To Be Competitive
Posted: Wed Jun 19, 2013 9:44 am
Hi guys,
I know we're not taking this leg seriously, that's all well and good, but we need to at least be competitive.
The problem we always face is the drop in interest and the resultant breakup of the team and completely new team at each leg, which really doesn't help our cause.
Excuses aside, there are a few minor things that I think can make a world of difference, I've taken this from the many years and seasons we've played in the various games and have seen what really makes a difference and what doesn't.
Since we can't work on what doesn't yet, let's look at what can:
Roles - we've spoken about roles before, but not in the sense I'm about to discuss.
We've got 12 able bodied players all rearing to go and play in the league. ROLES: 6 of these players need to permanently headline under "Armour centric" and the other 6 "Grunt centric".
We should never field players from one ROLE in another. I know this isn't ideal but it can be important in the long run.
Lastly, select only 1 from each dedicated ROLE to be "dual-role" this is a fail-safe last resort for when players are unavailable.
Pairs - If you're in Armour or in Grunt, you should pair up with JUST one of your other Armour(s) or Grunt(s) on public server nights. Not 3 or 4 in a squad.
This sounds counter intuitive? yeah, but the way we are playing now is 8 individuals, if we can get 4 pairs going we will be 100% better with our teamwork, guaranteed. The more you play as a pair, the better your paired teamwork will get, the more you will stick together, the more objective based you will become.
Team Selection - Select pairs before individuals. If we have the pairing concept going and working it would be wrong to split pairs, a strong individual is less than a mediocre pair.
Practice - When we were in our winning ways, practice was NOT running around shooting each other - it can be, if you need to work on shooting skills, but it's not the most important aspect of the game, in fact this only plays a small part in it.
The MOST critical factors are; INTEL - knowing where each area is, have a name for each spot, identifying choke points and cover points and finding spotter locations for INTEL.
Movement - practicing how to breach covered areas successfully - there is no 100% guaranteed method that works for every flag, but with practice there are methods for most and they are all different - we have yet to-date do any breach testing.
This is my suggestion going forward, to improve without taking out our fun factor. Let's get into the habit of PAIRING rather than stacking up or QUADDING - It can be on the same side OR vs other members, just PAIR a bit and test it out.
Practice, until everyone arrives at practice (first 10-15mins) we can run around and shoot each other for lols, after than the 1hour should consist of simply loading maps and doing a walkabout identifying and naming, setting up a defense and seeing if you can see the enemy and why you can or can't - that sort of thing. This will be more valuable than point click that we're doing at the moment.
Here is our team, let's assign ROLE first (nb* only two Dual-roles applicable):
[TABLE="width: 64"]
[TR]
[TD="width: 64"]TygerQB
[/TD]
[/TR]
[TR]
[TD]Cr0n0s
[/TD]
[/TR]
[TR]
[TD]Paul[/TD]
[/TR]
[TR]
[TD]BadAssjack[/TD]
[/TR]
[TR]
[TD]EGGMAN[/TD]
[/TR]
[TR]
[TD]RussianElite[/TD]
[/TR]
[TR]
[TD]s3xy_j0nny[/TD]
[/TR]
[TR]
[TD]Irish_Luck28[/TD]
[/TR]
[TR]
[TD]Kyuubidemon[/TD]
[/TR]
[TR]
[TD]Slipperyduck[/TD]
[/TR]
[TR]
[TD]U2M[/TD]
[/TR]
[TR]
[TD]Voetsek-Mikey[/TD]
[/TR]
[/TABLE]
I know we're not taking this leg seriously, that's all well and good, but we need to at least be competitive.
The problem we always face is the drop in interest and the resultant breakup of the team and completely new team at each leg, which really doesn't help our cause.
Excuses aside, there are a few minor things that I think can make a world of difference, I've taken this from the many years and seasons we've played in the various games and have seen what really makes a difference and what doesn't.
Since we can't work on what doesn't yet, let's look at what can:
Roles - we've spoken about roles before, but not in the sense I'm about to discuss.
We've got 12 able bodied players all rearing to go and play in the league. ROLES: 6 of these players need to permanently headline under "Armour centric" and the other 6 "Grunt centric".
We should never field players from one ROLE in another. I know this isn't ideal but it can be important in the long run.
Lastly, select only 1 from each dedicated ROLE to be "dual-role" this is a fail-safe last resort for when players are unavailable.
Pairs - If you're in Armour or in Grunt, you should pair up with JUST one of your other Armour(s) or Grunt(s) on public server nights. Not 3 or 4 in a squad.
This sounds counter intuitive? yeah, but the way we are playing now is 8 individuals, if we can get 4 pairs going we will be 100% better with our teamwork, guaranteed. The more you play as a pair, the better your paired teamwork will get, the more you will stick together, the more objective based you will become.
Team Selection - Select pairs before individuals. If we have the pairing concept going and working it would be wrong to split pairs, a strong individual is less than a mediocre pair.
Practice - When we were in our winning ways, practice was NOT running around shooting each other - it can be, if you need to work on shooting skills, but it's not the most important aspect of the game, in fact this only plays a small part in it.
The MOST critical factors are; INTEL - knowing where each area is, have a name for each spot, identifying choke points and cover points and finding spotter locations for INTEL.
Movement - practicing how to breach covered areas successfully - there is no 100% guaranteed method that works for every flag, but with practice there are methods for most and they are all different - we have yet to-date do any breach testing.
This is my suggestion going forward, to improve without taking out our fun factor. Let's get into the habit of PAIRING rather than stacking up or QUADDING - It can be on the same side OR vs other members, just PAIR a bit and test it out.
Practice, until everyone arrives at practice (first 10-15mins) we can run around and shoot each other for lols, after than the 1hour should consist of simply loading maps and doing a walkabout identifying and naming, setting up a defense and seeing if you can see the enemy and why you can or can't - that sort of thing. This will be more valuable than point click that we're doing at the moment.
Here is our team, let's assign ROLE first (nb* only two Dual-roles applicable):
[TABLE="width: 64"]
[TR]
[TD="width: 64"]TygerQB
[/TD]
[/TR]
[TR]
[TD]Cr0n0s
[/TD]
[/TR]
[TR]
[TD]Paul[/TD]
[/TR]
[TR]
[TD]BadAssjack[/TD]
[/TR]
[TR]
[TD]EGGMAN[/TD]
[/TR]
[TR]
[TD]RussianElite[/TD]
[/TR]
[TR]
[TD]s3xy_j0nny[/TD]
[/TR]
[TR]
[TD]Irish_Luck28[/TD]
[/TR]
[TR]
[TD]Kyuubidemon[/TD]
[/TR]
[TR]
[TD]Slipperyduck[/TD]
[/TR]
[TR]
[TD]U2M[/TD]
[/TR]
[TR]
[TD]Voetsek-Mikey[/TD]
[/TR]
[/TABLE]