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Re: Internal game Sunday 4th December

Posted: Sun Dec 04, 2011 7:08 pm
by s3xy_j0nny
Yeah, unlocked and unleashed the PDW-R haXx0r gun last night - that things almost as imba as the M16A3...

Re: Internal game Sunday 4th December

Posted: Sun Dec 04, 2011 7:38 pm
by SlipperyDuck
totally bro - that thing is business - I've just unlocked something even betterererer tho... the AS-VAL.... ZOMG

Re: Internal game Sunday 4th December

Posted: Sun Dec 04, 2011 7:58 pm
by J_Th4ng
I've been eyeing that with envious eyes :) A bit of a way to go for me yet though :(

Re: Internal game Sunday 4th December

Posted: Sun Dec 04, 2011 10:22 pm
by Hubris
Nice guys four out of four and we met the 150 ticket goal for each game; although it was touch and go there a couple times. Thanks to everyone who played! Turns out the squad leader can spawn on any of his squad mates so keep that in mind.

I think we were a little unprepared for this game, having had no practice and two guys missing. Unfortunately Dry's line was down, NoMaD sms'd me to say he couldn't play. Phatso and Paul crashed during Damavand peak and Phatso was also plagued by random bad lucks going over the mountain in the Scout Helo.

We tried out the MAVs and I think they were a win, how did you feel about placing them and playing Recon J0nny and Paul? My TAC map strat planning tool isn't working for some reason, but I'll keep trying to fix it and put down some ideas for comment. If you have feedback about the games please share!

Re: Internal game Sunday 4th December

Posted: Mon Dec 05, 2011 7:22 am
by Paul
I think the MAV worked well except the first round I went rushing in to place the MAV and got mowed down. I should have known better. Next time we wait to cap the flag or make sure it is clear and then place it.

I think the second roundof Metro was very clinical. I was especially impressed that when we got the two flags, we setup out positions and just held them. I infact had to run around for abour 30 seconds because each place I wanted to setup and cover, there was already a 2 man squad. Very good.

But Hubris is right, this definitely showed that unless you practise or at least walk through the map, you can come undone.

P.S. Damavand Peak is a shit ball of a map

Re: Internal game Sunday 4th December

Posted: Mon Dec 05, 2011 8:27 am
by Paul
Just some comments on the game

* Please be on time for the match/prac or let Hubris know that you aren't going to make it. Being captain takes a lot of time and effort and he doesn't need to be chasing after ADULTS and herding them around

* We did pretty well last night but I still feel we are a bit dis-jointed at times. I think we also need to make a call that when we are in trouble, like Metro (first round), everyone just stops, let Hubrise decide on the plan of action and then move. It took us a while when they had two flags to organise a counter attack because each squad was trying something by themselves. In those circumstances I think it helps if the entire team moves at once. We did that and broke down the left side to cap their back flag

Re: Internal game Sunday 4th December

Posted: Mon Dec 05, 2011 11:05 am
by Phatso
All in all, a good night of practicing difficult maps, with some niggles of course ;)

Metro
What went well:
- Holding of 2 flags and defending like machines.
- Communication was spot-on. Considering we barely had a solid practice and run through of the map, we were talking about specific areas (“locker room” and “ticket office”) and chatting was used to communicate effectively. The covering of the entrances into the middle flag with the right door and middle door was dealt with very well.

What didn’t go well:
- 2 man squads. Probably more to do with map dynamics (no vehicles, more infantry based) and cos I haven’t squadded with Hubris before. I found myself lost at times, and without any backup. Although on certain maps, smaller squads work (Seine), due to the bottlenecks on Metro, brute force cuts right through (5 rockets, 3 tubes and a plethora of grenades, over and above AEK spam means no chance in defending corridors alone). This was quickly fixed and was evident the fix worked when we merged the 2x2man squads.
- Reviving. Although we got better as the night progressed, I felt this was lacking. I know it seemed like it didn’t make a difference guys, but no reviving is ticket bleed. And against the stronger teams 10 tickets is a the difference between a win and a loss. Hear me out here, I understand that sometimes reviving will put you at risk, and then it would make more sense to not revive. But the threat is not permanent. What I noticed last night (this will change from team to team) was that I would die and my foe would watch my body for 2-3 seconds before moving on. In addition, if you can revive from cover, but the guy you are reviving is in someone’s crosshairs, you MUST try revive. I found myself smashing my spacebar on revives to get to cover with success. Combined with covering fire/suppression, we can save a lot more tickets.
- I am guilty of this, but the server wasn’t set to only squad leader spawn and so I asked and complained a little during the game. I wasn’t sure where to spawn and to “pretend” like the rule was enabled. Apologies for this.

