Icenflame Hours Used: 2.44 Kills: 84 Kills / game: 0.17 % of time: 03.10%
Name: Jackal-GI Hours Used: 2.00 Kills: 65 Kills / game: 0.21 % of time: 03.54%
Name: Cr0n0s Hours Used: 1.44 Kills: 64 Kills / game: 0.37 % of time: 05.06%
% of time refers to the amount of time spend in armour divided by the total amount of time you've played BC2. So on certain stats there might have been better APC drivers especially when looking at kills per minute, but in my view, that relates to an aggressive driver that pushes his nose into the middle of a fight and thus resulting in the quick destruction of the tank / apc. In general though, I think I can hold my own in amour.
When j0nny stoled the APC, I've asked him to give it to Voetsek, now the reason why I did that despite j0nny proberbly belonging in the APC more than Voetsek, was simply because Voetsek at that stage was an engineer and j0nny was recon. It did not make sense for him to be driving an APC. The second time, when j0nny managed to steal the APC, our APC was down and I took it, again j0nny was recon or medic and it did not make sense. I was extremely aggressive with that APC because I knew exactly how long it would have taken before our APC spawns again.