
Match Recordings
Moderator: Hubris
- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Match Recordings
Zen - the hardest thing to achieve with online gaming 

- SlipperyDuck
- Posts: 11493
- Joined: Sat Jun 22, 1974 12:00 am
Re: Match Recordings
My Match recording were in another thread . . . .moved here.(makes more sense to be here)
Round1 Slippo POV
GRRR vs ASF - Grand Bazaar Round 1 - Slippo POV.avi
Round2 Slippo POV
GRRR vs ASF - Grand Bazaar Round 2 - Slippo POV.avi
Round1 Slippo POV
GRRR vs ASF - Grand Bazaar Round 1 - Slippo POV.avi
Round2 Slippo POV
GRRR vs ASF - Grand Bazaar Round 2 - Slippo POV.avi
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Snakestyles
- Senior Member
- Posts: 130
- Joined: Tue Feb 07, 2012 10:54 am
Re: Match Recordings
Dammit guys round 1 you did well in the APC. I think you even took the enemy APC down more times than they go you. I just think it was a bad idea moving your APC into C but thats easy to say after the fact. When the APC is down the engineers must not be scared to use the hummer or vod. If you move it up to A or C you can do nice damage and sustain 1 or 2 hits from RPG's.
Really all that went bad in this game was that you mixed up the teams and did not have that group experience. Again in round 2 you just dont fight as hard. Pity becasue the lead they had was not that great.
It's hard to pinpoint but I think there is not enough reactive gameplay, you know taking the whole team and just having that big shootout at A flag and then once the kills are in your favour moving up to B.
Obviously it is hard to do this when they are all spread out and placing engineers on overpass and the reast of the team in A and on B looking down into A.
If this team could just lock down who plays what role and then get 4 good practices per map with that team I think you would see the results you desire. Imo all that is missing is that team dynamic were less is said and more is understood of what each player can and will do. Need to work in the instinctual skills of the team as a whole.
Call outs are still dodgy: They have a spawnbeacon here!
Were the hell is here ?
Really all that went bad in this game was that you mixed up the teams and did not have that group experience. Again in round 2 you just dont fight as hard. Pity becasue the lead they had was not that great.
It's hard to pinpoint but I think there is not enough reactive gameplay, you know taking the whole team and just having that big shootout at A flag and then once the kills are in your favour moving up to B.
Obviously it is hard to do this when they are all spread out and placing engineers on overpass and the reast of the team in A and on B looking down into A.
If this team could just lock down who plays what role and then get 4 good practices per map with that team I think you would see the results you desire. Imo all that is missing is that team dynamic were less is said and more is understood of what each player can and will do. Need to work in the instinctual skills of the team as a whole.
Call outs are still dodgy: They have a spawnbeacon here!
Were the hell is here ?
Re: Match Recordings
Looks like they were able to take out our APC on our back flag because of the mines we planted there... I saw one rocket come in and then all of a sudden our APC was down. Something to note in the future, rather plant once the APC has left.
Good job there Dry, I know it was a toughie for you, but you provided good security for the APC. You picked up a lot of stray Engineers trying to get rockets in or take out our spanners. However, they only seemed to have one spanner on their tank consistently. So their second spanner played the role you did, and we were short your ground pounding.
Good call on switching to spanner, you came in very helpful, but we still lost our tank. I'm thinking it has less to do with the volume of fire on the APC and more to do with the timing. We got quite a few TKs in this game. Just something to keep in mind.
I agree with Snake, we need to assign specific responsibilities to each player and avoid trying to do everything ourselves, often got us caught out. For example, identify good defence areas for each flag and then prioritize them in terms of who should sit there first and where they should look etc.
Good job there Dry, I know it was a toughie for you, but you provided good security for the APC. You picked up a lot of stray Engineers trying to get rockets in or take out our spanners. However, they only seemed to have one spanner on their tank consistently. So their second spanner played the role you did, and we were short your ground pounding.
Good call on switching to spanner, you came in very helpful, but we still lost our tank. I'm thinking it has less to do with the volume of fire on the APC and more to do with the timing. We got quite a few TKs in this game. Just something to keep in mind.
I agree with Snake, we need to assign specific responsibilities to each player and avoid trying to do everything ourselves, often got us caught out. For example, identify good defence areas for each flag and then prioritize them in terms of who should sit there first and where they should look etc.
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Re: Match Recordings
Thanks for the uploads Dry, your view is always a good one. Things we can learn from:
FiB were extremely aggressive off the start to cap flags. Most teams will react off the start and when they have no flags, it seriously compromises their ability to come back later in the round. We have to surge forward with our armour and infantry, leaving our SLs to cap and hold our back flags for the first few phases.
Our squad leaders need to look before they leap. I know it's frustrating to play things slowly and end up dying, but it's the only way to give our troops a forward spawn. Take your time, check your LOS's, provide cover - never charge. If an SL goes down, he needs to call loudly so his infantry can dig in for his spawn.
When their tank was down, we had no problems taking three flags. Against FiB, that says something. Armour dominance is key to map dominance. Armour can move faster, stay alive longer and dish out much more pain than any squad. Use it as the primary offensive tool to get the extra flag. Keep the tank calls up!
Dry you and Tyger need to spawn engineer off the start and let Phats res you. You were caught at A with the enemy tank there and no way to harass it. Also, try not to let more than 1 player get held up in a building or room. They're defensible positions, but you can easily end up out the fight or outgunned.
FiB were extremely aggressive off the start to cap flags. Most teams will react off the start and when they have no flags, it seriously compromises their ability to come back later in the round. We have to surge forward with our armour and infantry, leaving our SLs to cap and hold our back flags for the first few phases.
Our squad leaders need to look before they leap. I know it's frustrating to play things slowly and end up dying, but it's the only way to give our troops a forward spawn. Take your time, check your LOS's, provide cover - never charge. If an SL goes down, he needs to call loudly so his infantry can dig in for his spawn.
When their tank was down, we had no problems taking three flags. Against FiB, that says something. Armour dominance is key to map dominance. Armour can move faster, stay alive longer and dish out much more pain than any squad. Use it as the primary offensive tool to get the extra flag. Keep the tank calls up!
Dry you and Tyger need to spawn engineer off the start and let Phats res you. You were caught at A with the enemy tank there and no way to harass it. Also, try not to let more than 1 player get held up in a building or room. They're defensible positions, but you can easily end up out the fight or outgunned.
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