Damavand
What went well:
- Helicopter when it worked (see below). An excellent way to get to back flags and if the stars line up like they did a few times, a full squad being wiped. It also absolutely tears through troops and we should look at coordinating together more to assault the back flags on the map. I was quite effective on my ace, but if there was cohesion with the ground forces, shit would’ve been messy for the opposition.
- Capping back flags. As Damavand is quite a large map, capping the back flag ultimately split their forces up and we divided and conquered from here.

What didn’t go well:
- Helicopter when it didn’t work. About 4-5 “Bad Luck” deaths and twice I think with 2 squaddies with me. Obviously a bug, but needs to be investigated as it causes a major setback (insta death + no scout chopper).
- Disjointed play in my squad. This is probably due to the helicopter and me not knowing whether to spawn at the back to wait, or push with the squad. Reasoning behind me not knowing was that in the hand a stronger clan, 2 scout choppers would cause HAVOC and we cannot afford to have our chopper stolen ever.
- Kit selection. This is probably just me, but I didn’t know what kit to spawn a few times. The map in conquest means you are engaging at long range a lot of the times and I almost felt at times that I wanted a sniper rifle.

Major gripe of the night, punctuality. Obviously bothers some more than others, but I have a big issue with this. If we say 8:30 game starts, guys should be ready to rock @ 20:00. Reserves should be on standby and if someone is not there within reasonable time (20m before or so), swop them out immediately so we can redo strats as per the change in roster. We can’t be waiting on 1 guy to get a game started. As it stands, I feel 8:30 is a bit late to start the game, but can accommodate obviously for availability. But then lets atleast try be on time. This point should be open to discussion and we should discuss this without taking anything personally.


/endOFmy2CENT

Re: Internal game Sunday 4th December

Posted: Mon Dec 05, 2011 11:32 am
by Paul
I agree with Phatso with regards to
* Reviving
* Punctuality

I did mention it in my first post but being punctual means you respect you fellow players and we can only build a team if we respect each other (even though we joke about it sometimes)

Reviving, the duck was a king but then again he hardly messes up. What might help is if we kind of designate kits on a permanent basis, I know it is difficult as each map is different but if someone always plays medic or is the Medic consistently then they will know when/how etc to revive

I was medic on Metro and I tried my best but there were times when it was just to hectic and I completely forgot

Re: Internal game Sunday 4th December

Posted: Mon Dec 05, 2011 12:06 pm
by J_Th4ng
One point on the reviving issue: As a non-medic, kit swapping in BF3 seems to be a lot slower than it was in BF2, which makes it more likely that you'll get your head shot off while doing it. I did give it a go a couple of times last night, but in addition to it being slower, I'm also not very practiced at it, so it lead to me being ventilated while staring at the ground more often than not. Anyone else that wasn't playing assault feel the same way?

I will try and practice this more on public servers to see if I can get slicker at it.

Re: Internal game Sunday 4th December

Posted: Mon Dec 05, 2011 12:49 pm
by s3xy_j0nny
Hubris_za wrote:We tried out the MAVs and I think they were a win, how did you feel about placing them and playing Recon J0nny and Paul?


Ja, I'll pretty much do what I did in BC2 and learn the recon kit inside and out - any maps where the Hubrinator decides it's better to have a pwner than a spotter, I'll sit out. Weapons for each map (although it'll be hard to beat the AS-VAL), best spawn beacon placements, and how best to use TUGS/MAV depending on situ etc.

As I said in the general feedback thread - on linear maps we def need at least one recon because it basically means we know where any attack comes from and can use it to plot routes out of danger areas. Spawn beacons on their back flag also mean that if we get pushed off the middle flag we can spawn troops behind them and then pincer them from both ends.

I think I had one bad round last night (negative KDR) but that was largely due to some Bad Lucks in the chopper and some silly play going lone wolf trying to get to their back flag on foot (which Fluffy rightly called me on in the feedback thread). Apart from that, I think I just need a little more free time to work on my seriously out of practice fps reflexes.