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Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Thu Aug 12, 2010 5:38 pm
by NiteShade
Sounds good, I'll be ready at 8.

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Thu Aug 12, 2010 6:17 pm
by pmurgs
Shady, just noticed a mistake with your map that might confuse people. Lower B is actually the mcom building in rush, not the building you named MCOM.

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Thu Aug 12, 2010 6:58 pm
by NiteShade
LOL I kinda thought so. When I was making it, I had my doubts. Shall we just leave it tho?

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Thu Aug 12, 2010 11:25 pm
by NiteShade
Post friendly match comments:

We need to lay down some 'basic rules': My idea for this is that ppl will know what to do automatically (cut out TS chatter). If it needs to be changed mid-game, so be it.. easy as a call from the caller.

1. Are we going to go with the idea that if we all die defending a flag, we move to attack another? (As Paul suggested in game.)
The only flag I think worth protecting a bit longer is the B Flag.
2. I know it is difficult in-game to stick to this, but I think an idea of ... A squad always takes top and B squad always goes bottom could be very beneficial. We can obviously swop around when needed.

Also, with this being a linear map and us trying to work as one unit - I brought up to the few guys in TS after the game that I think we should have just 1 guy calling it. My vote for caller would be Lee. What do you all think? For me, it will limit confusion and get us working as A TEAM (so wanna see that movie) instead of 2 squads. Will also lessen TS chatter.

As a soldier, I like to know my 'basic strat' at all times. I think I hinted at this in another post. Like... in my mind, there are two key points: 1. After capping a flag, give an order to stay and set up defense or move for another flag. 2. If we all die defending a flag, I want to know do I try to spawn there again quickly to defend.... or hold spawn and we go for another flag. These are both calls that need to be made ASAP.

Overall, I think we did fairly well. The first round was a slap in the face though - we shoulda OWNED that round after they lost 4 players simultaneously. They ended up flanking us and getting C closest to our base. We need to find the balance between staying close enuff to be revived, but also spread out enuff to cover all entry / flanking points.

For example at B, I think after we cap the flag we need to MOVE to cover all points. I'd like to see one squad on top and the other squad move bottom.
At the top, we should have 2 in the Upper B building and 2 near the UAV to cover ppl sneaking past ridge side. On the bottom, we should have 2 ppl in Lower B building and 2 ppl near prefab. Its not ideal, but we spread out a bit w/out being too far apart. Medics MUST use the lightweight kit. It is of GREAT benefit to be able to reach ppl in time to revive.

Another Key point... Geth mentioned this long ago: Get our asses on a flag capping and ONLY then you try shooting. (Obviously, if you hafta fight ur way there, so be it.) If we are sitting on 1 flag, it doesn't help having everyone killing from a distance.

As Vovo mentioned in his post, we need to work on 1 medic with a assault/engi oke at all times. Stay in those pairs. Like in Voetsek's squad, I think we should have me as medic with Fly/Murgs and then Voetsek with either Fly/Murgs.

Last point, if it is 'quiet enuff' try and pick up a medic's kit that is down. Use the E TRICK Lee taught us. However, do not attempt to do this while under heavy fire. It just ends up with us losing 2 tickets. If you can stay alive, then the medic can always respawn on you.

Hmm thats about it for now!

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Fri Aug 13, 2010 7:14 am
by Paul
I was especially pleased with the second round, I think we did well and could have won if we also didn't get those discos.

The key to this map (at least for us any way) is to take A or C depending on which side you start. Getting B and holding it. As soon as we start losing it then we go for their flag (once again A or C). 99% of the time they would have commited most of their team to B to cap their flag won't be a problem. We then Defend this Flag. As soon as 2 or 3 people go down, they spawn at the back flag (once again A or C) and march up to what is more than likely an unprotected B Flag.

This will mean we will always have 2 flags and keep them guess. The trick though is this has to be called and I would say that j0nny last night did an excellent job in calling out squad movements. I disobeyed once or twice and ended up eating enemy bullets (thanks for the revives Daz)

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Fri Aug 13, 2010 9:24 am
by s3xy_j0nny
After doing some bleed checks with Lee on Arica Harbour, I have to say that I believe it comes down to 2 things in that map: how many of them we pwn and how many of ours we revive when they're down. Lee and I jumped on the server and capped all 3 flags (there was no opposition) and then mucked around waiting for other team mates to join for a walkthrough or prac or whatever it was. It was at least 30-45 minutes before we had enough players to reset the map, and the enemy ticket count had gone down by about 120-150 tickets in that time... That's waaaay less than half the total tickets they start with and that's also with us holding all 3 flags! So, imo, we need to totally forget about the effect of ticket bleed from having less flags and concentrate on working as fire teams designed to eradicate enemy squads in their entirety. Where we have been pwned in the past is by teams that somehow manage to finish us off whilst they still have at least 1 medic left alive who then revives everyone.

Working on this premise, I would suggest we maintain a 3-3-2 man squad formation, and keep both 3 man squads together at ONE flag. That doesn't mean we all clump together at that one flag, but rather spread out enough to avoid one nade pwning half a dozen of us, but so that the medics are still within sprint-revive distance of everyone. The reason we need to keep one flag at all times is that if we end up not having any, it can mean being pwnt in our uncap for the rest of the round.

