
First Practise - 18th January
Re: First Practise - 18th January
Good luck for the season guys, its nice to see peeps jacked up (uhthankyou) and good to go 


Re: First Practise - 18th January
[grrr wrote:s3xy_j0nny ]
Just a suggestion for tonight's prac: Seeing as the maps for each match are now decided by elimination, and seeing as how we're going to eliminate Arica first every time, maybe it would be more worth our while to choose a map we intend to play on in the tournament for practice tonight. Remember that Arica is 7 million tickets each round and drags on forever, so devoting an hour or two of practice to it seems like a waste of time when we're almost certainly not going to play on it for the duration of the tournament. We should, rather, choose 3 or 4 maps that we like and do well on, and constantly practice those maps so we know them inside and out and will likely end up playing one of them each week. Innit? Like I said, just a suggestion.
What the fuck? An actual usable suggestion? We will log on and tune Hillbilly the odds, I doubt they will mind

Re: First Practise - 18th January
erm just another suggestion here... or atleast a thought provoking theory. from my experience we normally play on one TS channel, often i find that ends up being a screaming match and you cannot hear squad calls. So i propose that we use both TS channels, one squad in each, then the squad leaders join the mumble channel. that way the squad leaders can communicate to each other on one button and then the squads can communicate amoungst each other. it creates a rank and file structure, with proper communication channels. This leaves the frantic shouting to a minimum.

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Voetsek-Mikey
- Senior Member
- Posts: 807
- Joined: Sat Aug 11, 2007 11:18 pm
Re: First Practise - 18th January
thanks for the game gentlegrrs. chin up lads. we've got a great clan, we just need to work out that rust and work hard in clan game practice. i reckon also try treat pub games as if they were clannies even if it means a few more deaths or less kills
practice only emerging from cover enough to see your target then killing and moving back in as soon as physically possible - even if you have to strafe in and out a bit and sacrifice accuracy. dont loiter around or get lured out to shoot at the second target if there is a fair chance youll get pinged. kill that bastard medic first! and spawn discipline - no one likes spawn death and it normally means two or even three tickets in a tight spot.
individuals under fire move slowly in clannies, but their mates will flank you. work on tactical awareness and staying out of sight as much as possible but still making sure you quick check your sectors and throw your presents down in high traffic areas
sycho: i said sectors
sycho:
i also noticed their side had a higher medic count - especially on the second map. at one stage in the corridor to the roof at C, 5 medics had a train going. it was devastating. so maybe we should make a call in game to switch to more medics if the tank isn't playing a big role overall. they also got good ninja spawns and we only really started doing it back in the second game.
we really need to keep an eye on that ticket counter, the way we play dictates how many tickets we lose - especially with respect to capping a second flag. if we're behind, don't bother with fragmented attacks and rather defend what we have until we have the whole team to steam-roll a second point with a tank and preferably a medic horde, then endure the first wave of attacks at both our points before moving off again.
just following up: we can share squad players to give us more spawn versatility, but those shared players (2?) play with the squad they're around as if they're their squad. will mean guys trotting across to other squads every now and then... and squad leaders just need to think about the shared kit loadouts. maybe they should only play with one kit (medic?) to simplify.
practice only emerging from cover enough to see your target then killing and moving back in as soon as physically possible - even if you have to strafe in and out a bit and sacrifice accuracy. dont loiter around or get lured out to shoot at the second target if there is a fair chance youll get pinged. kill that bastard medic first! and spawn discipline - no one likes spawn death and it normally means two or even three tickets in a tight spot.
individuals under fire move slowly in clannies, but their mates will flank you. work on tactical awareness and staying out of sight as much as possible but still making sure you quick check your sectors and throw your presents down in high traffic areas
sycho: i said sectors
sycho: i also noticed their side had a higher medic count - especially on the second map. at one stage in the corridor to the roof at C, 5 medics had a train going. it was devastating. so maybe we should make a call in game to switch to more medics if the tank isn't playing a big role overall. they also got good ninja spawns and we only really started doing it back in the second game.
we really need to keep an eye on that ticket counter, the way we play dictates how many tickets we lose - especially with respect to capping a second flag. if we're behind, don't bother with fragmented attacks and rather defend what we have until we have the whole team to steam-roll a second point with a tank and preferably a medic horde, then endure the first wave of attacks at both our points before moving off again.
just following up: we can share squad players to give us more spawn versatility, but those shared players (2?) play with the squad they're around as if they're their squad. will mean guys trotting across to other squads every now and then... and squad leaders just need to think about the shared kit loadouts. maybe they should only play with one kit (medic?) to simplify.
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Re: First Practise - 18th January
OK good news my mic was all fucked up and the lag was because I had mumble open and TS. So my bad, I can't have 3 "internet" applications.
Hopefully with a clear mic the orders will be clear.
Hubris has some good points and here is my summary ( and possible solutions)
-Problem: we tried one tactic in a round and when that didn't work , well we just tried it again and again. We then lost our cool and it was easy for them to pick us off
-Solution: As Hubris said, we need to control our spawning, DO NOT spawn unless your SL tells you to or at the very least let you SL know where you are spawning. If we find out plans are not working then everyone hold your spawn and we re-assess. On that note.
-Problem : No gelling, we all know clan games are totally different to FFA and we particularly have a hard time getting back into it.
-Solution: Even if it means becoming known as a clan that swithces sides (unless to total unbalance the server) we must squad up and treat as many Public server games as clan matches, just to get our mojo in tune.
-Problem: Armour, especially in Laguna Presa we didn't use the armour, that was my fault as we used my tactics
-Solution: Specifically for that map I think we need a dedicated armour team and everyone else plays medic and "acts" as one squad. The armour can then counter their armour and the other squad takes care of the infantry, it will of course vary depending on the situation but that is a rough plan
Hopefully with a clear mic the orders will be clear.
Hubris has some good points and here is my summary ( and possible solutions)
-Problem: we tried one tactic in a round and when that didn't work , well we just tried it again and again. We then lost our cool and it was easy for them to pick us off
-Solution: As Hubris said, we need to control our spawning, DO NOT spawn unless your SL tells you to or at the very least let you SL know where you are spawning. If we find out plans are not working then everyone hold your spawn and we re-assess. On that note.
-Problem : No gelling, we all know clan games are totally different to FFA and we particularly have a hard time getting back into it.
-Solution: Even if it means becoming known as a clan that swithces sides (unless to total unbalance the server) we must squad up and treat as many Public server games as clan matches, just to get our mojo in tune.
-Problem: Armour, especially in Laguna Presa we didn't use the armour, that was my fault as we used my tactics
-Solution: Specifically for that map I think we need a dedicated armour team and everyone else plays medic and "acts" as one squad. The armour can then counter their armour and the other squad takes care of the infantry, it will of course vary depending on the situation but that is a rough plan

- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: First Practise - 18th January
yeah, we've started out like this almost every leg of AGASA/DoGaming league.
Somehow we're always putting up a new team.
We need to quickly establish the foundations - without those we're gonna be fish out of water every time.
1. Who is Dedicated Armour squad. - We need a Medic at the driver and Engi as the Gunner/Repair/RPG flinger.
> Lets sort this out today, so that the two dedicated indiciduals can have this mindset and use it on public servers
2. Advance/Flank and Defensive Squad. - We need to establish who/which squad is more defensive and who are the ninja/attack squads. Though this will not be a HARD set rule, we do need to establish which squad will move out 1st on attack whilst the other squad holds. Sort this out now, so that we don't waste time pondering on-the-fly strats in-game.
3. Spawn disipline. - Same as always, just hold your spawn if you go down and are not revived. Talk with your squad leader when this happens, he may be otherwise engaged or sneaking or whatever and may need you to spawn on him or maybe at another flag. RULE OF THUMB IS DONT SPAWN. In our previous legs of the league, this DID work well, there were a number of occations where held spawns were sent to support the other squads at defending flags - where we TROUNCED the enemy with numbers.
4. Kits. - It's tough as a Squad leader to look at who's down, take on the enemy as well as look at kit role outs. Personally, while it's great have a set of certain kits (especially having at least one Medic) we need to play our players with their BEST kits. When in a combat situation - it's far better having all 4 players playing their best kits, doing the most damage, than to play 4 mediocre medics who can't shoot fer shit, we'll get pwned every time. If in the combat situation we had 3 assaults and one Medic (if those are the best kits for each the players) we'd be thump the opposition, playing unfamiliar kits doesnt work well - in my opinion.
Somehow we're always putting up a new team.
We need to quickly establish the foundations - without those we're gonna be fish out of water every time.
1. Who is Dedicated Armour squad. - We need a Medic at the driver and Engi as the Gunner/Repair/RPG flinger.
> Lets sort this out today, so that the two dedicated indiciduals can have this mindset and use it on public servers
2. Advance/Flank and Defensive Squad. - We need to establish who/which squad is more defensive and who are the ninja/attack squads. Though this will not be a HARD set rule, we do need to establish which squad will move out 1st on attack whilst the other squad holds. Sort this out now, so that we don't waste time pondering on-the-fly strats in-game.
3. Spawn disipline. - Same as always, just hold your spawn if you go down and are not revived. Talk with your squad leader when this happens, he may be otherwise engaged or sneaking or whatever and may need you to spawn on him or maybe at another flag. RULE OF THUMB IS DONT SPAWN. In our previous legs of the league, this DID work well, there were a number of occations where held spawns were sent to support the other squads at defending flags - where we TROUNCED the enemy with numbers.
4. Kits. - It's tough as a Squad leader to look at who's down, take on the enemy as well as look at kit role outs. Personally, while it's great have a set of certain kits (especially having at least one Medic) we need to play our players with their BEST kits. When in a combat situation - it's far better having all 4 players playing their best kits, doing the most damage, than to play 4 mediocre medics who can't shoot fer shit, we'll get pwned every time. If in the combat situation we had 3 assaults and one Medic (if those are the best kits for each the players) we'd be thump the opposition, playing unfamiliar kits doesnt work well - in my opinion.
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: First Practise - 18th January
My phrase that pays for the day: An unspawned player is a ticket not lost.
Re: First Practise - 18th January
Too comment on the dedicated armour, I would suggest Hubris and myself. I know it is very different but when we armour whore on the PUBS we usually pwn big time

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s3xy_j0nny
- Senior Member
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- Joined: Thu Oct 05, 2006 2:44 pm
- Contact:
Re: First Practise - 18th January
I dont mind armour whoring either - Hubris is too valuable on foot imo.

From the darkness you must fall
Failed and weak, to darkness all.
The man has got a point there.... Do It!
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