Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Match details, sign-ups and team selection
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Paul
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by Paul »

[grrr wrote:s3xy_j0nny ]
Just in case anyone missed the result, ATF > BBH narrowly. We need to be tip top to beat them.


Are we playing nAz for this map? ATF is our pick and play map

http://www.dogamingleague.co.za/stage.php?id=170
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NiteShade
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by NiteShade »

For both, I think. The pick 'n play map is Arica Harbor.
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s3xy_j0nny
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by s3xy_j0nny »

SloDaz wrote:==== NEW MATCH INFORMATION ====

This is going to be a massive, mammoth, behemoth, monumental, epic week for the grrr clan as we finish off leg 3...

=^= Monday - Match (week 5 - HF)
=^= Tuesday - walkthrough (week 6)
=^= Tuesday - Pactice (week 6 - SSG)
=^= Thursday - Match (pick n play match - ATF)
=^= Sunday - Match (week 6 match - nAz)

Please sign up if you can meet this schedule:

MAP WALK THROUGH AND PRACTICE
Strategy: Skouperd (by Tuesday night)
Date: Tues, 20 July
Time: 20:00 - 20:30
Server: Grrr
Password: beer
Server admin and setup: Shadey

Clan: SSG (CONFIRMED)
Date: Tues, 20 July
Time: 20:30 - 21:30
Server: Grrr
Password: beer
Server admin and setup: Shadey

PICK n PLAY - MATCH GAME (STILL WAITING ON CONFIRMATION BUT SERVER BOOKED)
Clan: [ATF]FireTeam.MSI
Date: Thurs , 22 July
Time: 20:30 (server booked 20:00 - 22:00)
Server: -= SGS BFBC2 CLAN I Server =- 196.4.79.8:11010
Password: bunny
Server admin and setup: Leelo


WEEK 6 - MATCH GAME (CONFIRMED)
Clan: nAz BC2
Date: Sun, 25 July
Time: 20:30 (server booked 20:00 - 22:00)
Server: -= SGS BFBC2 CLAN IV Server =- 196.4.79.8:11040
Password: bull
Server admin and setup: nAz

GENERAL
Lee to book both match servers as soon as you can
Shadey to book the Grrr server
Lee to select squad leaders by Sunday 20:00 (18 July)
Team registration closes by Monday 20:00(19 July)
Squad leaders to select team by Tuesday 18:00 (20 July)

Up for Team Selection
* SloDaz
* Skouperd

CONFIRMED TEAM
ALPHA SQUAD J0nny
ALPHA SQUAD Paul
ALPHA SQUAD Leelo
ALPHA SQUAD *

BRAVO SQUAD Voetsek
BRAVO SQUAD PMurgs
BRAVO SQUAD Fly
BRAVO SQUAD Shadey

RESERVE
*


I was going according to this time schedule. I assume if we're playing ATF on Thursday, then my comment becomes acceptable, Paul? YOU FUCKING CHIMP!
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SloDaz
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by SloDaz »

Sorry about tonight guys. I have raised the issue again with Telkom, but it does not look like i can guarantee that my line will be up for the games. I have a permanent issue raised with telkom regarding my line dropping between 19:00-21:00.

I think it is best that i put myself in as reserve for this last week of games
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Paul
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by Paul »

Ok guys. I think j0nny is right. Playing SSG is no good. They just seem to have WAY better players and we learn nothing because we are all just instantly dying.

For the match though I think what did work for us was when we stuck together. The best tactics is to have 3 medic and 1 assault per squad (to take out buildings they are hiding in.

We should move as one and cap two flags A/C and B then set up defense at B. Once we have B then we split the squads, one high and one low. If we take heat at B then we go for the furtherest flag and back track to B. That way we should have the flag closest to our base and either B or the flag closet to their base.

I think our communication reverted back to erratic chatter again but this was mainly because we were getting pwned.
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Skouperd
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by Skouperd »

Upfront appologies for the image quality and the size, I had to reduce the quality tremendously in order to be get them to FTP.

Self explanatory screenshots of the game:

This is the second game, after everybody agreed to be moving as a single squad:
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and then we all agree we will move as one big squad:
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This is after we've achieved to conquer 2 flags:
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And this is us holding those exact same flags 70 seconds later:
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And this is us 94 seconds later (24 seconds after the previous picture):
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And this I just thought was hilarious
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s3xy_j0nny
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by s3xy_j0nny »

Owing to Daz's ongoing connection problems, Bravo Squad for THURSDAY'S MATCH will be:

j0nny [Asshole't] (purely because I am absolutely hopeless as a medic).
Lee [Medic]
Paul [Medic]
Skoups [Medic]

I would suggest that for SUNDAY'S MATCH, Ice steps in for me as Medic, and Paul switches to Assault.