The 2 x 3man squads would come under the leadership of a single commander and would work as a single 6 man squad. Each squad would consist of 2 x medics and 1 x other kit. The 2 man squad would be slightly further away from the flag we are controlling, ready to move on another flag as soon as we needed it. I would suggest that for Arica, the 2 man squad should be murgs and Daz; they both perform well in camping positions, and would be an ideal medic + assault pairing. They would largely be left to their own strategic placement, but ready to react if the call comes through to move to the next flag. They would also act as spawn points for the squad-hopping tactic. Of the remaining 6, I'd suggest Mikey, Paul, Lee and Shadey go Medic, Lep goes assault, and I play rec0n with a shotgun/G3. We need the motion mines to help with killing off entire squads and preventing revives. It also gives us the c4 option for easy building 'fumigation'.

/2c

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Fri Aug 13, 2010 9:36 am
by Paul
man squad will be hugely important. If we get out capped at the flag we are defending don't have another flag to spawn on we are screwed, I would also replace one of the medics with an assault. We need to take down buildings

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Fri Aug 13, 2010 10:29 am
by pmurgs
Ok, I think I need to be blunt here.

First... we still need to shut the F up about things that don't matter. And when I say on ts to "shut the F up", Paul... you do not need to say "Murgs is right". You should just shut the F up. Your only cluttering ts even more. Paul... you need to shut the F up. You talk too much and you are not squad leader.

Second... no, I don't think we need more assault dudes Paul. I think we need more medics. There were way too many times last night when I was close to my squad, but there wasn't a medic available to revive me. We need preferably three medics per squad, if we have the players who can play medic. We don't need to bring buildings down. Buildings are usefull for either side. All we need is one assault dude with the explosive perk, to open up buildings when the enemy hide in them. The explosive perk is needed as without it, a toob won't kill enemies outright if they are hiding behind the wall.

Third... we didn't play great last night. We only seemed to do better because the enemy didn't play very well. Their reviving sucked last night, they were too spead out. I killed many of them and no medic came to revive their teammate. We've played much tougher matches where the enemy was on the ball and kept reviving each other most of the time and we lost badly. We were lucky last night, we've played better on this map, than we did last night, we were just lucky the enemy was even more off their game than we were which is why it seemed we did better than usual.

Fourth... Voetsek, I still need more direction from you. I need to know if we staying or going, once we have achieved your last order. If we fail, I need new commands quicker and more often. Without direction, its easy to get seperated from my medic and then I can't be revived.

Fifth... if the enemy doesn't seem to be dieing to your bullets. Suck it up, you suck at that moment or you forgot to stop downloading porn. I have yet to be in a clan match where I felt there was something strange going on. People die to my bullets, I die to theirs. I just die a lot more in clan matches as the caliber of player and teamwork is much higher than on the public servers, but then I am expecting that, so it's no worries.

Sixth... if a few of us are in the top floor of a building and we think the enemy is downstairs. Don't go down the stairs. Jump out a window and then enter the downstairs part of the building if you must. Otherwise cover the stairs, as they can realistically only come up one at a time. Expect your teammates to throw grendades down the stairs. The enemy will also be watching the stairs, if they think we are above them. I say again... don't go down the stairs.

Seventh... stay out of the garages. Most of the time someone goes in there, we spawn on that person, because from the spawn screen we can't tell if they are in the garage or above the garage, and then we all die in there when the enemy bring their strength to bear. If enemy goes in a garage, keep them pinned in there. Soon enough your assault dude will get a couple grenades and a toob or two in and their squad will be toast. Assault dudes should have the extra toob and nades perk along with the explosives perk, as they compliment each other.

Jonny, your two 3 man sqauds together and one 2 man ninja squad might work for this man. We should try it. If we stick to two 4 man squads, I think we need to keep two squad leaders. It's too hard for one person in the heat of battle to watch out what all 8 people are doing for this map.

Ok, go ahead, flame away.

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Fri Aug 13, 2010 11:22 am
by Paul
So basically you are saying I must Shut the Fuck up!

I agree with you except on the not needing more Assault dudes. If the medics revived right then we wouldn't need 100 medics.

I think especially on this map we need assault guys so that we can take down buildings. Otherwise They hide in buildings, we may get one but he as a medic behind him reviving. If the wall/Building goes down then there is no where to hide.

Re: Week 1 - Arica Harbor (CQ) 10 Aug - 16 Aug !SLS! Scouts

Posted: Fri Aug 13, 2010 12:41 pm
by s3xy_j0nny
Ja, it was me who broke the cardinal rule of whingeing about bullets not working last night. I'm not calling them all hackers or anything like that, I just think there is a fundamental to this game in particular that i am yet to discover - hopefully I will get to see some leg ends playing at rAge (althought that looks doubtful) so that I can pick up some tips. It just seems that other players are able to drop me repeatedly with much shorter burst of fire than I ever manage. I've tried fully auto/semi auto fire techniques, I always aim for the head/shoulders area, I can see the difference between firing from a crouched/stationary position over firing whilst moving, but still I am coming up short. I think it may be lag on my end which I can hopefully check when I upgrade to a 4MB line, but otherwise am coming up with no answers. It is basically a build up of frustration that leads to me blurting out unnecessary shit and I know that all it does is tie up the channel and spread the feeling of despondency to anyone listening and having similar problems.

Not making excuses for moaning in TS - there is no excuse for that - I just thought I'd open the above up to advice from the better players in the clan. Anyone got any secrets they can share?