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Posted: Fri Nov 02, 2012 4:22 pm
by BadA$$jack
looks like the 2nd team is still not right on eGaming site!!!

Posted: Fri Nov 02, 2012 6:10 pm
by TygerBS
I edited the Nutz team to include cronos.

Nomad and Mikey are not on grrr list to add to the team.

Posted: Fri Nov 02, 2012 8:34 pm
by Hubris
Well both teams have been entered now, the only person we are missing is Mikey. I hope we can include him during the course of the tourni, it shouldn't be a problem lots of teams are having issues with the site.

Posted: Sun Nov 04, 2012 1:15 pm
by Hubris
Groups and week one fixtures are out: http://egamingsa.co.za/stage/view/9.html
Baggers in Group 6, with: 2 Gs, RFH, SSG. Sho, all big games. First game is a bye.
Nuts in Group 7, with: BUD, bvd, BzK, NSD. Big games are BzK, BUD and NSD. First game NSD.

Nom, go here and arrange the match formally so all record of arrangements is here: http://egamingsa.co.za/match/view/95.html
Add this dude just in case you need to chat to him: http://battlelog.battlefield.com/bf3/user/BlackIXI/
I don't know what map just yet, suppose that will be up soon.

Don't forget practice tonight at 7PM and friendly matches at 8PM.

Posted: Sun Nov 04, 2012 11:19 pm
by Hubris
Good prac guys, we're all getting into it. The first game map is Bazaar.

Key to taking this map on attack is getting two guys holding in B alley, with one watching curve for a flank. The other two rush down the back road, using the rubble piles and getting into the laundry (across the street from office) and the office (or looping around behind the TOW and into tunnels). From there, a rocket into the side wall at Butchery opens the view to the bomb and the B alley pair can push the bomb for plant with their office/laundry mates covering them and the bomb. Remember the Russians spawn in the tunnels and normally come up near Butchery blocks, try to catch them crossing the street. Get into position - clear the bomb wall - get your 3 picks - push a plant - cover.

On defence: get one behind butchery blocks, one in butchery stairs, one in office and one in laundry. Lock down the B alley, curve and the back street. Play to delay. If you get into trouble, get someone into sniper nest but be sure to cover the three approaches nonetheless. When you respawn, you may want to get a rocket into the bomb site to kill a planter or help dislodge attacks defending the plant. Try get two guys shooting at the bomb site from the tunnels and two rushing the butchery to disarm. Remember to check the stairs! Spot the enemy - slow them down - don't over commit to any side - spawn randomly so you don't risk a wipe.

As always: smart, safe and slow. Try to outsmart your enemies and don't push two fronts at once. You and your buddy should never both be rushing, bound from cover to cover making sure you can stop the rush and get the respawn if need be. You can let resses go if they are mission critical, just examine whether your mate is exposed or not and then make a decision. This game mode all comes down to keeping four players up, positioning, patience, communication and team work. Big game this week Nuts, we're behind you and will be in voip to support you. Arrange your game early this week (Tuesday is best) on the eGaming forum.

NSD Dem Sugar Walls (thirds I think) http://egamingsa.co.za/clan/view/1.html / http://egamingsa.co.za/match/view/95.html

The next game is Seine Crossing, we'll prac (Wed) that next for sure. Baggers play Gs Nix (their firsts) http://egamingsa.co.za/clan/view/69.html. The Nuts play BzK (their seconds - nemesis time boys) http://egamingsa.co.za/clan/view/66.html. We have from the 5th to the 19th to play all 6 of our games, there's no weekly restriction. This means we need to play two games a week, meaning one prac a week. Lets try make the practice day Tuesday so we can run through maps for Wednesday and Sunday. We will alternate having the grrr server, so Nuts will have it for Bazaar and Baggers against Gs etc.

Good luck boys! Focus on improving each game and only worry about the matches you can win. There are some big guns in our pools, but if we stop at least one MCOM destroy point and get at least one MCOM on attack per map, we've done really well. Remember points are done by number of MCOMS destroyed, then one point for the team that takes the most MCOMS. If you draw, it comes down to tickets lost on attack. So be sure to screenshot your games at start (incl. live calls) and at the end of each round (use MSI afterburner). Don't forget, captains need to create a UAC session and ensure everyone (incl. enemy) join and are scanning.

Posted: Mon Nov 05, 2012 7:17 am
by Paul
Sweetos! One thing can I please ask is that people arrive for pracs on time or let people know if you are going to be late. If prac is 8 you need to be on at 7:50 so we start at 8 on the dot.


One thing that was hugely evident in addition to what Hubris said is that covering the MCOM from distances is a must! This goes for defence and attack.

For attack you should have 1 pair covering the MCOM from "far" while the other team arms, this only after 2 or 3 enemy have gone done.

Setting up quickly after arming/disarming is key, our team could have beaten RFH on metro but we failed to setup properly after the initial storm. On Oman we did it again but then slowed done and did it properly which meant we won.

Posted: Mon Nov 05, 2012 7:40 am
by Hubris
Yeah thanks Paul, I think some guys were not aware we started at 7 but we do need to get the show on the road as soon as we can. The principle is to always have cross fire on the bomb - whether attacking or defending. Two guys, if careful, should be able to advance to plant/diffuse the bomb while the others shoot from another angle to cover them and provide a spawn if it all goes belly up.

On Metro, RFH held way back and tried to draw us out across the open ground. It worked well for them because they were able to keep a guy alive behind bottom lockers and in ticket office for a safe spawn. I still think it's important to defend forward, but we need to keep at least two guys further back in case they rush the back stairs or break our lines (so bottom lockers and office/ticket).

On attack, once you get into top lockers you second squad should be looking to move up to office for cross fire on bottom lockers. One guy should peek the lockers corridor (but only to harass, you can't risk dying) and the other should rush down phonebooths and into the side door of bottom lockers when the pick is made on the lockers corridor. As soon as that rush is made the office squad should secure ticket and then its just defence.

Posted: Mon Nov 05, 2012 7:52 am
by Paul
Yip that is it, plain and simple, cover, move up, cover, move up,etc not need to rush, rush despite the name of the game type.

I am also considering moving to the M416 as my main role is cover and support, the M16A3 is not accurate at distance although it does keep them busy. Will check it out on tuesday at prac

Posted: Mon Nov 05, 2012 10:06 am
by TygerBS
Ya lessons from last night. Dont rush. I ruched way to much, and it cost us.

Second, your gold when attacking is to not get on the bomb site first, its to control a position overloockinh the bomb site.
Once you have control of that then you can send a team onto the bomb site.

Take it slow.

In terms of weapons. Lead Guy AEK, it makes the punch for close and medium range.
Back covering guy M16A3 for long range head shots.

Posted: Mon Nov 05, 2012 11:30 am
by Hubris
Exactly. If you're struggling with the m16a3's increased recoil, switch to m416. But yes we must be aware of our weapons and our attachments, they make a huge difference if you use them in the right circumstances.

I think rush gets its name from larger games when it's all about getting speed and suprise on your side to break through and plant. With a 8 man game, every kill counts and makes a massive difference, so take it slow.

if at any point two guys are down, we as a team must announce it and make sure we hold. If we throw in our third and fourth ticket chasing a revive or rushing a player we could be wiped and have to start all over again.