As a tactical squad formation, I'd suggest that I take point as assault so that initial contact is always instigated with a hefty t00b to the poes face of the first enema we see. This way I also act as a human shield for the medics, and should usually be the first person who gets pwned as opposed to us losing one of our electric paddle jockeys. I think a good tactic for the medics would be for each of you to lob a grenade on first encounter, followed by surround sound machine gun fire of doom. After my initial t00b and maybe a quick spray or two of AK, I will drop ammo behind cover so that water balloon bombardment may be continued. Although the chaos of modern warfare makes it difficult to maintain squad structure, I would suggest that if we are engaging the enemy, Paul (as the most gung ho medic in the squad) should join me in immediate engagement of enemy troops whilst Skoup and Lee (as more tactically-minded red beret brigadiers) should look for cover before returning fire, concentrating on water balloon volleys (I will look for your position when I drop ammo). As such, Lee and Skoup will be acting as our safety spawns. Should we encounter heavy resistance and Paul and myself are killed, it should be your primary objective to reach safety and assess the situation before going for revives, in order to make sure we do not lose our whole squad. I would rather 3 of us get pwnt and one survives as spawn point without even attempting revives than end up with 4 of us down trying to revive and save 3 measly tickets. (This map, after all, is 350 motherfucking tickets each, so flag possession is slightly more important than ticket revives, as the long term bleed works fairly quickly since the latest patch.) With this in mind, if we are doing well against ATF, and winning the majority of gunfights, I will ask Paul to spawn as assault to increase the t00b bombardment and destruction capability of the squad.

With regard to assaulting buildings: if you see troops in a particular building, let me know which one, and which floor they're on, and I'll take down the closest wall so that water balloons may be lobbed gracefully into their rats' nest before we go in to flush out the survivors.

If any member of Bravo thinks they are more competent as assault, I am willing to play medic as I discovered that using the shotgun as opposed to any of the LMG's yielded much better results for me. Lee, I noticed you were having difficulty hitting those SSG's last night. It's probably a case of them being horrfically dodgy, but if you find the same against ATF, I heartily recommend the 870 combat shottie with sabot rounds and body armour (the ammo upgrade only increases the clip size on the 870, not the number of shells). 9 times out of 10 it is a one shot kill, and not having to use magnum ammo to augment an otherwise pitifully-underpowered LMG leaves you free to take body armour as a perk.

Pls feel free to comment if you are in my squad and disagree with any of these thoughts so that we are happy with our POA before tomorrow' match.
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Paul
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by Paul »

Roger Roger! Now don't go fuck up!

As for Lee's (and mine I felt) non ability to hit the targets, I think after switching to MG3's we had more success
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SlipperyDuck
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by SlipperyDuck »

We must also do what worked well AGAINST us - which is USE the buildings - go to the 1st floors and camp when defending
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I've only been wrong once, and that's when I thought I was wrong.
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Skouperd
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Re: Week 6 - Arica Harbor CQ 20 Jul - 26 Jul

Post by Skouperd »

Happy with your tactics / plan of actack j0nny.

I agree with Lee as well, get into the buildings, but be careful since the walls do make you vulnerable for attack.

Also, something I think we really need to work on, is to defend flags from within the capping radius. It is just as easy for us to defend a flag in the capping radious than for us to defend it from outside the radius.

Another thing that I don't think we making maximum use of is the medic revive invincibility perspective. I'll give an example, assume Lee is down. You will have 15 seconds before he respawn, that theoretically give the medic about 10 seconds to fire into the enemy, and then another 5 seconds to revive. If in the first 10 seconds you could not kill all the bad guys, revive. Because if you've been shooting at them for 10 seconds without killing them all, you will die in the next second or two. Revive your buddy. Now that revive scored you a ticket back, but most likely will mean that you die. This however gives the revived guy another 10 seconds to kill the enemy before attempting to revive you. If he can't kill all the enemy, and this is an important comment, give him superman powers for a couple of seconds to get into safety to relaunch the attack on the enemy again. The problem it is instinct for us all, that once we are revived, and somebody shoots at us, to shoot back, use the superman state to get into position first and then return valid fire. Now right clicking aparently removes the superman state, as does any shooting. If you are revived, get to safety first and then return the fire or else that revive was a waste.

(Obviously first price is if you take out all the enemies first and then go in for the revive).
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Scientific fact, dried testicles of rhino poachers can cure aids.

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